@symmetry-evans, Really? I'll think about it. Thank you for the feedback.
New article: http://aceofaces-mod.tumblr.com/post/133271463622/a-mini-update-and-a-psa
MV - Immortal Sins[Disc 1][0.42.6-stable.20250817]
● ARCHIVED · READ-ONLY
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Immortal Sins hits 4.4k views and 500 downloads! Thank you for your interest in the game!
Added a photo album with a preview of the Northbridge Launcher: http://imgur.com/gallery/JLyGc
And a sneek peak of the Firehawk ADK Engine Stack:
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Appologies for double-posting but this is important:
http://aceofaces-mod.tumblr.com/post/133915861397/microsoft-net-installation-failing -
November 27th Update.
An update was released for Immortal Sins.
Game:
-Minor Fixes
-UI Adjustments
-Added a splash screen (skippable with Space/Z).
Launcher:
-Code and Graphical Overhaul
-Added the following features (public beta):
—Auto-Backup
—Diagnostics
—Options (currently it has the option to always skip the splash screen).
Installer:
-Pretty much a complete rewrite (Hopefullly this will fix the .NET Framework issue).
-Added a install location reference on the PC’s Registry. It will be used by a patcher in the works (I will provide info when I have it presentable).
NOTE: Due to changes in the upgrade code, it will no longer update the game if you installed version D0.10 (0.10.2015.1008) or older. Uninstall the old version before you install this (you do not lose your progress).
Misc:
-Changed the versioning a little.
Known issues:
-Restore and Delete Backups, along with the Options menu do not work.
-Save Manager does not update the availiability of the Quick Load after changes on the save folder. Restart the launcher after using it. -
An update was released today (05/12/2015) to fix known issues with Northbridge as well as adding new features.
Game:
-Small fixes
-Small space optimisations
Launcher:
-Fixed most of the known issues
-Changed the Options UI
-Added a Test Button on the Auto Backup
-Added the option to disable Auto Backup when the launcher is bypassed
-Re-included Greek Localisation
-Now it can automatically backup while bypassing the launcher
NOTE: Due to changes in the files, the game will crash on the Crystal Cave. You'll have to start over from the beginning. I apologize for this issue. -
An update was released today (20/12/2015) on both Gamejolt and IndieDB.
Game:
-Fixed a bug where the battlers were on the wrong positions.
-Re-arranged the Ice Spiders a little
-Adjustments on the fonts
-Fixed the unrecognised characters
-Graphical tweaks on the Crystal Cave
Launcher:
-Fixed a bug where the Auto-Backup created two folders instead of one
-Replaced some of the error messages with easier to understand ones
Misc:
-Small things to set up for the patcher
This will be the last update I’m releasing this year (unless a hotfix is needed). There will be a slow down of the news (because family and stuff) and I will return to normal speed in January. I will occasionally be online here in case you need support.
Happy holidays! -
Just a quick update: The Gamejolt mirror now has a version for the recently released Gamejolt Client. Detailed info here: http://gamejolt.com/...t-client/116456
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New article added: http://aceofaces-mod.tumblr.com/post/136378162837/by-weekly-update-22
And a mini poll: http://goo.gl/qAGFvo -
Hello there!
I just finished the game demo and I wanted to put down my thoughts:
A nice start, but please find somebody to proofread the dialogue. There were a lot of spelling and grammar issues that made it difficult to read through the game. Also, I was confused on how the characters fit together. Maria seemed to know rick, but the rest of his team had the same 'just passing through' vibe as the dragoon girl. They also don't account for familiarity when talking to one another.
I liked that there were campsites to heal and save at, (and I realize somebody else complained there were too few) but having them so frequently almost made Maria the healer unneeded. There was also a weird issue with choosing to knock out the murderer -- he was KO'd but his knife flew out to hit Maria?
The last real problem was that after waking from the hospital and standing in the rain. That cut scene took an awkward amount of time to run through. I almost thought my game was lagging.
other than that, the story picked up once her exile began. I'm interested in the rest of the story. -
I'll see what I can do for the issues. The characters are better developed later on, but I'm doing some changes in some areas (when needed).Hello there!
I just finished the game demo and I wanted to put down my thoughts:
A nice start, but please find somebody to proofread the dialogue. There were a lot of spelling and grammar issues that made it difficult to read through the game. Also, I was confused on how the characters fit together. Maria seemed to know rick, but the rest of his team had the same 'just passing through' vibe as the dragoon girl. They also don't account for familiarity when talking to one another.
I liked that there were campsites to heal and save at, (and I realize somebody else complained there were too few) but having them so frequently almost made Maria the healer unneeded. There was also a weird issue with choosing to knock out the murderer -- he was KO'd but his knife flew out to hit Maria?
The last real problem was that after waking from the hospital and standing in the rain. That cut scene took an awkward amount of time to run through. I almost thought my game was lagging.
other than that, the story picked up once her exile began. I'm interested in the rest of the story.
I'll let you know when the story expands with an update.
Thank you for the feedback. -
Added a new mirror: itch.io
See the first post. -
Progress Update!
Northbridge Changes and open sourcing:
While the following new features are not groundbreaking, are at least welcome. These are Multi-file import, selective export and auto-skipping the launcher.
Selective export and multi-file import allows to export and import some files, instead of exporting all the save files and importing one file respectively. Skipping the launcher automatically is useful if you just want to play the game by double-clicking the shortcut. Of course, since the launcher doubles as the control panel for the game (for some things), I’ve also added a small routine to reset that setting.
In addition, I will open source the entire launcher and make it available to developers. With the launcher, I wanted to address some things that pissed me off when I was playing games, which they offered nothing to manage the save files good enough (such as backing up the save files). I have open-sourced the Save Manager (can be downloaded on itch.io and Gumroad, free or pay what you want), since I think that it would be really useful for both developers and players alike. Open sourcing the launcher will provide the developers the foundation to build that with useful user-friendly features. Hopefully it will be appreciated.
Disc 1 update release is imminent (almost):
I have almost completed the story part of the Disc 1 update, and after that (along with a few changes), it will be released to the public this spring (if everything goes well). Not all features I talked about will make it fully realized, but I’m getting there. This was quite hard, since I had the college stuff, I had to slow down the development due to exams, etc. I (for the most part) have to develop the entire game by myself, and developing the game is hard. It can be a pain, but I don’t mind it. I have a limited budget for it, but I work with what I can get. I hope you guys and gals enjoy the game, from the demo, up until the final version of the game.
Oh, and I will include a save file patcher to convert your save files and transfer it to the Disc 1 update. I’ll provide more info about it when the time comes.
That is all for now. See you in the next post -
So I, uh, tried it. Not...a very praise-y stream. Not personal with the game (it so rarely is) but I wasn't particularly a fan and it was overall quite messy.
A few aspects that on a purely objective level need work:
-THE MAPPING
-The writing needs, at least, some editing for errors (overall it's also a bit shaky)
-The eventing choreography (aka stuff moving or not moving as it should). -
@Indrah, Yeah, I'll see if I can do anything about these (apologies for the late reply). Thank you for the feedback.
I forgot to post these, so here are:
March 15th 2016
SpoilerHello again! Time for an update!
Overhauls Part 2:
Overhauls continue as the Disc 1 update is getting close, but there are a few issues to iron out (with what I can do). One big issue is with the party system. In the game, you have the option to switch party members on the fly during combat. Unfortunately, due to issues caused by the newer battle engine, the UI on the party system is a bit broken. I am re-working some under the hood stuff so it works like this:
1. If the player has some phoenix feathers, give the option to either revive them or switch them out from the party.
2.If not, open the party menu and allow the player to switch out the party members who died.
It is a little messy, but hopefully I get it working right (or fix up the UI somehow).
On the possitive side, I have done some graphical updates on some areas, perticularly in areas like this:

I have another overhaul done, but I’m keeping it secret for now…
Northbridge gets Sync! (OneDrive only for now)
I have mentioned it on the last post, and this was in my list for a long time. I am working on adding the option to sync your save files between computers using your cloud storage. Currently, it supports OneDrive, but I’ll add more services later on (Dropbox is next up).
I haven’t done much on this, since I had trouble setting up the authentication system, but I’ve almost figured it out. Here’s a preview:

Synchronisation works a lot different than the backup system. Sync keeps both folders in sync (both files have the same info) while the backup system keeps multiple copies of the save files, in case something happens. I don’t know when it will be available. It may be available after the next major update.
(A minor side-note, I am also doing some improvements on the backup system, to avoid unnecessary writes).
That is all for now. See you in the next post.
March 27th 2016
SpoilerTime for an update!
Architectural Upgrades:
On an older post, I mentioned that I was re-working the engine’s design so it works with Windows NT’s architecture (every user on the same computer have their own settings and save files). The latest versions take advantage of this on the saves and some of the settings, which also allowed some form of cross compatibility between the Standalone version (the version with the installer) and the Gamejolt client. I have done some under the hood changes to allow more settings to be stored outside of the game’s files. One of them, is the Full screen settings. Why? Because in the current versions it saves them in the game’s .ini file. In the upcoming version, this will allow better customisation for every user in the same computer. Plus your settings are the same whenever you downloaded the game from any official mirror (includes itch.io).
A second upgrade was to transfer both the save files and the settings on one folder for easier management. Next versions will use the Saved Games folder (which was introduced on Windows Vista). Now, if you want to continue where you left off from the demo, I will release a tool, which will move the save files to the new location, at the same time when the game update with save transfer tool is available. Unfortunately, the settings cannot be transferred due to technical issues.
Northbridge Improvements:
There is a new function: Snapshot mode for the Auto Backup.
The snapshot mode is an experimental mode which allows more frequent backups (if you save a lot). How it works is simple: the Northbridge Engine monitors the save folder, so when you save, it automatically creates a backup. It does need some tweaking, but it might be useful.
Into the final stretch:
I only have to do a few more things to do before I release the Disc 1 update. It certainly took longer that I expected. Over the last months, the engine and the game have improved, gaining new features, sorted out problems and it got nicer graphics. It was certainly an interesting piece of software engineering for me and (for most of you, me included) it was an interesting game at least. I had setbacks, but as long as I see that you enjoy it, I keep pushing. Thank you all for your patience and feedback. I hope that the next major update keeps this or improves it for the better (and you enjoy it of course). When it will be released? If everything goes well, then the spring release I said on an older post is confirmed.
Unfortunately two of the features I planned may not make it in the next update (mouse support due to technical issues and the eManual due to licensing issues with the authoring tool.) I’ll try to bring them, but I make no promises.
I still have to deal for the second part. But it might take less time to bring it in (I hope that it does).
That is all for now. See you on the next post. -
Some of you may notice that the versions on the Gamejolt mirror are different right now. These are not new versions. Instead, I’ve revised the versioning to better follow Gamejolt’s versioning. This is also to make it easier to understand when I’ve issued an update or a patch (mostly for the users of the Gamejolt Client).
Also, both the game and the launcher will also use a different versioning (Major.Minor.Update.BuildDate and Major.Minor.Update.Build respectively). I will provide more info tommorow, on the next weekly update.
Don’t worry if you get the old versioning on the Gamejolt Client. If you re-install the game, it will show the correct version. The users of the standalone version will have to wait for a new update, since it’s a bit hard coded.
Hopefully this will be a bit more useful. -
Forgot to post updates :-s
April 13th, 2016
SpoilerTime for another update! There isn’t anything ground breaking but there are two notable things coming in.
New versioning:
If you visit the Gamejolt mirror of the game, you’ll notice that there’s a new version. I haven’t issued an update yet, I just revised the versioning a bit.
The current version used a simple format: Major.Minor.Year.Date(mmdd) . This is pretty simple, but sometimes it can be confusing, since I sometimes release patches to the game. So, to conform with Semantic Versioning and make it easier to separate the patches from updates, I’ve done a revision on the versioning. The newer format is like this: Major.Minor.Update.Date(yyddd), for installer and launcher, and Major.Minor.Update-BuildDate for the game and the Gamejolt Client. So for example the latest update (0.10.2015.1220) is translated to 0.10.4-201512220 on the new versioning. On the launcher, if I released an update today, it would show its version as 1.10.0.16104 (built on the 104th day of 2016). This is only for convenience, so don’t worry. It is already rolled out to the Gamejolt mirror, but neither the game nor the launcher and the installer have been updated to reflect it yet. They will on the next game update.
Side Missions:
When the Disc 1 update hits the mirrors, I will add a few hunting side-missions. Hunting missions are essentially, well, hunting. When you visit the guilds, you will receive a side mission to hunt down a certain creature to receive gold, experience and hunter coins. What do you do with hunter coins? You can upgrade your hunter license, to handle even harder missions and get some extras, such as discounts of healing items, additional weapons and others. Currently, there aren’t many of them, but subsequent updates will add more. There is another type of side missions, but I’ll talk about them later on.
That is all for now. See you on the next post.
April 26th, 2016
SpoilerWelcome back! Time for a small progress report.
There hasn’t been much to say, since I’m preparing the game for a massive update, but I did some under the hood changes to improve the game a little more.
Reduction of unnecessary parts:
Older versions of the demo kept the entire Runtime Package with the game’s files to ensure that it works. However, since the graphics are shaping up to their final versions, RTP files soon end up being redundant. Alongside replacing audio files with the custom ones, I’ve also removed unnecessary graphics, to save up space.
Transferring saves:
You may have noticed an entry for the Save Transfer Tool. Well, this was ready before the release and I decided to release it earlier than planned to reserve a spot. You can still transfer the saves (and the settings if you want), but you may want to hold off until a later update coming soon (it will either be Version D0.12 or the Disc 1 Update) to make sure that everything is in place to transfer.
That is all for now. See you on the next post.
May 29th, 2016
SpoilerTime for another progress report.
UI refinements:
As I continue to renovate the game (in preparation for the Disc 1 Update) I’ve done some refinements on the UI, with new icons and re-adjusting some of the vocabulary and the windows. Here’s a small peek:


Internal Changes:
Along with that, I’ve also done some re-works on anything under the hood. For the side-missions, I’ve done re-works on the issuing and checking in completed missions so it is easier to add more missions as easy as possible. So, when a new update adds new side-missions, I can just edit a few lines of code and we are done. There is a need for some things so I can add bounty mission (which may be added after the Disc 1 Update). At first, there won’t be a lot of them, but an expansion might be released (or when the Release Candidate Update is available).
That is all for now. I wanted to release the update today, but due to delays for the new artwork and technical difficulties with the battle system I had to delay it to summer.
Anyways, see you on the next post. -
Hello (first post!)
I played through the demo and I think gameplay wise it is really good. I found the controls to be intuitive and the battle commands easy to grasp. I felt that the division of the skills was a bit too much detail and they could have all been grouped into "magic" and "skills" instead, but that is entirely your design choice :)
I love the idea of the fire place and that one injured guy who's always there to sell us stuff, just I don't think it should repeat at ALL fire places, otherwise it becomes too easy.
The dialogue is very basic and gets the point across, but some proofreading and restructuring of sentences can work wonders.
Character-wise, overall good characters and interactions. I especially like the banter between the party members. I thought the Mom and sister's reactions to the verdict against Maria was too calm for what was actually happening. Maria was problematic for me because she seemed to change personality every scene (the part where she explodes in anger at the killer seemed so out of the blue.. maybe a build up that takes place earlier to that where her or someone close to her is impacted by the killer's actions could have provided sufficient background as to why she is so angry..)
I think the demo ended at a good point. We now know the backstory to these characters and what motivates them. Despite needing to improve in some areas, I find the story and the characters interesting and would like to see how you intend to progress the game. :) -
Hello (first post!)
I played through the demo and I think gameplay wise it is really good. I found the controls to be intuitive and the battle commands easy to grasp. I felt that the division of the skills was a bit too much detail and they could have all been grouped into "magic" and "skills" instead, but that is entirely your design choice :)
I love the idea of the fire place and that one injured guy who's always there to sell us stuff, just I don't think it should repeat at ALL fire places, otherwise it becomes too easy.
The dialogue is very basic and gets the point across, but some proofreading and restructuring of sentences can work wonders.
Character-wise, overall good characters and interactions. I especially like the banter between the party members. I thought the Mom and sister's reactions to the verdict against Maria was too calm for what was actually happening. Maria was problematic for me because she seemed to change personality every scene (the part where she explodes in anger at the killer seemed so out of the blue.. maybe a build up that takes place earlier to that where her or someone close to her is impacted by the killer's actions could have provided sufficient background as to why she is so angry..)
I think the demo ended at a good point. We now know the backstory to these characters and what motivates them. Despite needing to improve in some areas, I find the story and the characters interesting and would like to see how you intend to progress the game. :)
Thank you for playing the demo. Glad to hear you enjoyed it.
I'd like to comment a bit on your feedback:
-I'm thinking about you suggestion on the grouping, although Drive Arts do need to be accessed fast when needed.
Thank you for the feedback. Apologies for the late reply. -
Christmas comes early ;-).
It’s been a while releasing something like that. Well, today I’m releasing Version D0.12 in public preview. This preview is an updated version of the demo, with all the enhancements I’ve covered before (along with bug fixes). This doesn’t replace the D0.10 version yet, since there are still issues to fix before I can say that it’s stable enough. If you need to transfer your save, grab the Save Transfer Tool (although I recommend not to do it yet, since things can break).
Here’s a quick rundown of the changes:
Spoiler-Vastly improved Northbridge Launcher, with a new UI, robust backup system and a new diagnostics tool.
-Internal changes to the game engine to improve performance and take better advantage of the Windows NT architecture.
-Updated the Soundtrack in some areas, along with new sounds.
-Graphical Updates.
-Updated the Battle System with better fine tuning of the balance and graphical overhaul.
-Loads of bugfixes.
-Support for Xbox 360 and XInput controllers.
-And more to come.
Known issues:
-Controller support is currently partial and on the experimental stage. Some things break after connecting a controller (Active Defense won’t work, Can’t skip dialogue, etc.).
-Some of the characters are stuck with the older designs as placeholder art.
-Installer may not update the audio files correctly. As a workaround, uninstall the old version first and install this one.
Download: http://gamejolt.com/games/immortal-sins/35569 (Download the Preview Package) -
Haven't posted for a while here, so I'll wrap all the latest posts on my gamedev blog into one big post (it's a big one!):
SpoilerGamepad Improvements:
There has been a major improvement on the gamepad support. First, you can use both the d-pad and the left analog stick to move (pick the one that suits you best), in addition to selections in menus. I need to iron out a few more bugs before I can say that it’s ready.
The Side Missions:
With the Disc 1 Update, I’ll include a few side missions for testing purposes. It will work like this:
-Visit a guild. They will issue both hunter and bounty missions.
-Receive the mission.
-Complete it.
-Report back to the guild.
For now, only a few hunting missions will be availiable at the start, but I’ll add more through updates (maybe an expansion too?). What do you get when you complete them? For now, nothing much. But a later update will add the option to upgrade your lisences (you’ll need them to take on harder side missions) to receive discounts on the item, weapon and armor shops. You may even access the Corsairs’ shop for powerful weaponry (Muahahaha!).
Nothbridge Improvements:
There are two notable improvements:
-The diagnostics module has a new and improved check for saving. Previously, it created and deleted a test file to see if it was possible to save. This had two issues: 1. It wasted write cycles on SSDs and 2. it wasn’t easy to catch what was wrong in saving. The new check is more passive. It checks for both free space and for read & write permissions. This is much better to catch the exact issue and it’s more friendly to SSDs. The second improvement the usage of a font that’s easier to read and matching with the font used on the game. The launcher will now use Segoe UI (found on Windows 7 and up) since it’s pretty close to the style of the Roboto font. Here’s a preview:

Hopefully this improves the readability a bit more.
I’ve also replaced the snapshot mode with a new mode that keeps only the recent backup. This is useful if you want to use a client for cloud storage instead (I will add native cloud storage support on it when I figure out some things).

That’s pretty much it for some new things. I avoid talking about anything new in the story to avoid spoilers and most of the work on the game is pretty much polishing it for release. I hope I get the Disc 1 Update finished this year. But I have something in the works, now that I’ve installed the latest Insider Preview of Windows 10. Here’s a hint:

Jump Lists!:
Another addition to the launcher on the next major update, is the Jump List. Jump Lists (introduced on Windows 7 and later) are menu options available by right-clicking a taskbar icon or holding the left mouse button and sliding towards the center of the desktop on an icon. Why would I add it? 1. Most of the users are on Windows 7+ versions 2. To better meet the Windows Certification Requirements for the Windows Installer and 3. This will come in handy on a possibly major announcement. Here’s how it looks:
Spoiler
Here’s a demonstration video:
Hopefully this will be useful for you.
Well, there hasn’t been much of new features, since I’m pretty much polishing the game. I still can’t say when the Disc 1 Update will release (it will be released this year for sure).
See you on the next post.