
r/AlabasterDawn

Bugged Fast Travel ?
Hey, I can't manage to fast travel anymore.
I just finished "Fervor of Youth" quest and had the rewards, but now I can't fast travel. I finished the level 2 of the first city and I expected it to turn level 3 but nothing happened. Is it a bug or is the game expecting me to do something ?
Hey guys, what do you think of the game?
How are you? So, the game looks really good. What do you think of the experience? (sorry for bad english, im BR)
Growth Points
Does anyone know why some weapons have extra growth points even when the weapon seems to be fully upgraded? After reaching a certain level will it unlock more attacks or abilities that can be learned with growth points? Is there a way to use your unspent growth points on other weapons that still haven’t been fully upgraded yet or on your personal growth chart?
Your favorit table to sit on
I know we cannot sit down on tables (yet) but if you had to chose a table to sit down. Which table would it be?
Is treasure sense not working?
I just got my first artifact, and I've seen a couple treasures I can't reach. But checking the map, they don't show. Does something need triggering? Or it just doesn't work?
Is it normal to get sub 30fps on a Rog Ally (non X)?
Game looks absolutely beautiful tbf but seems insane that it could so demanding. I assume there's probably plans to optimize in the (probably far) future?
Anyone else playing with a Rog Ally?
Thanks.
Just finished playing. Honest opinion/review. [Long post]
Hey! I don't usually do this, sharing opinions is something I tend to keep to myself. but after finishing the game, knowing full well it's in early access and this is only 25% of the full experience, I came away with a lot of mixed feelings. I'm going to leave here the review I wrote on Steam, with some things I've been rethinking along the way. I currently have 14+ hours, having completed everything, including the roguelike section.
This is what I wrote around the 6-hour mark, right after finishing the first Hall of Trials:
The movement and map design couldn't be more frustrating. A large part of the exploration and progression in this game depends on poorly placed edges across the map, the assets feel very roughly placed (though I think this is more of a game design issue than an art one). To move from section to section, you have to meticulously scan every corner to figure out where you can and can't go, which to me, gets old fast. I understand that part of the appeal of RPG exploration is the "I can't reach destination A so I have to go through B" loop, but that only works when the maps are well designed. This is, in my opinion, the biggest thing holding the game back: a poorly designed environment that constantly works against the player. Fast travel helps, but only so much.
This also hurts the puzzles badly. They're actually easy/fun, which should be a good thing, but the map constantly gets in the way. I'm not criticizing the puzzle design itself, but the positioning and the maneuvers the player has to pull off to solve them are just obnoxious. Nothing in a puzzle should feel frame-perfect.
The protagonist, trauma and all, feels flat. Why does almost every line of dialogue have to be "I..." "Uh..." "It's just..."? Do we really need that many reminders that she's introverted? The game already tells us. And Cabbage as a sidekick contributes almost nothing beyond saying "The gods are silent..." Okay, we got it. What else? Why are we giving him dialogue if most of the time he's repeating what he's already said?
Enemy variety is also quite limited, though to the game's credit, when new enemies do appear, it genuinely feels rewarding.
Now for the pros, and there are real ones. The combat is great: easy to understand, fluid, and intuitive. The Hall of Trials mini-boss (the empowered turtle) took me three tries, and by the third I had a no-hit run. Weapon variety is solid and feels pretty balanced. The art direction is lovely, and the character design feels original and distinct. The cutscenes are well placed and don't feel out of touch with what's happening context-wise. The pixel art in Alabaster Dawn is INCREDIBLE.
This game has a lot of potential. I was really digging it, but in its current state, I couldn't recommend it. I said I'd update once I fully finished it.
And after finishing the game, here's what I have to add:
Did we really need another Hall of Trials? I get it's technically the same one on a different floor, but... why does the story have to advance through a puzzle section every single time? I get it, the first one served a purpose: it's where we discover the second element. But the second felt entirely gratuitous, like it existed just to teach the player a gimmick with the weapon and the aether orbs before the next boss fight. That fight was a slog, and so were the rest of the encounters in that dungeon. Is it really necessary to have mobs inside a place already packed with puzzles?
Take the Cloister of Trials in FFX: Time-consuming, sure, and not without its moments of frustration, but not a single mob in sight. You don't depend on any mechanic beyond your own wit and the controls. There's also a real sense of satisfaction in completing them: the rewards are meaningful, and you know it'll be a good while before you run into another one. Here it's the complete opposite. Constantly switching between elements and weapons to get anything done isn't fun, it's exhausting. At least for me.
And then, past the second Hall of Trials, it's genuinely annoying and disappointing that reaching Sundalam requires yet another puzzle segment. The Hall of Trials was supposed to be the puzzle place... why else would it be called that? If the player walks out of it only to run into the same challenges all over again, the name loses all meaning. I'm not talking about the lore itself, but about the design decision behind giving that name to that specific section of the game. The player does not want to walk out of a puzzle dungeon, watch the story move forward, and immediately run into more puzzles. The Cloisters in FFX are meticulously placed within the story and earn their context. Here they're not. A puzzle every five minutes doesn't challenge the player, it stalls the game, kills the pacing, and breeds frustration.
Speaking of frustration: did it really not occur to the devs that there might be another way to transition between areas besides "Hmm, looks like we can't get through here. Let's find another way!" followed by skirting the entire map to find a broken bridge, followed by.... you guessed it..... a puzzle segment? One linear section is not going to break your game or undermine the story you're trying to tell. You know what actually does that? Puzzle after puzzle destroying the game's cadence until the player forgets there even is a story and stops caring.
You already have an unconventional RPG on your hands, it's not a sin to go two or three hours without a puzzle. How many puzzles does Chrono Trigger have? The FF saga? In CT, almost none. The game trusts its story and its combat to keep you hooked, and it works. In Final Fantasy, puzzles are the exception, not the rhythm. When they show up, they mark something: an iconic dungeon, a temple, a point of no return. They feel like events. Here they feel like filler, the glue between parts and areas.
The roguelike mode feels completely out of place. I think it's a case of jack of all trades, master of none. Why does the game suddenly shift into roguelike territory for this section? Why not make the whole game like that, then? It breaks the cohesion of the experience for what feels like pure whim. The dream sequence could have kept the same structure and nothing would have been lost.
Honestly, I came away pretty disappointed. Not for me. It's a shame because I was starting to dig the characters, dialogue, environment, etc. But I just didn't get fully hooked.
Radical Fish whenever they sit down to make a game
How many hours of gameplay does early access have?
I caved and bought it asap. Even though I'm gonna ultimately disappoint myself. How many hours do i have before i become sad again?
Deutsch German Mod Ready
Miauuuu kleine flauschige Heldchen 🐱✨
wie schön das ihr mit eure tapsigen Pfötchen🐾 den Weg hierher gefunden haben 💖
schnurr tapsi tapsi schnurrrr🐈💞
Der deutsche Patch für ALABASTER DAWN ist daaaaa!!!!!!!!!!!
Dieses kleine Patchi Patch wurde mit ganz viel Liebe, nächtlichem Tastatur Geschnurrrre,🐈
viel viel Zeit und natürlich Flauschigkeit erstellt.💞✨
Menüüüüüs, Kätzchen, Dialogzeilen, Texte, kleine Details und super Story
wurden übersetzt, damit ihr gemütlich eingekuschelt durch die Welt von 💖Alabaster Dawn tapsen🐾 könnt
| Download here | via Patreon |
|---|
💖 Was enthält das kleine Flausch Patchi? 💖
🐾 Deutsche Storytexte & Dialoge
🐾 Übersetzte Menüs & Benutzeroberfläche ✨
🐾 Für die Steam-Version gemacht 💻🐱
🐾 Mit extra viel Schnurren, Liebe und Pfötchenarbeit erstellt 💞
🐾 Viele kleine Textstellen liebevoll angepasst 🌸
🐾 Damit ihr die Abenteuer auf Deutsch schön genießen könnt 🐈✨
🌸 Installation (ganz einfach miauuu....) 🌸
🐾 PfötchenPatches_Alabaster_dawn_GER.7z Downloaden
🐾 Datei entpacken
🐾 auf INSTALL_DEUTSCH_PATCH.bat
Einmal sanft mit dem Pfötchen doppeltklicken
🐾 Kurz warten und dabei schnurren.....
🐾 Spiel starten & genießen 🎮💖
❗Kleine Problemchen? Nicht traurig sein kleines Kätzchen ❗
Wenn etwas faucht 🐈💢
🐾 Spiel einmal schließen
🐾 Patchi neu starten
🐾 Pfad prüfen
🐾 Dateien kontrollieren
🐾 Tief durchatmen und weiter schnurren 💞
💢Wenn das Patchi immer noch nicht will.💢
👉 einfach schreiben 💌
Ich helfe gerne weiter
(ich beiße wirklich nur gaaaanz sanft knabber knabber 🐾)
💖 Pfötchen-Support & Liebe 💖
Wenn dir mein kleines Flausch Patchi gefällt
hilft jedes noch so winzige Pfötchen dabei 🐾✨
🐾 neue Übersetzungen zu erstellen
🐾 bestehende Patches weiter zu verbessern
🐾 noch mehr Spiele ins Deutsche zu holen
🐾 weiterhin nachts schnurrend an Texten zu sitzen MIAUU
Alle meine Patchis bleiben aber kostenlos 💞🐈
Wenn du mich unterstützen möchtest freue ich mich natürlich riesig über jedes kleine Pfötchen, jedes Kommentarchen bedeutet mir WIRKLICH viel🥹💖
Ich wünsche dir ganz viel Spaß in der Welt von Alabaster Dawn 🌅✨
und ganz viele flauschige Schnurrige Momente🐈💖
Miauuuuuuuuuuu:-....🌸🐾
How do I get more rations?
Are they finite? Am I cooked if I burnt through all my rations?
Alabaster Dawn looks PHENOMENAL on a CRT monitor in it's native 640x360p
It's hard to shoot CRT's, my photo quality is bad, compression make it worse, but believe me, it looks and plays phenomenally great on my Dell P1110.
Many thanks to developers for proper support for low resolutions and high refresh rates. 180hz feels unreal in such game on CRT.
Otherwordly experience overall.
Oh, and game is great too :)
Enemy weakness and resistance
It's a little confusing that the green arrow upwards means "don't use this damage type against an enemy", but once you know that it's fine. What I can't figure out is what the purple exclamation mark means? The fish enemies have one for "Aether" but they don't seem to take significantly more or less damage from is compared to Physis.
[OC] A little comic i made to celebrate the release
Does anyone know how they managed to make the Pixelart of the World look so good?
Like, how do they manage to have the textures on all surfaces face the camera? Especially with the diagonal surfaces, how is the pixel grid still aligned with the rest of the game?
Also I can't really notice the transitions between surfaces, which would usually be just straight lines. But like seen in the image, the border of the top of the cliff doesn't seem to be one.
Edit: Okay, like someone else mentioned they addressed this in part on the latest Dev-Stream. Here is the timestamp for anyone interested. But I will also try to explain it to the extend of my understanding.
So it seems like the textures aren't actually uv-mapped onto the surfaces in the way most games do it. Instead they are "projected" onto it, probably using the same direction the fixed camera angle uses. That way it doesn't really matter how the surface is oriented, as long as it somewhat faces the camera. That also means the order the geometry gets rendered is still the correct one from a 3d perspective. For the sides you would usually not see without the perspective camera, they use lower resolution textures with a bit less detail, since the pixels would otherwise look too small at the steep viewing-angles.
Now the thing with the texture borders not being restricted to the straight edges of the 3d objects is just that. They let them overhang slightly, which is mainly noticeable in the parts where they show the world from a different angle. But with the limited camera angle and projection this is barely noticeable in-game.
Definitely shows the experience they collected over the years, and the fact that they don't use an off-the-shelf engine that allows them to do these custom rendering methods in a performant way (my potato-pc had no problems running the demo).
Need a refresh on cooking tutorial and bonuses
I just forgot, what is this?
I know it's related to cooking, but I don't know how to activate it.
RFG Dev Appreciation
I remember when I was but a wee college kid learning the ropes of software development.
I came across a game framework for HTML5 games called ImpactJS. One particular example of what it could do was CrossCode, while still under development.
Bought the game years later and i fell in love with it. It suddenly made me feel that spending time working with web technologies was not a waste of time.
Fast forward, and my favorite indie studio released another game still using web technologies. Man, you all make a JS/TS dev see the light.
That this gorgeous game triumphs over big game engines and big studios is no mere feat.
This game is awesome and I spend every second just goofing on any area I encounter to marvel at your art, this is amazing, and the kind of game that brings me back into the sense of wonder I felt as a child.
Thank you, for inspiring another dev and for bringing out the child in me while playing.
As a senior software engineer, I see you. As a fan of games I do so as well. This is truly a great game experience.
Runs fantastic on the deck!
Stuttering
Anyone else's game stutter? I have a 9800x3d processor and gtx 5080. I don't think I should be stuttering, especially when doing simple movements. Anyone else have this problem? I want to enjoy this game, but find it hard to dodge with all the stutter