In August 2018, the Steam presence of Fabrication was paid for as soon as it started production.
In November 2019, I have managed to integrate the Steam presence of the game fully – in just two days!
This means that it is easier to send out builds to testers – as they can simply play the current build of the game on Steam.
Notes:
- Testers will be given a Steam key for the game, this will essentially make them get the final game on Steam for free
- Full Steam functionality will be available: achievements, Steam Cloud, and controller commands – all of which will, of course, require testing.
Those who have previously tested the alpha release build #1 (released Janurary 2019), will be contacted again to test Fabrication on Steam, titled the “alpha release build #2”, which will release sometime in December 2019 (January 2020 if the amount of work I need to do is too great).
*At November 27th 2019, the official Twitter account reported that alpha testing of Fabrication will commence on 22nd January 2020.
I’m still really early on in terms of development of the game, despite it being a year and a few months since production officially started – I would say the game has only had 7 months worth of full-time development. I would love to put a little bit more time into this project, but I don’t want to rush it, just need to work with what I can do! Once there’s a year more of full-time development, I can start worrying about where the game is -laughs-
So, the alpha testing phase is going to be a very strange phase for you testers, since the game is not fully functioning and a lot of content is missing. However, what is important is that you realise the potential and be very critical of it!
In addition, there are a few new QA testers that are interested – so they will be brought on to test the game on Steam, too. If you are still interested in testing Fabrication, send me a note at https://twitter.com/ottreadev or https://twitter.com/ottrea!
*Remember that this game is a work-in-progress. The alpha release build #2 will still have missing functions in the game, and almost all content will change when the game has entered the post-production stage.
Differences from January 2019 – November 2019 game
Playable chapters 1-2 -> Playable chapters 1-5
– The development of the story and locations of the game is still the main focus and not a lot of playable content will be available in the alpha release build #2. For example, the battle encounters and sidequests will not be developed, along with random NPCs, items, weapons, armor, shops, and additional areas in the game that are not integral to the story.
New crafting system: “Synthesis and Desynthesis”
This crafting system is not ready for release since the database hasn’t been worked on, but it is fully functioning – so it is considered as a new feature.
Missions
A mission in Fabrication will be available with the release of the alpha build #2.
Redesigned Menus
The design of these menus will not be final but are close to what I want the game to look like
Revamped sections of story
Certain instances of the story have changed since I have developed more of a plot and got an idea on the characters and world.
Lore Books
Some lore books will be available with the release of the alpha build #2.
Fabrication – Alpha Build #2 – Changelog
Known Issues
– The TP number is displaying in battle.
– The HP and MP numbers are unaligned in the party menu.
– If a textbox is a higher height than what the engine would normally allow (higher than 4 rows), if it using a dim-dark background, then it would stop rendering that background when above the fourth row limit.
– If the player is on the same x-axis (horizontal axis) for the right placement for a bomb to denote next to a cracked wall, then no matter how far the player is along on the y-axis (vertical axis), the bomb will still denote – no matter the distance, as long as the player in on the same x-axis f where they need to be.
– In the area “Ry’ner Jail – Underground” the player movement may halt when colliding with a certain dirt tile. The proper tile of this is yet to be ascertained, but for now, the issue has been partially fixed by replacing those potentially collide-stopping tiles with the darker variant, which the play can walk on fine.
– The Gold pop-up menu has an animation which slides down the screen to the bottom-right of the screen, but this is interruptive to any existing text boxes and will not be able to be seen.
– Of all the menus, the item and skill menu will still need revamping.
– The framerate may drop significantly in the opening area or Ry’ner.
– The arrows on the victory aftermath may not be visible and instead display a Russian character.
New Content
– Chapters 2 through 5 are now developed and available to play in the new build.
– New crafting system: “Synthesis and Desynthesis” is now implemented within the game.
– Missions are now implemented within the game.
– The menus have been redesigned, and are closer to how the final game will look.
– Certain sections of the story have been revamped/rewritten.
– Lore books are now available within the game.
– Full Steam integration.
Missing Content
– The battle system is still unchanged from it’s “barebones” version, but a few more skills are developed.
– No side content is available – so the total playtime is only 1-2 hours.
– The database is still almost completely empty, as story and assets need to be developed first.
Bug Fixes & Event Changes
These bug fixes and event changes were carried out in November 2019, found while testing the build before release on Steam.
– Text boxes for system tutorials (e.g. bombs) are now transparent, with a dim-dark background.
– The maid in the house to the Underground would sometimes move left and right in the air. This issue has been fixed by disabling her movement route.
– There is no longer an option to “Engage in an Open Chat”; it will now happen automatically when advancing to the next textbox. However, the player will still be notified that they are in an Open Chat and will have to plan their choices carefully.
– Some colour issues have been corrected on text.
– Automatic text advancement has been changed in all instances: they will now wait for player input, unless in certain scenes and dialogue.
– Fog in the opening area used to disappear when switching between zones – now it stays the same for all zones unless otherwise specified.
– The textbox width always reverts back to normal once finished speaking to the NPCs at the Underground.
– Debug NPCs that are present in the build are now labelled as such.
– An additional tutorial for “Character Tags” has been added at the Inn tutorial.
– Events where the relationship level weakens has been removed from the game. This will not be present is release; you will only be able to increase reputation/relationship level, never decrease it under any circumstance.
– Forest boss HP changed from 1500 to 100.
Testing Requirements
All testers must test the following:
- Collision on objects in field
- Search for grammar/spelling mistakes
- Search for graphical bugs with sprites (e.g. sprites appearing when they should not)
- Search for audio bugs (e.g. BGM fading out at places where it shouldn’t)
- Search for plot inconsistency
- Criticise the plot of the game
- Criticise the current designs of the game while still understanding it is unfinished and will go through development
Thanks!






















