The saves should work fine. But you'll have to start a new game or reach the end of the dungeon and loop to see any of the new content.

floppystack
Creator of
Recent community posts
I suspect it's an issue with the intel graphics. I have an older intel desktop cpu with UHD graphics that runs the game just fine. But it looks like their laptop cpus don't support the newer vulkan and dx12 features for some reason.
Did you try launching the game in vulkan mode?
You could also try moving/deleting the "HardStuck" folder at the following locations:
(windows) %appdata%\Godot\app_userdata\
(linux) ~/.local/share/godot/app_userdata/
There might be some old or corrupt data there that stops the game from loading.
1.0 will more or less be the version of the game I had in mind when I first started working on it.
Which means the motherboard floor will serve as the end of the dungeon, and there will be a complete set of animations for the main character with all the monsters.
I'll keep working on the game past v1.0. But I want to have a version of the game that can be considered finished before I let the scope creep go wild.
Thanks.
I don't have an ETA for the next update yet, the plan was to finish v1.0 before doing a final public release.
Since it's taking longer than I planned, I might do a mini update with some of the content in the early access build. I can't guarantee anything, but if I can get a lot of work done this month I'll put a build together for a September release.
And Chloe might get some leather at some point.
I don't know if you can update the drivers to fix it. I believe the features are missing physically from the hardware.
But if you really want to try the game you might be able to run it in opengl mode. Just be aware that the lighting and colors are going to be messed up, and some graphics will be missing.
To play the game in opengl mode:
Open the "Launch using Vulkan.bat" file in notepad and replace "vulkan" with "opengl3".
Save the file and then launch the game using the edited bat file.
I don't feel like I'm at a skill level where I should be teaching anyone about animation :P
But when I'm working on a cinematic, the first thing I do is focus on the key poses for the different stages.
Then while blocking out the rough movement, I get the animation working in-game to get a feel for what it will look like when finished.
Then I spend the rest of the time I have available on getting the stages to flow together, and general polish.
I prefer to work alone. I'm a bit of a masochist and finishing this game solo is a challenge I set for myself ages ago.
Still, thanks for the offer :)
I'm not really struggling with anything at the moment.
Back in November I was exhausted and frustrated by my old blender workflow.
After I started automating all the tedious stuff with python scripts I don't really burn out anymore.
Having proper CI/CD set up sounds nice, I'm assuming you're using it for automated testing?
