The game was made during the pandemic. It's commentary on the isolation a lot of us felt at the time. The protagonist already suffered from past trauma. The impulsiveness of his choices despite the state of the world is what make it a fatal decision. There is not necessarily a correct choice, you sort of just live with what life gives you. The player character just doesn't want to be alone.
MCSTEEG
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if you press the "/?" key a help menu will appear.
The design is very much based on old school RPGs like Morrowind so there is not a lot of hand holding. A lot of the game is just do things, talk to people, refer to your quest log, and piece things together on your own.
My idea was freedom. You can go and do what you want in any order. That's just what drifters do after all.
Some quests are locked until you finish other quests.
Cloud leaves are the tall bushy plants with green sparkles scattered around the map.
You have to return to the quest givers for rewards. Not all rewards are money. Some quests only offer XP
Items can be purchased from the Kandle Merchant. The merchant with the bird only sells apples.
You can also find items and lore books hidden in the world.
also, breaking boxes can give you items. You can pick them up with "F" or kick them with "E"
It was one of my first big ambitious projects that has sadly been lost due to the issues I have with Unity... There 100% will be bugs that will unfortunately not be fixed, though I do love this project and want to continue it. It would have to be a complete restart on a different engine and there is A LOT that I would wanna change.
I appreciate you playing nonetheless.
Keep on fighting, drifter. There are many secrets to be revealed on Yuzanna.
I haven’t tested it in UE but i believe the scale is set in the animation keyframes. I’m unfamiliar with how UE’s animation systems work but if you open the .BLEND file and find the animation keyframes you should be able to delete the scale keyframes and re-export the file. This may also be possible within the UE editor but i am not certain. (you can do that kind of stuff in godot or unity)
- EDIT
I looked at the .BLEND file and it does not seem that scale is baked into the animations. This may be an issue related to import settings with UE5 or perhaps a bug within the UE sequencer. Scaling the character with animation seems to work in other programs.