- Fixed a crash when healing over max health.
- Fixed power not being freed after the Guzzler steals a module.
- Fixed player health not showing empty pips when moving between scenarios.
- Fixed the vignette not appearing correctly when opening the toolbelt.
- Fixed a crash caused by clicking the scenario GO button multiple times very quickly.
- Fixed a crash that occurred when dealing more damage to an enemy than they had health remaining.
- Fixed a bug when exiting to main menu when in the middle of a level, marking that level complete when you loaded back in.
- Fixed a slew of saving and loading issues. Your save data is now properly tracked through a run and marked invalid once you lose.
- Fixed a bug when finishing the tutorial that left your backpack not updated correctly.
- Fixed a soft-lock issue when losing the tutorial due to saving/loading inconsistencies.
- Fixed a bug that prevented the tools menu from appearing when scrolling back to the grid after leaving the toolbelt open (shoutout to TheZeldaMuse for spotting this!)
- Fixed a slew of issues regarding saving/loading.
- The demo popup now only appears once per-launch, instead of each time you return to the main menu.
- The tools UI now has a toolbox that rolls out on mouse hover.
- Due to how often and how many changes we'll be implementing, saves will not carry over between updates for the foreseeable future. The game will force new games, so there's nothing you have to do on your end.
- In case there are any issues with your saves, we have added an option in the settings menu to wipe your save data.
- Added some new shape generation options for levels, which our designer implemented into a few of the demo levels.
- The player shield effect has two new animations for when it absorbs damage and is broken.
- Added basic tooltips for buttons on the main menu and map view.
Later this week, we will be adding some new content to the game:
- A new enemy, the Puddle Jumper! They can cause quite a ruckus, shaking the grid up.
- New modules, animations, and sprites for existing modules.
- Improved UI for AP and damage displays and the fire button (it will no longer slide lol)
- Module Tooltips that will provide at-a-glance information for modules during gameplay (power cost, ability, pathing).
The time we have spent working on this game has been really fun and fulfilling for everyone at both SlimeWare and Red Rabbit Games. Through building this project we have learned a lot about game development and we are excited to be able to use these lessons in future development on Unsent.Â
In the Early Access version of the game you will get to play through the hub area, Unsentiment Department, along with two levels in the human world, Beauregards Mansion and Backsum Way. Each level will give you more movement options, new areas to explore and enough collectibles, to keep you occupied for hours. Â
We are very passionate about this project and weâd like to eventually realize the full vision of our game for everyone to enjoy. We plan to update the game on a regular basis based on player feedback and different sales milestones achieved.
Hey guys, just a quick thing you might enjoy.
Last month's trailer gave a super tiny glimpse of new Gunsmith graphics and design. So today I wanted to show off the full suite of new graphics. And share examples of how special attachments actually work in battle.
I will do a deep-dive after more playtesting, but here's how the final design is shaping up:
There are now 6 gun frames. Each one looks unique and has strengths and weaknesses. For example, "Homebrew" is cheap to manufacture. "Buck" calculates hit-chance per projectile instead of per shot, so it's basically your shotgun maker. "Maschina" allows an extra special attachment. Etc.
Each frame can be improved in multiple ways (barrel length, caliber size, fire rate, etc). The number of improvements is limited by your research progress.
Each frame also supports 3 attachment slots: scope, stock and special.
Special attachments include everything from drone-targeting systems to M203-type launchers to cameras that record battle footage which can be converted into propaganda. The video below includes 5 examples of how they work in-battle.
All told, there are about 50,000 completely different guns you can make. And if you include all the small and cosmetic differences, the number is about 100 million. And there are more attachments coming.
HUGE thank you to Russ (@ahintoflime) who creates all the amazing 3D art for the game. The designs, models and textures are beautiful, and they slotted right into my existing framework. It's hard to describe the level of artistic and technical achievement. I've been toying with it for 2 months and still finding new things each day. I hope you will enjoy it.
And lastly, a special thank you to ZOHEI (@yakitate_aggai), who inspired us with his concept art. I'm happy to announce ZOHEI has agreed to do some official illustration work for the game.
Thanks everyone for supporting the game.
-Yuji (MH)
The matches are getting hotter and hotter at Quacolé Tennis!
Flamia has mastered the technique of the fire racket and is ready to raise the temperature of the matches. Her anger turns into explosive attacks, so be prepared or you'll end up getting burned.
https://www.youtube.com/watch?v=k7mbNvy7gs4Amazing challenges await you in the next QuacolĂ© Tennis demo! (I promise it will be available later this year đ)
Re-binding keyboard controls now properly affects the airship flight controls as expected.
Fixed an issue where you could not target a summoned enemy during specific boss-fights under certain conditions.
Fixed some interaction and performance issues during airship takeoff/land.
Fixed a small graphical issue on the world map
Slight improvements to performance on a few maps
Corrected a typo
Hello everyone,
The first player test for our AI casual card game, Goodbye Card, is set to begin on October 23rd !
A playable DEMO will be directly available on the store page, so players can download and try it out right away! Don't forget to join our official QQ group (818845375) to chat with us and share all your feedback and ideas.
We are an AI-powered casual card game where the AI isn't just your opponent; it's also the judge and an observer of the entire game. You'll need to impress the AI judge with various card combinations. It's time to show off your true card-playing skills and make the AI applaud you!
†Add ăGoodbye Cardă to your wishlist to stay updated on our latest news and updates!
GuGu Games
October 21st, 2023
Official QQ Group: 818845375
Redbook: @äžćȘć (yi zhi gu )
Download the player's manual now! Specially designed content to help players navigate the map and work around minor bugs in version 1.7:
https://drive.google.com/file/d/1OAWhSWvIptSiz6Fx8hMsRGZjB3y3PbcF/view