PC only for now for the final release, PS4 and Xbox One versions some time this year (presumably later in the year).
However, I think there may be an early unfinished version for the Xbox One, not sure though.
Throw a stick at the lever that lowers the drawbridge. There's a note that says that it is very sensitive. Climbing down the ladder will reward you with some florins.I tried the Trial on the XBox,you can only play one hour but I am stuck at the drawbridge...either I am blind or is that all for the trial...? I go down a ladder but there is nothing there...?,pretty cool little game.
Yeah, you can buy the game on XB1 for $20 as a "Game Preview" with the a disclaimer in the description that says: "This game is a work in progress. It may or may not change over time or release as a final product. Purchase only if you are comfortable with the current state of the unfinished game."PC only for now for the final release, PS4 and Xbox One versions some time this year (presumably later in the year).
However, I think there may be an early unfinished version for the Xbox One, not sure though.
Hi everyone! Here's a bunch of fixes for some of the most common bugs we've seen since yesterday:
Fixed:
Changed:
- After reloading a save, Tilo doesn't always wear the proper costume items.
- In some cases the chest from Duinlan doesn't break when Ravik lands.
- Cases where picking up the chest bundle (after Ravik landed) and bringing it back to Silas does not further the quest.
- Cases where you need to wait for Silas to wake up in his cot but the task doesn't complete.
- The catacombs map does not show where Tilo actually is.
- The wrong map is shown when getting back to the courtyard via the elevator.
- The wrong map is shown when getting into the harbour via the catacombs.
- The inventory icon for the ring you get from the gambler is missing.
- The Italian dialog of the mice on the boat is actually in French.
- It is possible to jump on the heads of guards sitting in the commissary.
- It is possible to talk to the guards in the commissary without wearing an armor.
- Removed the chapel fresco quest for now from the total tally of quests (until it's fixed).
Please note: If you already have the chest bundle or the silver ring from the gambler in your inventory and the corresponding tasks did not get validated (you can't give them to Silas), feel free to send us your save file (clearly saying which case it is) and we'll fix it for you.
Your save files are located in: .../My Documents/My Games/Ghost of a Tale
The support address is: [email protected]
New patch available: 6.34. This guy is really working hard. Loving the quickly support so far:
http://store.steampowered.com/news/externalpost/steam_community_announcements/2982945658354456140
It's important to stress that the developer here is a former Dreamworks animator who's just attempting game development for the first time.
The mere fact he actually managed to complete and release his project on an incredibly tight budget is an achievement in its own. The game looking stunning on top of that is added bonus.
I'm honestly a bit bummed about the overabundance of comments of people "on the fence", taking a "wait and see" stance all over the internet.
Can hardly imagine an indie dev more deserving of some support on mere good will, even if admittedly the game is not flawless.
This is pretty much how I felt about the game.Review from RockPaperShotgun:
https://www.rockpapershotgun.com/2018/03/15/ghost-of-a-tale-is-a-stealthy-rpg-with-bright-whiskers/
The dev (Seith) even has a few posts in the comments section where he politely responds to some points.
It's important to stress that the developer here is a former Dreamworks animator who's just attempting game development for the first time.
The mere fact he actually managed to complete and release his project on an incredibly tight budget is an achievement in its own. The game looking stunning on top of that is added bonus.
I'm honestly a bit bummed about the overabundance of comments of people "on the fence", taking a "wait and see" stance all over the internet.
Can hardly imagine an indie dev more deserving of some support on mere good will, even if admittedly the game is not flawless.
Throw a stick at the lever that lowers the drawbridge. There's a note that says that it is very sensitive. Climbing down the ladder will reward you with some florins.
Nope, you need to equip the stick with the directional pad... like all other consumable items (bottles, sticky jars, candles and lanterns).Oh ok thanks...carried a sick a few times and did not really see how to throw it...gues it will pop up when I aim(look) at the bridge...
It's important to stress that the developer here is a former Dreamworks animator who's just attempting game development for the first time.
The mere fact he actually managed to complete and release his project on an incredibly tight budget is an achievement in its own. The game looking stunning on top of that is added bonus.
I'm honestly a bit bummed about the overabundance of comments of people "on the fence", taking a "wait and see" stance all over the internet.
Can hardly imagine an indie dev more deserving of some support on mere good will, even if admittedly the game is not flawless.
Hit the two hour mark and I'm going to refund and wait for a sale.
Game's still kind of buggy and honestly, it's not very fun in its opening hours since everything is locked and there are guards everywhere.
Here's a new patch release which brings the version to 6.35!
Fixed:
- Rebinding controls only works in English.
- The resolution dropdown menu becomes unresponsive after being used once (gets under the UI).
- Obelisks around the far tower are not interactive anymore after interacting with them, saving and then reloading that save.
- Calling the map from the inventory and pressing LT or RT messes up the interface.
- Ravik's marker appears on the catacombs map even after she's gone.
- The dying light tool is not recognized as a bona fide light source.
- The Freeze Time option in photo mode is not selectable via the gamepad.
- Case where the apiary quest doesn't show up as completed in the quests log.
- The wrong map is shown when leaving the harbour cave and going to the northern slopes.
I did. Even got into the forest area and got completely lost and overwhelmed.did you get out of the jail? the courtyard opens up a lot, esp when you get to the top of the watchtower and talk to the dude there. but yeah guards, there the bad guys I guess. AI is so-so, so it's not a fulllll on stealth game which I'm glad
Patch fix 6.36 is here!
Fixed:
- Tilo's animation freezes after picking up a candle.
- Black bars remain visible when pausing and un-pausing the game while looking at a map from the inventory UI.
- The commander's medicine icon is a place-holder and appears in the Cloth category instead of Misc.
- When no compatible saves are found (ie. early access saves only), clicking on Continue attempts to load an incompatible save.
- Skipping (or finishing) the end sequence does not bring back the main menu.
- It's not possible to quit the game properly after the end sequence finishes.
- Sometimes the camera in the end sequence is not put at the right place.
- Accessing the options menu during the end sequence prematurely terminates the sequence.
- Getting detected by a spider counts as being detected by a guard.
Also, the fix for the Apiary quest is now retroactive (you just need to reload your current save).
PC Performance Analysis for the game:
https://www.dsogaming.com/pc-performance-analyses/ghost-of-a-tale-pc-performance-analysis/
While I really enjoy most of the game, the constant running around to do errands and find different things for different people in areas you've already been to dozens of times is starting to wear on me.
I wouldn't mind that much if it weren't for the stealth aspect which just clashes with that design choice. It's obviously not hard to outrun to guards and there are costumes to help but it just doesn't really make a lot of fun to constantly either run past the same guards over and over again or take the slow guard costume (even after the upgrades). Especially cause...well, those guards don't really add anything to the game. It's not tense cause you can basically out-walk them, saving is possible anywhere, there is no penalty for dying etc.It believe it's more acceptable if you think of Ghost of a tale as an adventure/point-n-click game...
I'm six hours in and I still get lost in both courtyards. I didn't expect to say that one day but I wish the mapping tool, the menus or the quest log were a little more "modern".
Still a lovely game, of course.
I wouldn't mind that much if it weren't for the stealth aspect which just clashes with that design choice. It's obviously not hard to outrun to guards and there are costumes to help but it just doesn't really make a lot of fun to constantly either run past the same guards over and over again or take the slow guard costume (even after the upgrades). Especially cause...well, those guards don't really add anything to the game. It's not tense cause you can basically out-walk them, saving is possible anywhere, there is no penalty for dying etc.
I wish the game would have maybe come up with some different ideas.
Quick and dirty solution: You are a prisoner but prisoners are allowed to walk around certain areas of the prison (like the courtyard). So you could still have the costumes and some stealth sections but it would also allow the player to explore a bit more freely with less annoyances. And you wouldn't have to change anything else about the game.
It's still a really good game though.
It could have helped if at least the specialized gaming press could be bothered reviewing it, but even that was too much to ask, apparently.This game needs a huge push get more attention - sometimes word of mouth just isn't enough.
It could have helped if at least the specialized gaming press could be bothered reviewing it, but even that was too much to ask, apparently.
They surely don't have money to spare in any proper marketing.