It feels both a little overdue and like I'm still missing something, but I'm finally far enough along with v0.1 that I think I'm comfortable giving it a release date. It'll go into testing this Friday for V.I.P.s and Producers on Patreon and Subscribestar this Friday, August 14th. v0.1 will then release into early access the following week on Friday, July 21st.
Since it's been a while since the last time I've had an update release into early access, if you're not familiar with how I do that, I do rolling early access. That means that v0.1 will stay in early access until v0.2 goes into early access, then v0.1 will be available for free for everybody.
The same applies to itch.io, where there'll be an early access page available for purchase that'll get you lifetime early access that'll go up, and the existing demo page will have the most recent public build. And like I did with Maids & Masters, I'll offer a lifetime support key for Redemption Harem that can be redeemed through itch.
With all that said, the only meaningful development news is that the parry system has been implemented and not only works exactly how I wanted it to, but is fairly easy to adjust. The current assets are probably going to end up placeholders so I can make something a little flashier and/or prettier even if it ends up being slightly less intuitive. Everything else is just the time-consuming fiddly bits, like finding typos and making sure all the quest log and journal updates appear correctly, and updating item and skill descriptions so the formatting matches, etc. etc.
I'm extremely happy with it as is though, so let's talk about that a bit. It gives combat exactly the sort of skill element I wanted it to have so that you can "dark souls" your way through combat without any upgrades if you get good at it, making all the exploration and crafting upgrades optional, but still extremely useful. While I want the perfect parry to be generous enough that you feel like a combat genius hitting it fairly often, it being too easy trivializes things and can have the opposite effect when you hit it even when it feels like you shouldn't.
I feel like I've hit that sweet spot, because combat is still dangerous, especially since food items can backfire (there's an Overfull debuff you get by over-eating) and other forms of healing are much more restrictive. Aside from the perfect parry window, there's a "guard" window where you'll get a temporary guard state to take half damage, and between those there's a "perfect block" window where you'll prevent closer to 20% of the damage. This little misses result in taking chip damage, so instead of being mauled by wolves, you're able to power through (thanks entirely to how good at the game you are), but going through 3-5 of those fights can still result in a game over if you're out of healing items. Unless, of course, you're really good at the game and parry everything that dares approach you into the dirt where they belong.
At least to me, that feels great. It encourages preparing ahead of time, such as buying camping supplies so you can stop to rest in the middle of the area (I literally got to the "tutorial camp" and thought to myself "dang, I should've bought supplies so I could heal"), or buying up materials to craft healing items, or taking things in parts so you can forage for stuff to sell or craft with. In those situations where you haven't, or you under-prepared, or you had a fight go wrong early on but you're too far in to just back out, then you lock in and turn into the patron saint of parrying - it's exactly what I wanted out of the system.
The new time system makes this work even better, as now it's actually possible for you to go into the first map, grab everything you can see, then back out to sell what you don't need or call that good enough and spend the rest of the day researching, or whatever else you feel like doing to properly prepare before committing to diving three maps deep into random encounters.
It's hard to put into words how great it feels to have everything fit together so nicely in the early play tests, especially since it's taken so long for me to get everything implemented the way I want to implement it. But I have, and everything works, and I've barely had to compromise anything, and... it's so nice. I really hope those of you who get your hands on it are as happy with it as I am.
