Everyplay. It was fun. We still like Everyplay a lot. It was a very simple delivery method for users to post their gameplay to SNSs, Youtube, and Everyplay. Unfortunately, we will be discontinuing the Everyplay record & upload feature in our next update. As we remove Everyplay from our game feature we hope to make room for more game features that we have planned. Below are some gameplay recordings that players have uploaded up to now if you are interested in how to play Ire. Ire: Blood Memory on Everyplay. For those that like to stream, or want to archive their gameplay in some way, shape, or form, I would like to propose to you Mobcrush. Mobcrush is in beta, but is a great platform for recording and sharing your gameplay. You can even download your streams. Mobcrush Thank you Everyplay for all that you've done for us. We had a lot of fun using it. I will try to get my hands on the new update list and schedule for Ire soon. Have a good one, TA!
Just got back to this fantastic game. It's a slow grind, but it doesnt have timers to stop you from farming til dawn to get those rare materials (Monster Hunter style).
Yeah it's kinda like Dark Souls, but also shares a few significant mechanics from Monster Hunter like the farming of monster parts and the power attacks. On top of that, good MFi controller support, although menus need to be done through touch still.
\[T]/ Jolly cooperation! Holy smoke, hadn't realised anyone had posted after myself. So busy with production, testing new features for the update. Having said that, I was just told someone is doing a Mobcrush on our game in about 10 minutes. Thought I should post it here. The link below is different from the previous one. I've been meaning to get back to everyone about our update, but there have been feature and schedule changes. I think we are about ready fix it in a couple of days. Okay, so until then, here's the link to the Mobcrush below, just click the image.
Update list for Jan 2016 So a little back story on why it has take so long to post about an update. It's been about 2months since Tenbirds actually got to start work on the next update. Initially, updates were planned every month. However, after routine maintenance, live operations, organising feedback to implement, and getting new features in, we decided that small updates every month was unrealistic, and not what we wanted to do. Each update made us push back any previous update goals. That is why we decided to pool all of the major overhauls and new features into one big update. We hope to hit this milestone in January. So far we've been pretty good with our schedules, and think that we will be able to hit our target date(s). Aside from that, we had some other issues, mainly publishing. We had a couple of big publishing offers from a couple of major domestic game companies, and there was a lot of heated debate on whether to enter a publishing deal or not. We decided to kindly decline the recent publishing offers, as we felt that the publisher(s) did not fully understand Ire, its players and, albeit small, community, our philosophy and vision. Without this understanding we felt that their influence would break the game. It was a tough decision, but we think it was the right one, for now. That said, below is our update list. Thank you, be well, and happy holidays! -- Ire Update List 20151201 Controller Support . Broadened controller support. Balancing . Movement. . Attack speed of Blade. . Lethal Attack cool-down time. . Increased ballista damage. . Dodge distance. . Stage/Quest difficulty adjustment. Currency (Gem) Value Adjustment . Value of Gem adjusted (i.e. 1Gem ≒ USD 0.1 → 1Gem ≒ USD 0.01). Graphics & Performance Enhancement . Enhanced bloom. . Enhanced distortion. . Adjustment to texture/size. . In-game screen recording discontinued. Lethal Attack Adjustment . Modulated Lethal Attack (min.1~max.3 phased attack): - 3-stage charge time for weapons systems allow players control over lethal attack. - Longer charge time = stronger lethal attack. Skill System Improvements . Discard 30 / 60 / 100 skill activation skill point system. . Every 1 point will apply to skill stats. Item System Adjustment . Provide full items to armour/weapons in order to streamline upgrade/ascension. World Map Add . Resource collection: - Mine: Gold. - Church: Status Boost. - Catacomb: Bone Shards. - Refinery: Amber to refine equipment. - Echo’s Relic: Action Points for Battle Assist. . Black Market: Exchange items with Merchant. . Rare item bosses. Battle Assist Add . Player game assist. (limited per day) . Instant charge requires Gems. UI Improvements . Camp - Quest & Inventory format/structure. - Ranking display. - Sell. - Deconstruct equipment. - Action effects. Tutorial . Introduction: Tutorial for basic gameplay. . In-game: Applied combat. Dual-wield Weapons Add . New weapons class. New NPCs . World Map . Campaign/Quest . Rift — (TBD/WIP) Reward Distribution Method Raid Mode Player Messaging Equipment Pre-set Feature Language Support - END -
You guys not signing over to a publisher because it would compromise the integrity Ire is another dev decision that has me plummeting into a deeper and deeper love for this fantastic game. Keep up the awesome work!
That's stupidly good news! And to top off a huge patch and some of the best continued support I've seen for an iOS product, a new dual wielding style! Who doesn't love themselves some good dual wielding? EDIT: re-read the patch notes, and realized just how big this patch is. Somewhere past the point of an expansion, halfway to a sequel! I'm rarely a fan of simplifications of mechanics, but I suppose I get the streamlining of crafting components. Otherwise, it seems to be all smooth sailing, and an awesome boat ride at that! Immersion and world maps and NPCs, oh mine, lethal attack given more tactical depth and flexibility, even more progression to reignite that fire of illusion of achievement in the hidden, dark chambers of the soul, more satisfying skill mechanics, and more! Better! Grander! Deadlier! Friendlier! Paradoxical but exciting!
Thanks Ayjona! I mean... I don't think it will be perfect. Far from it I believe. It'll be very new, so that means that we will have to recalibrate the balancing on a lot of things... which is why we are thinking of a limited update, and some testing... so we can have the data. But, yeah, this is something new that we want to try that we haven't seen anywhere else. I think we will make some mistakes before it's just right. I just hope that our gamers hang in there with us.
Brought to You by Darkest Nation Clan Darkest Nation just posted an article on our update list for 2016 here. I can't thank Darkest Nation enough for the encouragement. And thank you, everyone here on TA. Let's do this.
Revised update schedule (copy pasta) <Readme> Update delayed to March. Further testing needed. Considering carrying out an OBT for update build (Language: ENG/KOR. OS: Android.). Details below. ------ We want our gamers to have the most out of this coming update. Devs are happy to say that most of the features planned have made it into the new build. We've been testing it like crazy for a couple of months now. But here are just a few of the many hurdles we've faced that made us decide to revise our plans. Issues: 1. Ire has been completely overhauled. Scope of update is a lot larger than anticipated. Further testing is required. 2. Adding languages is difficult and taking longer than expected. 3. We don't work by ourselves. We seek a lot of outside help and support. It takes time to set things up. That having been said, here is what we are considering. Revised Schedule: 1. Testing update build (Eng/Kor. Android.): Considering OBT, early February. Let us know if this is something you want here. 2. Update: March, depending on many factors (i.e. calibration, fixes, distribution platform issues, etc.)
Sadly, the game doesn't start for me anymore, gets stuck forever at the login process. Must be Game Center-related...
@vovin This is a known issue, and we've mentioned it to the App Store. Unfortunately, it hasn't been resolved for numerous previous users as of yet. I heard from the devs that they think they will just have to remake a new bundle/build to circumvent/overcome this issue. That being said, I need to apologise for everyone here and those playing Ire for the delay in our update schedule. Alongside the issue above, we are overhauling much of the game, and adding languages (I believe German is included), and adding new content. Most of you may not know it, unless you have seen our Facebook post, but we ran another OBT late to early this month, to see how you would respond to the changes. Of course we received a lot of feedback, most of them expected, just a few unexpected. We will be polishing the game a couple of more months before the hard launch of Ire. For those hanging in there, or keeping track of us, I wanted to thank you. Again, sorry to keep you waiting. If it's any consolation, allow me to post a couple of Youtube videos that one of our gamers, Sébastien, made during our v2.0 Beta that shows a lot of the changes in the coming update. Please, enjoy. Thank you. Subscribe to the TouchArcade YouTube channel
WOW! The new version looks absolutely AMAZING! I can't believe the number of improvements your team has implemented. REALLY looking forward to playing it. Even as it is now, Ire is one of my all-time favourite iOS games. The Monster Hunter vibe is very strong, and the Dark Souls style of patient combat is tremendous fun. Love it!
V2.0 looks fantastic. Looks like you moved away a bit from the slower, deliberate combat ala Dark Souls in favor of faster hack n slash. But it looks great. Do you need any more beta testers? PM me if you do.
@poppichicken @anthony78 hahaha Didn't expect any quick replies. Thanks for the encouraging comments. We're just really bummed out we can't bring the new update sooner, but I think it will be worth it. The faster movement is just for the Dual Wields. Each weapon has different move sets and sense of balancing. It is too OP right now, so we hope to balance it out a little bit more. I think there will be one more beta test, but on Google Play like the previous one. iOS version looks pretty stable at this point, but hahahahaha you never know. We've tried to stabilise as much as we could -- fingers crossed.