February 28th -> Begin Internal Game Playtesting March 6th -> Discord/Friend Playtesting March 30th -> Public Demo Release end of worldmap is visible. needs to be extended a little bit distance on 1_1 between first and second Enemy spawn feels to empty Materials for initial craft seems to be wrong? need to recheck do we need a minimap? (maybe with fog of war?) Maybe polling that once testing with more people. should gemstones dropp from boss stages aswell? (Maybe lower droprate?) Toggle for displaying error messages Equip Gear using Start menu tutorial Steam Controller SDK Steam Rich Presence Add in vsync system option Remove Unlock All Button Steam-specific Game Build Fix scaling on some UI equip windows. Your game uses the proper controller-specific glyphs when showing in-game input prompts. The Steam Input configurator screen uses in-game actions that the player performs in your game, instead of keys or buttons. You've published an official configuration for the controllers you support. Your game doesn't restrict the user's ability to customize their controls. This means it allows any mix of mouse, keyboard, or gamepad input simultaneously. When your game wants keyboard input (e.g. when naming avatars), you use the API to automatically bring up the text entry UI. Your game has no launchers that require mouse or KB input - or even better, no launcher at all. To ensure users have a good experience from the couch, we also recommend the following: Make your UI readable from several feet away. Our rule of thumb: when your game is running at 1920x1080, your fonts should be a minimum of 24px in size. Start your game in fullscreen by default when the user is running Steam Big Picture (the "SteamTenfoot" environment variable will be set) For bonus points, at first launch detect the user's screen resolution and set your resolution to match it. Implementing Steam Input API support The implementation process is straightforward, and shouldn't take more than a few days of work. Four steps are involved: In a text editor, create an in-game actions file, which tells Steam what in-game actions your players can bind to the controller. In Steam, use the Steam Input configurator UI to create your default configuration. In your game, use the Steam Input API to read actions from the controller, and to retrieve appropriate glyphs for display. Update your game depot with the new binaries, and publish your configuration as the official config. Make another actions config file for the main build Sword attack should linger Add game file debug logging Automatically pause if controller is disconnected (while using a controller) PS5 LED color support Manual Aim?