I just see the father figure's projectiles being letters of disappointment and bills and when parried turns into either symbols of poetry or self love. Do with that what you want. Im enjoying the devlogs. Good luck with your journey!
I love the design of the shackled enemies. One idea for them is if you stay immobilized for too long, they could smash you with the ball and chain they wield, giving your a much larger incentive to escape.
"...and spend their time coming up with new ways to inflict excruciating situations(pain) on themselves and each other" Oh, it looks like my ranked Dota2 games!
one of my favorite aspects of rougelikes, is that the character changes appearance based on what items you pick up, i think that would be a very cool addition to Disinherited
Definitely! I don't know how much I can actually add equipment visuals to him, since his animations are all frame-by-frame, but there will definitely be at the very least VFX and SFX work that changes as he changes
That little outtake at the end is so relatable lmao Another awesome update as always! So happy to see all of the community involvement showing through in the videos now! So cool!
I have three item ideas one is hermes boots that slow your fall, another is odysseus's silvered boar helmet that could do something like slow the loss of light or something else, and the last is king Arthur's crown that you could find a purpose for if you like it.
Found this video while browsing through the latest devlogs, and gotta say, I loved it. Now I started to watch each and every one of your videos. Keep up the great work.
Great Devlog! As an aspiring game dev, I learn so much from when you go into the more technical aspects of the code behind each feature. You’ve taught me so much already and I can’t wait to learn more!
I like the idea of a "collector" type character on each level. If you bring him three unique objects from around the area he gives you a buff. Gives you a bit of a reason to keep track of where you are
This series has become my Saturday morning + coffee routine. That being said I really like the cartoon look mixed with some darker and torture imagery, it works really well. Charming yet, messed up.
Enemy idea: The Sclads Blindfold. While its existence is questionable, it was a thick metal blindfold that went around the entire circumference of the head at eye level. It had spikes that would stick into the user, as well as long, sharp spikes on the outside. The idea for the attack would be charging the player and grabbing onto them, either being big enough to hold the player or small enough to simply latch onto the player and do continuous damage until it is gotten off. Also, thank you very much for featuring one of my comments in your video.
I love how the game started out a “cute” game that included death, but now it’s a truly horrifying experience. Poor Samuel. Bros not gonna sleep for days.
Look, i like the blackthornprod videos, but this is literally the only game I've discovered through their channel that is actually memorable in any way at all. Watching you develop this game since day 1 (only on TH-cam, not a discord user) has been such a joy. I'll never forget death.
I wrote an idea of mini game for exactly this area and I think it fits very well hopefully it is not too difficult for you to make and you will choose my idea :))
Just found out about this from the contest and I have to say, what you managed to make in such a short time is amazing [I only know drawing and not coding and the last B/W picture I drew took almost three hours and was just 1 character with no background, so I can't even imagine how much time you spent on all the art and music in those 3 weeks.] Absolute respect. I've added the game to my wishlist on steam, but I'm hoping that you'll be able [and willing] to port it to consoles later on as I'm mostly an xbox gamer. I've subbed to follow the progress, and I wish you the best of luck with the game and hope you can make it everything you want it to be.
glad to see the devlogs are becoming more about the bones Junji Ito, what a great source of inspiration for this very cute game! Also, really like how the effect shows the radius of where agony will hit you (a standard practice I think, but still appreciated) Editing at ~4:29 makes me giggle and I will be stealing it in some capacity for my own vids (mostly just the clouds in the background, while the foreground scales down, idk why I never thought of it) Poor samuel, he looks so troubled when immobilized with his eyes all big Ghost Samuel was integral, thank you ah, googled it, how dare they do that to the bones on the bone wheel still happy about bone mark #15 tho, really immerses me in the world I NOTICED THE PILLARS IN THE BACKGROUND NEAR THE BEGGINGING (meant as beginning) Meant to compliment, got distracted Yeah, the wood paneling goes hard I'm kinda curious about minigame implementation from the last video, cause for me personally, where it might be accessible from would inform what kind of minigame it is (like do I have to worry about light, would it be an in-between area that could impact the run, is there/will there be a hub/beginning area, etc) Great dev-log as always
You should have defo kept the horrifying baby xD Giving a creepy edge to one area as to challenge you mentally aswell. For some reason when I watch your devlogs I always get reminded of music I listened to! This time I got reminded of Sopor Aeternus & The Ensemble of Shadows. More direct the song, Leeches & Deception. Creepy music, but I love it! Might be because I‘m German.
You can use your existing system to add one-way platforms/floors you can drop through (idrk what they're called). Maybe add them to the tile map the same way you are spawning the pillars, but make the platforms stretch horizontally and maybe check against a max length. Also, amazing to see all the progress, it looks great.
Awesome progress once again! Love how the Acolytes attack VFX looks like. Also, this is only my opinion, but I think that those aftermath effect lines might confuse people into thinking that the enemy is casting some sort of quadruple hit attack because of how bright it is. I'd suggest making the attack's aftermath more subtle, unless four attacks in a row is what you're going for :D
"you'll remember it for the rest of your life" Hell from the moment i read that story i wasn't able to sleep without seeing nightmares why did you remind me 💀
bro i'm REALY happy for you, im justing LOVING the game and i see so much potential on you, i hope u can get more famous, im from Brasil i would pay 60 reais (its like expansive) to play this!❤❤❤
Your Chained Cardinal (I could rewind to see what you called them but eh) enemies truly remind me of the red robed figures in the Hunchback of Notre Dame's Hellfire sequence, and hey if that inspires you to make the level music similar to that song, who am I to judge? Though just throwing Dies Irae in there would also accomplish that but might be a tad on the nose. Though my main suggestion this week has nothing to do with that, mostly just wanna point out that there should be some pitfall traps in this game. If youre gonna climb and jump around, there should be some danger involved with downward movement, ergo pitfalls of some kind.
Because the chain area is more vertical you should add a grappling hook item only found in the chain area.The grappling hook should be using the chains to fit the theme.
There was an torture/execution method where you would put a fire under neath some rats in a cage and they would burrow through whatever was above them. The thing above them being a human being would cause the rats to horrifaclly chew through the flesh of the man to escape. So what I’m saying is enemy that has a cage on its back and carries a torch/some sort of fire. when it sees Samuel it holds the torch/lights a fire in an animation to cause rats to burst out of itself as summoner enemy? Or something of the sort?
Oh my(> body_horror_fun == True), i like so much new enemies they are so nice and looks relly painful (> body_horror_fun == False). And i really like area. It looks aesthetic!
I asked since it seems like there is a potential to do a much harder difficulty. This feature of course being later in development. Other than that I hope you have a great rest of your day!
Just wondering where Samuel's lantern light is coming from, since the lantern is an important part of the game. Does he have a lantern hanging on his belt and we just can't see it under his coat, or maybe his cane a customised lantern, since Sam is the creative sort? Or maybe Sam has a special necklace hanging around his neck (hence why the lantern oil is absorbed around the heart?) that works like a lantern? Or maybe since the catacombs is like the Netherworld, perhaps the light comes from his "soul," hence why the Reaper and ghosts absorb it? Or maybe I'm just thinking too much about it.
It’s going to be sort of implied that it’s attached to his belt, but I didn’t choose to draw it because things might get too messy 😅 I do like the alternate interpretations though…..
was thinking perhaps a permanent levelling system of some sort would help players get a more overall sense progression with repeated attempts. Sort of like hade's Mirror of Night. Small but meaningful permanent upgrades you can have access to.
Since this new area is so much bigger and more open what if there was some much larger enemies? Things that are like three or four times as big as our lil hero
I’ve watched every episode and I’m excited to see the game completed and in my hands, but I’m worried about the darkness/lamp mechanic. I feel like I’ve never played a game or a portion of a game with a darkness mechanic that didn’t make the game/part way less fun. I’m wondering if you have any ideas to make the darkness system more pleasant?
I’m not positive since it’s so core to the present design-but I am thinking there might be ways to “pre-build” your character (like the mirror in hades for example) where you can start with higher visibility, or slower light reduction-something like that!
I just see the father figure's projectiles being letters of disappointment and bills and when parried turns into either symbols of poetry or self love. Do with that what you want. Im enjoying the devlogs. Good luck with your journey!
I love this so much, two sides of the same coin-what you can do with a quill and paper. Thank you!!
@@LighthoofDryden Honestly, I'm thrilled that it resonated. Have a good one!
How tf did you think of that
The chains make it look like samuel is gonna be the new hollow knght
Samuel’s lantern IS a kind of radiance…… 👀
@@LighthoofDryden oh shii never though of that
How about making Samuel's glasses break in the death animation too?
I think that would be pretty nice
I love the design of the shackled enemies. One idea for them is if you stay immobilized for too long, they could smash you with the ball and chain they wield, giving your a much larger incentive to escape.
Highly agree
yeah it feels like all they want to do is capture Samuel and not torture him for all eternity by constantly bashing his face in with steel balls
"...and spend their time coming up with new ways to inflict excruciating situations(pain) on themselves and each other"
Oh, it looks like my ranked Dota2 games!
LMAO me with Overwatch a couple years ago
Bro literally me in Queue right now xD
i think adding bloodstains and such to the groundtiles would make the monestary even more horrifying
That would be so sick
@@Cagify and like blood drooping from the ceiling
Y’all’re twisted 😂 (it’s going to happen now)
@@LighthoofDryden yooooo
one of my favorite aspects of rougelikes, is that the character changes appearance based on what items you pick up, i think that would be a very cool addition to Disinherited
Definitely! I don't know how much I can actually add equipment visuals to him, since his animations are all frame-by-frame, but there will definitely be at the very least VFX and SFX work that changes as he changes
NGL those chains in the thumbnail are really giving me Hellraiser vibes.
I desperately need to watch that one, somehow always miss it when my husb watches!
@@LighthoofDryden It honestly would fit the vibe of this area alot. Highly recommend watching the first one and taking some inspiration.
0:21 Thanks for the idea! I placed it on top of my list of things to do some decade.
That little outtake at the end is so relatable lmao
Another awesome update as always! So happy to see all of the community involvement showing through in the videos now! So cool!
Hahah that one was for my fellow ‘tubers
And thank you!! This community is so cool I only wish I could show y’all off MORE
I have three item ideas one is hermes boots that slow your fall, another is odysseus's silvered boar helmet that could do something like slow the loss of light or something else, and the last is king Arthur's crown that you could find a purpose for if you like it.
You could make a skeleton with a cage from medieval rat torture and when you kill the skeleton, the rats attack you
AAAAH. Terrifying, and right on point
Im so happy the breaking wheel and brazen bull made it. Im glad i suggested them
Killer ideas, literally!!!
@@LighthoofDryden XD
This is great you kill it every time also I love ghost samul
the shackled design looks awesome!!
Thank you!!!
i love the wokr but one thing is missing
MORE BONES
MORE BONES TO COMEEE
@@LighthoofDryden HAHAHAHAHHA YESSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSS
@@LighthoofDryden BONE BONE BONE BONE!
th-cam.com/video/t9tZEcSc1qo/w-d-xo.htmlsi=0o2EvhtnyE06-y4g&t=15
since the new area is more open I think it would be cool to add a grapple enemy that uses a chain and throws it to the ceiling, then swings at you
That sounds fun, im down for that
Found this video while browsing through the latest devlogs, and gotta say, I loved it. Now I started to watch each and every one of your videos. Keep up the great work.
Thank you so much!! I appreciate you being here :)
Great Devlog! As an aspiring game dev, I learn so much from when you go into the more technical aspects of the code behind each feature. You’ve taught me so much already and I can’t wait to learn more!
That makes me really happy to hear!! One of my goals is to be somewhat educational too (without going full tutorial haha)
Looking amazing, especially the shackled, they give me the creeps.... Keep up the good work, also bones
BONES!!
And thank you!! :D hehe love the use of the cat emote
it's incredible how fast you're developing your game, it's also very inspiring.
Thank you!! I'm def tryin my hardest to zoooom
I like the idea of a "collector" type character on each level. If you bring him three unique objects from around the area he gives you a buff. Gives you a bit of a reason to keep track of where you are
This series has become my Saturday morning + coffee routine. That being said I really like the cartoon look mixed with some darker and torture imagery, it works really well. Charming yet, messed up.
Thank you, that is such an honor!!!
(And sorry for the delay in reply lmao, the teaching at camp thing took over my entire nervous system)
@@LighthoofDryden Bro, don't even worry about it hahah. You have so much engagement on this channel I don't blame you at all.
Enemy idea: The Sclads Blindfold. While its existence is questionable, it was a thick metal blindfold that went around the entire circumference of the head at eye level. It had spikes that would stick into the user, as well as long, sharp spikes on the outside.
The idea for the attack would be charging the player and grabbing onto them, either being big enough to hold the player or small enough to simply latch onto the player and do continuous damage until it is gotten off.
Also, thank you very much for featuring one of my comments in your video.
love the idea of an enemy that latches on to Samuel
I'm S C A R E D by this
i'm absolutely obsessed, you're super talented!! can't wait to see the final game
Thank you so much aaah!
Now... just need some bones here and there and we can call it good!
I really love the uniqueness of every area, and how the themes of them are reflected in the enemies and gameplay. amazing work!
I love how the game started out a “cute” game that included death, but now it’s a truly horrifying experience. Poor Samuel. Bros not gonna sleep for days.
He can sleep when he is dead.
I always want to walk the lines between "aw that's cute" and "oh hell no" XD
Look, i like the blackthornprod videos, but this is literally the only game I've discovered through their channel that is actually memorable in any way at all. Watching you develop this game since day 1 (only on TH-cam, not a discord user) has been such a joy. I'll never forget death.
Thank you, that's such a high compliment, seriously!!!
Franklin looks like a well dignified gentleman. 10/10.
He’s very dignified about HALF the time 😆
Channel member characters should become playable / selectable in game with character id
I wrote an idea of mini game for exactly this area and I think it fits very well hopefully it is not too difficult for you to make and you will choose my idea :))
That death animation is a jewel
Thank you :D
Brilliant once again. I am running out of superlatives and comments to make on your industrial development brilliance!
Thank you 😭 you’re far too kind!!
The great work continues! Very inspiring 🧠
Ay thanks so much!!!
Great progress! I love it!
Great Video, as always! It’s so generous of you to make the subscription only 99cts! Keep going
Just found out about this from the contest and I have to say, what you managed to make in such a short time is amazing [I only know drawing and not coding and the last B/W picture I drew took almost three hours and was just 1 character with no background, so I can't even imagine how much time you spent on all the art and music in those 3 weeks.] Absolute respect.
I've added the game to my wishlist on steam, but I'm hoping that you'll be able [and willing] to port it to consoles later on as I'm mostly an xbox gamer.
I've subbed to follow the progress, and I wish you the best of luck with the game and hope you can make it everything you want it to be.
Thank you so much!!! I appreciate the kind words. I’m definitely hoping I can do ports after the Steam release, I’m thinking it’s likely to be viable!
Looking forward to the premiere
I always miss these premieres for one reason or another, hopefully i wont miss this one
I missed it...
Epic
Very
glad to see the devlogs are becoming more about the bones
Junji Ito, what a great source of inspiration for this very cute game!
Also, really like how the effect shows the radius of where agony will hit you (a standard practice I think, but still appreciated)
Editing at ~4:29 makes me giggle and I will be stealing it in some capacity for my own vids (mostly just the clouds in the background, while the foreground scales down, idk why I never thought of it)
Poor samuel, he looks so troubled when immobilized with his eyes all big
Ghost Samuel was integral, thank you
ah, googled it, how dare they do that to the bones on the bone wheel
still happy about bone mark #15 tho, really immerses me in the world
I NOTICED THE PILLARS IN THE BACKGROUND NEAR THE BEGGINGING (meant as beginning)
Meant to compliment, got distracted
Yeah, the wood paneling goes hard
I'm kinda curious about minigame implementation from the last video, cause for me personally, where it might be accessible from would inform what kind of minigame it is (like do I have to worry about light, would it be an in-between area that could impact the run, is there/will there be a hub/beginning area, etc)
Great dev-log as always
You should have defo kept the horrifying baby xD
Giving a creepy edge to one area as to challenge you mentally aswell. For some reason when I watch your devlogs I always get reminded of music I listened to! This time I got reminded of Sopor Aeternus & The Ensemble of Shadows. More direct the song, Leeches & Deception.
Creepy music, but I love it! Might be because I‘m German.
Whoa, I've never heard or seen anything like this before! Just watched In Der Palastra... it DEF fits the mood here!
My phone ran out but i spiritually didnt miss the disinherited grind
You can use your existing system to add one-way platforms/floors you can drop through (idrk what they're called). Maybe add them to the tile map the same way you are spawning the pillars, but make the platforms stretch horizontally and maybe check against a max length. Also, amazing to see all the progress, it looks great.
Smaaarrtt!! I can TOTALLY see how that would work now, whereas before the pillars thing I was lost on how that could be handled haha
Awesome progress once again!
Love how the Acolytes attack VFX looks like. Also, this is only my opinion, but I think that those aftermath effect lines might confuse people into thinking that the enemy is casting some sort of quadruple hit attack because of how bright it is. I'd suggest making the attack's aftermath more subtle, unless four attacks in a row is what you're going for :D
Ooh, good point! Probably a color over lifetime, or just making that whole thing go much faster, would clarify it!
"you'll remember it for the rest of your life" Hell from the moment i read that story i wasn't able to sleep without seeing nightmares why did you remind me 💀
adding to the verticality and chain theme, climbable chains could be a cool addition
Alright, that's a Dark Soul level and a half, for the atmosphere of the place XD And I say that in the best way possible. Can't wait to try the game!
Thank you!!! Elden Ring is one of my faves of all time and I was really trying to channel the weird and horrific freedom of those designs haha
Me when I normally see Samuel: That's my boy (o´▽`o)
Me when I saw Samuel in the thumbnail: No my boy! (°ロ°) !
This comment made me laugh out loud ahahahah
bro i'm REALY happy for you, im justing LOVING the game and i see so much potential on you, i hope u can get more famous, im from Brasil i would pay 60 reais (its like expansive) to play this!❤❤❤
Thank you so much, this is so nice!!
IM SORRY GHOST SAMUEL IS SO CUTE WTF
I would die deliberately to see him again
If you die as much as I do, you'll see it a lot 😭
This is everything I hoped for, maybe one of the enemies could become stronger the less health it has, hurting him helps him
Love this concept!!
Coolest area in the game so far.
Thank you!! Really bringing my inner horror buff out ⛓️
8:13 you had the same exact face as me, i was so unsettled xd
Deeeeeply lmao
Bone wheel! 🦴🛞🦴🛞
Step right up! Ride the bone wheel! :D
Relic Idea: Quill Of Disappointment. Increases size of cane
Context: It’s the quill that Samuel’s Father uses as a banker
@@AxoGamer-ds2ek Actually dope idea
@@danlap5697 Thanks!
I CANT WAIT TO PLAY THIS 🤩🤩🤩
THANK YOU!!
Very very cool!
Thank you so much!!
best day of the week
🧡🧡🧡
Your Chained Cardinal (I could rewind to see what you called them but eh) enemies truly remind me of the red robed figures in the Hunchback of Notre Dame's Hellfire sequence, and hey if that inspires you to make the level music similar to that song, who am I to judge? Though just throwing Dies Irae in there would also accomplish that but might be a tad on the nose.
Though my main suggestion this week has nothing to do with that, mostly just wanna point out that there should be some pitfall traps in this game. If youre gonna climb and jump around, there should be some danger involved with downward movement, ergo pitfalls of some kind.
Pitfall traps would be on point!!
And now that you mention it I TOTALLY see the hellfire comparison hahah. Those hooded folks freaked me out as a kid
Can't wait for your next devlog
I have your "voronoi noise" moment way too often 😂
That was kept in for my fellow TH-camrs XD
Yo that’s my suggestion ❤
Chained Monastery here we commeeee!!
I'm calling it right now the cat is the reaper
2:13 my jaw dropped that would of been so scary omg
Yep that is why you should read what he mentioned (: It also incorporates a few more things just as terrifying
LOL I know right? I was like…. Too far. Too far.
@@findot777 I did? i was just agreeing lol
Yessss we love religious trauma themes
We certainly do!!
Love the Monty Python monks! They're so silly.
dona eis domine
*SMACK*
dona eis requiem
*SMACK*
Because the chain area is more vertical you should add a grappling hook item only found in the chain area.The grappling hook should be using the chains to fit the theme.
I so want a grappling hook in this game
I love grappling hooks they are 😎
There was an torture/execution method where you would put a fire under neath some rats in a cage and they would burrow through whatever was above them. The thing above them being a human being would cause the rats to horrifaclly chew through the flesh of the man to escape.
So what I’m saying is enemy that has a cage on its back and carries a torch/some sort of fire. when it sees Samuel it holds the torch/lights a fire in an animation to cause rats to burst out of itself as summoner enemy? Or something of the sort?
THIS IS THE SCARIEST THING EVER.
I do need a rat enemy... so this is a natural evolution of that...
Great video!
The cat fan art😍
THERE'S A DOOR BEHIND THAT CURTAIN????
I love it when people discover this ngl XD
Oh god, this area is terrifying, especially those shriekers
They creep me out so hard hahah
@@LighthoofDryden i liked the old design better
still horrifying tho!
You made me smile even after germany lost against Spain.
Insanely cute dog
He’s such a good boy (laying in my lap as I type this)
@@LighthoofDryden what breed is he?
if you plan to add another floor I would make it one based off the fountain of youth and it would be in a forest
I’m into this vibe!!
@@LighthoofDryden thanks!
suggestion how about a pop up when u get immobilised which tells you to flick the control stick left to right sorta like castle crashers
Yess tbh I think that’s basically a necessity!
make the enemies attack you if you run inside them
Oh my(> body_horror_fun == True), i like so much new enemies they are so nice and looks relly painful (> body_horror_fun == False). And i really like area. It looks aesthetic!
And your talemap solution is very cool! I like it!
An invasive thought brought me to this question: Would there be a fear and hunger like difficulty?
I asked since it seems like there is a potential to do a much harder difficulty. This feature of course being later in development. Other than that I hope you have a great rest of your day!
You mean like the game fear and hunger? I haven't played that one, but I do have plans for like "difficulty increasing" parameters and a hard mode!
@@LighthoofDryden Undertood. I hope future game dev progress goes smoothly. Good day/night!
Just curious, how many suggestions did you get for minigames from last weeks devlog?
Why does the texture at 9:30 look so good?
Thank you!!! I have a lotta fun doing stuff like that :D
Keep up the good work dude, I will definitely play Disinherited after the 100 days
(Edit: typo)
It’s over noooooo😂
more bones
I'll hold you to it that you'll show the other fan art, mine didn't make this episode :(
Heck yeah, it’s comin!!!
Just wondering where Samuel's lantern light is coming from, since the lantern is an important part of the game.
Does he have a lantern hanging on his belt and we just can't see it under his coat, or maybe his cane a customised lantern, since Sam is the creative sort?
Or maybe Sam has a special necklace hanging around his neck (hence why the lantern oil is absorbed around the heart?) that works like a lantern?
Or maybe since the catacombs is like the Netherworld, perhaps the light comes from his "soul," hence why the Reaper and ghosts absorb it?
Or maybe I'm just thinking too much about it.
It’s going to be sort of implied that it’s attached to his belt, but I didn’t choose to draw it because things might get too messy 😅
I do like the alternate interpretations though…..
was thinking perhaps a permanent levelling system of some sort would help players get a more overall sense progression with repeated attempts. Sort of like hade's Mirror of Night. Small but meaningful permanent upgrades you can have access to.
Very much agree!! I talk about it in today's devlog :D
I love your basset!!! hes so cute
Bones.
If I'm chained up by 12 bones, is it.... bonedage?
LOL that was bad to the bone
Since this new area is so much bigger and more open what if there was some much larger enemies? Things that are like three or four times as big as our lil hero
oh JEEZ... I mean... it's definitely possible 👀👀👀
I’ve watched every episode and I’m excited to see the game completed and in my hands, but I’m worried about the darkness/lamp mechanic. I feel like I’ve never played a game or a portion of a game with a darkness mechanic that didn’t make the game/part way less fun. I’m wondering if you have any ideas to make the darkness system more pleasant?
I’m not positive since it’s so core to the present design-but I am thinking there might be ways to “pre-build” your character (like the mirror in hades for example) where you can start with higher visibility, or slower light reduction-something like that!
This still reminds me of Harry Potter and i still don't know why
More bones
More every week 🦴
Will iron maidens be added as decor?
I think they're gonna be an actual trap in the area! So more of a mechanic than a decoration!
@@LighthoofDryden Oh cool! :D
Franklin needs to be an Easter egg, and I need to be able to pet him please and thank you
He might end up being more than an easter egg :D
Woooo
OH NO there is no number of devlog in title whatever will i do
We are lost for good 😭
Ayla mentioned o7
I don’t know if I missed it but are there relics in this devlog?
No new ones this week, just pure enemies, mechanics, and area stuff!