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Update notes via Steam Community

Dear Asfalians!

As the year comes to a close, the team at Funtomata wishes you a wonderful holiday season.

And by the way, we have some great news to share with you.



Firstly, we've been working tirelessly on the next episode, Asfalia: Fear. We're keeping the suspense for a bit longer, but you'll soon start seeing the first images. We hope to release the game before summer.

In the meantime, we've also taken the time to address some of the feedback we received, all very instructive, on Asfalia: Anger. Listening to you is our primary duty, and we're pleased to announce a major update to the game, including significant changes.

Here are the details:

Improved Performance


The main area we wanted to work on was a complete overhaul of performance. For some people, the game tended to consume more resources than necessary. Both the CPU and memory were used more than reasonable for technical reasons I'll spare you.

So, we corrected all this as we worked on Asfalia: Fear and applied all these changes to Asfalia: Anger. It wasn't easy, we had to redo the entire game and test everything thoroughly.

The result is a significant performance improvement.

A New Ending




Another frequent feedback was regarding the end of the story, which consists of an open ending announcing a sequel. Our intention was to make Asfalia a grand journey over several episodes. However, this left many players feeling the game was incomplete.

Moreover, we want players to fully enjoy an episode without feeling forced to buy the sequel.

We listened to these comments and, after careful consideration, decided to offer a real ending to this episode. Rest assured, the old ending is still there if you liked it... but we won't spoil the surprise on how to get it ;-)

Pause in Dialogues




We want Asfalia to be an immersive story, akin to an animated cartoon you can interact with. However, some players reported that the dialogues were too fast for them, and they should be able to follow at their own pace. This is particularly important for hearing-imparied players, who need to be able to read the texts to follow along.

However, this isn't so simple, as some game cinematics cannot be interrupted without harming the immersion.

The solution adopted is to offer an option to disable automatic dialogue advancement, except for certain specific cinematics that just can't be paused without breaking immersion.

For those who love total immersion, we've also added an option to remove dialogue bubbles.

Dynamic Mouth Animations


With the porting to codebase of Asfalia: Fear, we've integrated a system of dynamic mouth animation. This system allows us to give characters more richness in their expressions, ultimately bringing more life to the story.

A Sticker Gauge




You'll notice that the game menu now includes a sticker gauge, and you can expect a nice surprise if you manage to fill it completely.

Kids are going to love it.

Winter Sale


There's so many amazing games to chose from in this year end, this is why we have a 50% sale on the game up until january 2 starting today. Enjoy!

When is it Released?


This fantastic update is available as of today.

If you have any questions or comments, feel free to leave us a comment. We are listening.

We wish you a wonderful holiday season,

Jean-Gobert de Coster

Founder of Funtomata and Game Director of Asfalia.
Windows 64-bit Depot 1675041
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macOS 64-bit Depot 1675042
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