Welcome to Noshrac. A harsh desert world where humankind is at the brink of extinction. You are a Son of Nor, a mage with telekinetic powers and the ability to bend the elements to your will, trained to defend the remaining humans from the onslaught of the Sarahul Empire and the perils of the desert. Solve puzzles using your telekinetic powers, venture through long forgotten temples, terraform the desert and fight to the death alongside your friends in this co-op fantasy action adventure.

Key features:

  • Terraform the sands of Noshrac to uncover secrets, overcome obstacles and create barricades.
  • Utilize telekinetic and elemental powers to solve ancient puzzles and triumph over the Sarahul threat.
  • Venture through ancient temples in search of mighty artifacts.
  • Fight alongside your friends (co-op, network/splitscreen) and find other ways to solve puzzles and thwart your enemies.
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Blog RSS Feed Report abuse Latest News: New Patch! - Improved performance, improved levels, tons of bug fixes!

0 comments by RicardoValenzuela on May 5th, 2015

Hello everyone!

We have released a new patch today 05.05.2015! Expect tons of improvements like: Improved performance and framerate, Improved initial levels, more polishing, tons of bug fixes, improved balancing like reduced fall damage and much more!

Here's part of the changelog for version version 1.0.78:10044:
- drastically reduced fall damage due to player feedback
- completely overworked tutorial according to player feedback
- creatures now die sooner when burried in sand
- fixed bug with fire pillars pushing you into the sky
- added tearaway sounds to the dry tree branches
- fixed fog plane issue at the beginning of the wind temple
- certain eggs are no longer enhanceable
- improved cutscenes in the edge
- overworked level 2 goals
- fixed a bug where the AI debugger sometimes caused log flooding, resulting in low FPS
- Fixed controller support for the dialogues.
- fixed lagging intro movie
- fixed performance issue in TheEdge
- char creation is now opened right away when there are no player-profiles
- Updated the Oculus SDK to the newest version and updated the implementation.
- fixed wrong titles in spell book
- fixed wrong default page opening up in spell book
- changelog does not appear anymore on each new version, but you can still open it up by clicking on the button
- Ranged and Melee scouts cannot attack anymore while they are not grounded.
- Fixed certain mold piles in the fire temple not being smashable.
- Fixed some molds disappearing too late after being smashed.
- In the final cutscene, the player does not fall through the floor anymore.
- creatures cannot be picked up anymore when burried
- when holding an object that cannot be enhanced, a spell will be cast instead
- eyetracking will now not only favor physical objects, but magic sources too
- fixed small bug with shooting in mass TK and using EPOC
- in level 01 improved player guidance when going to canyon
- Video clips can now also be paused and/or skipped with the controller.
- added new intro and outro movies
- added german audio-clip to intro
- Intro audio language now follows the setting from the main menu
- added outro
- tutorial hint in lvl00 on creature is now shown above creature
- scroll hint in wind temple on orb is shown above orb now
- Fixed timing issues with the boss death effect in Level_02b
- Fixed timing issue with the death boss effect in Level_03-1
- Fixed timing issues with boss death effect in Level_05c
- added additional hints to the closed radir door in taro (how to find the key)
- improved deadly effect for no-gravity fields in taro
- added new quest-goal to taro (for finding the key to the door)
- made font darker on gravestones in taro
- no more invisible scarab packs!
- havoc sphere is not enhanceable anymore
- added shadow casting lights to crystals in temples for maximum quality settings
- Achievements are now shown with a steam overlay notification as soon as they are unlocked.
- Controller menu now starts by default at the keyboard and mouse tab.
- Enemies can now spot the player in the dark for a very short time after they are attacked.
- Fixed missing collision at the exit door of the second Yant'shaza level.
- Regrowing crystals should not get stuck anymore when torn away.
- overworked fire-temple door puzzle to have better player-feedback
- blocking hot molds slightly repositioned so you can see the door they block
- moved spell variation in lvl1-1 to be visible
- made big boulder of "heavy lifting" slower to move (so it feels heavier!)
- added additional light source to obelisk puzzle in wind-temple
- added scroll hint to first power-orb in wind-temple
- fixed way too strong camera shake for rising mirror puzzle platform
- fixed bug with tele-cutout shader having a huge checker pattern
- lasers in crushing windtemple can now destroy the guards
- improved player guidance in scarab cave after wind-temple
- added hint to destroyable rock after wind-temple
- Players don't get all powers anymore when entering the Proving Grounds
- made first jump in cinder valley easier
- added hint to first barricade in cinder valley
- Ingame cutscenes can now be skipped by pressing space or return (after a small delay).
- added fence to lvl01 after going to the canyon
- rotating lasers in fire temple are now synced
- Made multiplayer rotation sync of sliding rings in wind temple smoother.
- Lava now also reacts on wind combination spells.
- Fixed a bug where the game got locked up in the saving screen when a level was finished during a cutscene.

AND MUCH MORE!

- Read More on the changelog.txt in the root folder of the game -

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Post comment Comments  (10 - 20 of 74)
DAFFYDAFFY
DAFFYDAFFY Apr 2 2014, 11:54am says:

can we have a demo ?,please.

Just something to run about the game world and have a look :)

also make sure you have a good keyconfig,wasd is not cool.

+1 vote     reply to comment
RicardoValenzuela Creator
RicardoValenzuela Apr 4 2014, 9:55am replied:

Hello! Currently we have a demo in our store ( Sonofnor.com ) which revolves around trying out the different gameplay mechanics, this demo has a cost since it was a Kickstarter backer exclusive item.

Also, we are aiming to go for a rather conventional and known key configuration, but we have opened up the possibility to set your own key configuration in the case you want to :)

+1 vote   reply to comment
DAFFYDAFFY
DAFFYDAFFY Jan 31 2015, 7:27pm replied:

some of the gameplay mechanics are great.
i like the way u can manipulate the earth/ground.
some original ideas.
very cool :)

+1 vote     reply to comment
Piemanlives
Piemanlives Apr 7 2014, 3:20am replied:

Before people bash the fact it's a paid demo, consider that it was originally meant for people who supported the development of the game, why should the rest of us get it for free right?

+3 votes     reply to comment
DAFFYDAFFY
DAFFYDAFFY Sep 19 2014, 10:14pm replied:

what in all that is holy are u talking bout?

demos have been with us since year dot.
stop being a numpty.

0 votes     reply to comment
ChrisPolus Creator
ChrisPolus Apr 14 2014, 3:00am replied:

Thanks Piemanlives :)

+2 votes   reply to comment
RicardoValenzuela Creator
RicardoValenzuela Apr 7 2014, 9:07am replied:

Yes :) Thank you for your understanding and support!

+1 vote   reply to comment
ShakesGaming
ShakesGaming Mar 31 2014, 9:02am says:

Just found this game...looks great especially coop option...tracking!

+2 votes     reply to comment
JedJTL
JedJTL Mar 13 2014, 12:03pm says:

This looks awesome I'll buy it when it comes out :D

+2 votes     reply to comment
Jetcutter
Jetcutter Jan 26 2014, 5:03pm says:

will support, when available.

+2 votes     reply to comment
supragamer
supragamer Jan 19 2014, 5:01pm says:

Great progress on level design.
About telekinesis directly on ennemies, i think it gives too much power to the hero.
When ennemies are flying when hero make telekinesis on them, you should change their animations, as they are still playing a walking animation in the air.
About vehicle, you should instead create special gameplay zones, made for it like vast plains surrounded by rocks, or big circuit with dangers like lava, pifalls, falling/rolling rocks to avoid.Or use vehicle to travel between each map you enter why not.
Keep up the work.

+2 votes     reply to comment
RicardoValenzuela Creator
RicardoValenzuela Jan 20 2014, 8:49am replied:

Thanks for the feedback! :D

+2 votes   reply to comment
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Son of Nor
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Developer
stillalive studios
Engine
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Released Mar 30, 2015
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