My Time At Portia is a simulation RPG that takes place in a post-apocalypse setting. Humans are few and relics from the past are everywhere. You're trying to start a new life in a town on the edge of civilization called Portia. You will start a workshop and build things with relics from the past, but you can also choose to fight in dungeons, get friendly with town folks, kick some trees, or just explore the surroundings.
Hello there!
We encountered some bugs when adding to the mission system in game and thanks to player feedback we’ve been able to squash these in this patch!
Please continue to report any issues you find in our Report a Problem forum!
Changelist
Adjusted the colour of the sand and ore distribution in the mines.
Added more dye colours for the dog house.
Fixed the crash that occurs during the Autumn Festival cutscene.
Fixed the bug where Scraps did not show up in the mission ‘A New Friend’.
Fixed the bug affecting the forge and added more weapons to the forge.
Fixed the colour of the grass in the dungeon during the ‘Adventures With Mali’ mission.
Fixed the audio bug in Penny’s cutscene.
Fixed the audio bugs and optimised visuals in several cutscenes.
Fixed the bug causing players to get stuck when they place the Basic Skiver behind the Worktable.
Fixed the bug causing players to get stuck by an invisible wall during the ‘Rescue in Ingall’s Mine’ mission.
Fixed the animation error affecting Panbats.
Fixed the Sea Urchin attack sound effect.
Fixed the Snaillob attack sound effect.
Fixed the bug preventing players from getting out of the waterfall if they fall in.
Fixed the bug preventing the pig tag from showing in the gift bar.
Fixed the bug affecting Ack’s voice before he is fixed.
Fixed several voice audio issues.
Fixed the bug affecting the footstep sound effect in the Wow dungeon.
Fixed the crash when cooking at the end of the Autumn Festival.
Fixed the bug where a Snaillob won’t disappear after it is killed.
Fixed the bug preventing players from getting across a wall in the Wow dungeon.
Fixed the bug affecting the footstep sound effect during the Martial Arts Tournament.
Fixed the attack sound effect for the Rat King and Rat Princes.
Fixed the bug causing players to fall outside of the map during ‘The Theft’ mission.
Fixed the bug causing NPCs to overlap when entering the museum.
Fixed a collision issue affecting the stones in front of the waterfall.
Fixed the bug affecting the size of a tree when players get closer to it.
Fixed the issue with the windmill in the desert having a missing blade.
Fixed a collision issue in the marsh and Collapsed Wasteland.
Fixed the bug affecting the Kungfu Sack in the inspection mini game.
We’ve just rolled out a fresh hot fix for v2.0 and it’s a big one! This patch features bug and crash fixes as well as optimisation! If you encounter...
Hi there! This is the hot fix for v2.0. If you have any other questions or find any bugs, please let us know in the Report a Problem forum. You can read...
We’ve been working hard to fix bugs and optimise the game further, as per player feedback. In this update, you’ll see improvements on the sound effects...
Love is in the air in My Time At Portia!Check out our brand new relationships trailer below…
Setting for Stamina/HP regeneration Scanner detect range Experience gain Crafting speed And any more...
This is the alpha 2.0 build of My Time at Portia, please try it and tell us what you think!
Make the name thing an option in the menu. It would annoy me so much in the late game (and maybe in the early game too), but other people might find it useful.
Any console release plans?
PS4 for sure, Switch maybe.
Will it be multiplayer?
No, no budget for multiplayer, so the game was designed as single player from the start. Maybe next time.
I really want to play this! Will you be releasing a version for the macbook in the future?
Yes, there will be a Mac version when we get on Early Access on Steam in October.
First off, congrats, your game looks amazing. Might I recommend you consider dynamic map loading?
Most open world titles do this, draw the world beyond the horizon, or rather load it at the point just beyond where the player can see.
The benefit being that it's less ram intensive.
Anyway, I just wanted to point that out in case you weren't aware, also, great job. This looks amazing and I can see it going far.
About to check out the game now!
We're actually writing asset loading right now. :)
i really want to play it but it is so slow.I tried every setting every thing is slow.Please help?
What are your PC specs?