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Immortal Sins

Immortal Sins

  • Implemented new defaults for the sound settings.
  • Fixed a soft-lock, where skipping one of the prologue scenes would break the script.
  • Tweaks to the memory management.
  • Minor balancing tweaks.
  • Re-worked the save export UI.
  • Applied a fail-safe if the user selected no files to export and clicked on Export.
  • Fixed some localization issues.
  • Behind-the-scenes changes to improve stability.
Released a patch for the game today, which brings a small update to the launcher (if you are playing the game on Linux, you can skip this one). With this update, the package versioning and the list of file hashes (used to verify that there are no tampered, damaged or missing files that would break the game) are separate from the launcher. When the game starts, it will load them up from a few files. This makes it easier to push out updates to the game (and implement future features as well).

Northbridge Changelog:
  • Package version and file hash list are stored in two files.
  • Sped up the launch times for both the Game Master and the launcher.
  • The game version is referenced from a manifest file.
  • Fixed localisation issues.
  • Fixed bugs related to the file checks.
  • Fixed a bug, where resetting the cache (Cache Management -> Reset) would instead start the game.
  • Library updates.


  • Various balancing changes.
  • Added the option for Fullscreen.
  • Added automatic saves.
  • Added achievements.
  • Changed the loading screen.
  • Fixed some issues with the text.
  • Fixed the issue where the game would show deleted saves as if they were still there.
  • Improvements to memory management.
  • Fixed an issue where the states counter wouldn't show up correctly.
  • Fixed an issue where armor and weapons were registered in the inventory as separate entities.


  • Overhauled Northbridge, with a new UI, new logic (following a Model-View-ViewModel design) and a batch of quality-of-life updates.
  • Settings are now saved in the "Saved Games" folder.
  • Launching the game and backups are handled via a separate executable.
  • Support for long file paths (Windows 10 and newer).
  • Improved Package Manager, with faster decompression times and a new progress UI.
  • Updated to .NET 6.
  • Added code to prevent the launcher from launching twice.
  • Improved the reliability of the Backup System.
  • Removed some features that are pointless or removed after updating to a new renderer.
Well... talk about rapid-fire.

Anyway, pushed out a new update to roll back a fix that broke the saves. Specifically, a change that would no longer treat weapons and armor as separate items. This would result in breaking the database. This build puts the original behavior back. If you started a new game... you'll have to start again, sadly. I'm really sorry for this. At least I managed to sneak in a few improvements.

  • Rolled back the fix for the equipment, as it broke the saves.
  • Fixed a bug that caused the encounters to not work properly.
  • Small balancing changes.
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Reactions: Ellie
This update is more of a technical rework rather than a more substantial update. Notable improvements are the improved performance and splitting the audio files into their own pack (which should reduce the size of updates in some cases).
  • Performance improvements.
  • Implemented a tweak as to how the engine will handle the memory. Hopefully, this will fix the issue where the game would discard any necessary images too early.
  • Split the audio into its own package.
  • Tweaked how stealable skills are shown.
  • Fixed some bugs and graphical errors.
  • Additional text changes.
  • Slightly reduced the game's size.
  • Slightly re-tooled the Automatic Crash Reports to improve reliability.
  • Fixed a bug that caused the camera to shake a lot in a certain scene.
  • Fixed a bug that caused the wrong lighting to be loaded in Danotia.
  • Fixed a bug that caused the counters in the states buffs and debuffs to show up in the wrong position during battles.
  • Like
Reactions: Ellie and jax
This update (codenamed "New Translation") is quite substantial. This brings a substantial amount of re-writes to the story, flashing out a lot of details in the process. There may be a few areas to improve, but this should improve the story. Why am I calling this update "New Translation"? Well... It's like me, a metaphorical archeologist, going back and translating the scripts. In addition, I have implemented some code so when the game updates, it will only extract new data. This is done to speed up the time it takes to update the cache.

  • Re-wrote more scenes.
  • Implemented a system where new data is extracted.
  • Fixed some bugs and graphical errors.
  • Like
Reactions: jax and Ellie

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