- Fixed an issue where performing a duck jump would cause states to overlap, causing numerous unintended effects - Fixed an issue where Hamozuna's level 2 star move would persist after a KO - Fixed an issue where colliding with a new Ground collider while still colliding with another would cause the player to become Airborne - Adjusted the bounds of the Ship stage to prevent Hamoichi self-KOing when performing her level 3 star move in some parts of the stage - Fixed an issue where Hamstein's level 3 star move would cause him to explode
Thank you for all your comments so far. The Phantom isn’t just a game for us, it is a passion project. We grew up with The Phantom and this our way of continuing the legacy.
Art Of Play is the two of us: Ash & Billy. We want to make comic/retro inspired games collaborating with other talented artists, animators and programmers who share the same passion as we do. We’ve stepped out of the kid's entertainment/e-learning space into the big ol’ world of console gaming and have taken it upon ourselves to not only curate The Phantom game, but also handle the trailer production, marketing and console porting.
We are now working on the next major update for the game before it goes off to Limited Run for physical distribution. It will be a big one. There’s always an endless list of things we’d like to do on a game - this happened even with our smaller projects - but with your added feedback, we think it will be even better. Here are some of the things we are working on:
Combat tweaks for both The Phantom & Diana.
Improve enemy encounters - especially around the 2 major boss battles. But in general, more variance,
more aggressiveness, less idle/waiting, anti-spam, and anti-swarming.
A full VO levelling and overhaul.
Steam Achievements.
Lots of bug fixes.
Support for more controllers.
Prevent issues on high refresh monitors without needing to adjust graphics settings by the player.
Ensure the correct ending cutscenes are always triggered for all players, for all difficulty settings based on gameplay.
Long list of minor bug fixes, and a couple of larger ones.
Long list of graphical tweaks.
And so much more...
We appreciate everyone who has already purchased/played this game and we are looking for a few additional game testers to add to our team. If you want to be involved as a beta tester for upcoming patches, please comment on this thread or drop us an email.
Get ready to summon Fow-chan from an alternate dimension! Our resident succubus waifu is ready for destruction. No, seriously, she’s hungry for some fresh souls! Begin her recruitment quest by talking with Fortune on the bridge of the Mary Celeste. (Requires all previous main story quests to be completed.)
Eldritch Trials “Endless Mode”
After completing Fow-chan’s quest, the Eldritch Trials will unlock, allowing the player to level up Fow-chan or any other character that needs a boost in XP. There are currently 3 scenarios for Grid Combat and 3 for Space Combat. The trials can be found in Engineering onboard the Mary Celeste. This new mode also comes with 12 new achievements and in-game trophies.
Nude DEMI
Nude DEMI (nipples included!) is a new outfit option in Pandora. You can unlock this chassis upgrade after recruiting Taron.
Officer Uniform Outfits
For fans of a certain hentai that takes place on a “Battleship” and is themed like a “Prison”, this new outfit may look familiar to you! Special thanks to Sasayama Ittousai for allowing us to include this special and sexy surprise!
Pandora
Lily received an additional scene.
Fow-chan scenes are now unlockable.
Visual Novel
Several side quests earlier in the game have received new backgrounds during dialogue sections.
Fixed issue with hologram during “Imminent Interspecies” section.
Visual rework for “Mary Celeste on Ice“ section.
Onboard Mary Celeste
Reduced cooldown on VO banter when interacting with characters in the Gallery.
New rewards for Fow-chan, such as pin-ups and audiotapes, can be unlocked and viewed in the Captain's Quarters computer
Previous “About Recent Events” dialogues will be unavailable upon starting Fow-chan’s main quest.
Grid Combat
A SFX now plays when clicking the defend button.
Added extra SFX to Itchy’s Ultimate.
Improved text alignment on the bottom center UI panel.
Space Combat
Speed and Extra Damage Pickups now display a more prominent visual effect when active around the ship.
Navigation
Fixed typo found on the Woop-Woop anomaly.
Bug Fixes
Grid Combat
Fixed issue related to DEVA mode upon deactivating, the characters secondary Ultimate would get removed.
Fixed issue where the Imperium Shocktrooper’s helmet would render unintended visual effects.
Space Combat
Fixed issue where the secondary weapon on the F3N1X would no longer fire.
Fixed issue with Pirate capital ship consistently backing away.
Known Issues (Does not include all issues)
UI
Some UI elements are currently loading at low resolution.
Some SFX on buttons are missing.
Taron’s shop UI has a work in progress layout in the 1.0 version, this will be changed in a later patch
When gifting items, the items are stacked however there isn’t a number displayed to show quantity.
Navigation
There is 1 anomaly in the Hydra Nebula that is not accessible due to a future update.
Space Combat
Some boss fights may still need tuning based on sponginess and player feedback.
Improved Gamepad Support.
Grid Combat
Some boss fights may still need tuning based on sponginess and player feedback.
Blythe’s “W” attack will receive a VFX overhaul.
Damage preview is not accurate in some cases.
Pandora
Ela’s scene Plug It has a lens flare issue when viewed with the NSuit outfit
The sweat skin is not noticeable when the Visual Effects setting is set to lower than high.
Blythe shrank a few inches during her neutral idle! She should be back to normal height in a future patch.
Some lighting issues persist on certain Pandora scenes at settings lower than the max.
Lily’s new scene is missing its Pandora card image.
Dialogue Sections
A few visual novel scenes still need additional revamping.
Erark’s hologram cuts off at the elbows.
Some physics issues persist on characters like Celestina and Huntress.
Gallery
Gallery images that display on Captain’s computer are no longer visible when returning to take another photo in the gallery. However, the photos are still available using the gallery poster.
Audio
Taron’s audiotapes are not yet in the game.
Outfits
There are clipping issues with the new outfits.
Achievements
Fow-chan’s recruitment and max level achievements will not unlock, these will be added in the next patch.
Performance
Reports of crashes during the dialogue sections of the game.
Alt-Tabbing potentially can cause the game to crash, especially during areas of the game where high loads take place.
Yellow/White screen flashing artifact during space combat when using the FXAA aliasing method. Most likely due to the lens flare and or high bloom values.
Switching through waifus quickly in the Gifting section of the Bar might not load the Gifting UI. Leaving the room and re-entering can fix this temporarily.
NOTES
If you encounter pak file decompression related crashes try verifying integrity of game files as this usually fixes the issue.
Are you ready to test out the new features we're working on? From now on, we’re giving you access to everything we have (except the story). Starting with this version, you’ll receive unfinished, rough builds that may be buggy and incomplete—but they also give you an exclusive look at how your investment is shaping the game.
Sandbox mode was always meant to work like this: giving you everything we have for testing and playing. If this new approach leads to negative feedback or makes you unhappy, we’ll go back to the old system. But if you enjoy it and it adds excitement to your experience, we’ll keep expanding it and give you even more to test and play with. So let us know what you think!
One more thing—we have a feedback option now for all platforms in the same place! If you have any thoughts, please visit LINK.
Let's talk a little about Unreal Lust Theory v0.3.8!
We’ve added three new work-in-progress maps for you to try out and share your thoughts on. The first one is the outdoor area—yes, you can go outside the house now! Keep in mind that it’s just a blockout, meaning it hasn’t been optimized or replaced with final assets yet. The second is a mini-game—don’t hate us, please! It’s something fun that we plan to expand with more assets, not just blocks. The third is the college interior, which introduces a new environment to explore. You can switch between these areas using doors, and for the mini-game, you’ll find its entrance in the middle of the park.
Main Character Updates
The main character has been added to the game. We’ve noticed some proportion issues inside the house, and those will be fixed in upcoming updates. MC animations are still not fully adjusted; we just made them work, and now we’ll make them look better. This is a big one because it’s something you’ve been asking for a lot, and now we finally have a working version. You can switch cameras between first-person and third-person using Num 1 or 2, or simply by scrolling.
Nicole’s Animation Test
One of our amazing animators wanted to give you an early Nicole animation for testing! She worked hard to finish at least one simple animation this week. You can get it as a reward for finishing the mini-game.
But don’t worry—if the mini-game is too difficult or not your style, Nicole’s fully completed animations will soon be available in the college interior map. This first animation was originally planned for April, so consider this an early sneak peek as a thank-you for your support and patience!
Quick summary for this update:
1 new Jessica kissing animation + special animations
1 new Nicole mini-game animation
Blockout map: Outside world - City of Lustridge
College interior map
Mini-game map
New achievement: Going Only Up
New main character + clothing + 2 views
New animations for the main character
Teleport system changed to work only in the outside world
1 new quest for the mini-game
Various fixes and adjustments
New sandbox message—please read before playing
Translations updated for all reported languages
There are probably other things we did that aren’t mentioned here, but these are definitely the most important ones for this update. Please share your thoughts and ideas!
P.S. We are organizing a speedrun competition. You can find more about it on our Discord.
Enjoy the game—we can’t wait for you to test it out. Best regards, ULT Team
It's been a full month now since release and the support has been amazing. The Discord community is slowly but surely growing and so are the lobbies! I'm hard at work on building the next update. First, lets go through what this current update brings and at the end I'll elaborate on things to come.
This small update should fix most of the voice chat frustrations along with other gameplay bugs. You should be able to jump in a game and use your microphone without issues (just make sure you have the right one selected in the options). Here's a list of fixes:
- Fixed having to mess with the input volume at least once before using a microphone - Fixed push to talk and toggle talk always muting players respawning as ghouls - Fixed push to talk and toggle talk always muting players when a game ends - Fixed players getting muted only sometimes after a game ends even when no push to talk is selected - Fixed Golem's ranged attack not working for the host player - Fixed Golem's ranged attack sound playing repeatedly for the host player - Slightly buffed Golem's ranged attack hitbox - Fixed a bug that allowed players to clip outside the mines when using a rake and a portal at the same time - Fixed cursed player having free movement if they stepped on a rake and triggered their death animation
As for the next step, here's what I got in store: It will feature new items, a new map and a new ghoul. I had a lot of feedback to work with and I'm trying to bring to life some of the most requested things. This update should be coming out by the end of March. I will start testing things soon though, and so can you! I will host play sessions to test out the new content, join us on Discord for more information.
It has certainly been a while since Update 15. I will explain what has been happening. Long story short, I got very excited about a new idea.
So Update 16 was already quite large and ready to go by mid December, but then I wanted to squeeze in "just one more thing..." I really need to learn not to do that. Anyhow, I have been working on a World Map since then, and it has become a major feature. So big in fact that is has eaten all of my attention for the last three months.
In my last couple Progress Updates I have gone into great detail about the World Map as it has developed into a major new system. I encourage you to take a look at the posts linked next to get a better idea of what is coming in Update 17.
So last week I did some time estimation, and it looked like the World Map would be about mid-May before it would be ready for a release, and it made no sense to hold back all this working stuff any longer, so I switched gears and got Update 16 finished up.
Let's get started, there is quite a lot to cover. :)
New Stuff!
(See sections below this outline to see further details about each category)
Nature:
Flooding - Some areas of the Map will now Flood! Increased Fertility, but also Increased Risk.
Lightning Upgrades - Dangerous Lightning! (Off by default.)
Caves and Rocky Overhangs - Places to take cover and keep things dry early on.
Difficulty Modes:
Clanfolk Classic - This is the Clanfolk you know.
Nature's Wrath - Nature is out to get you. Mistakes are deadly.
The Long Haul - This is more of an epic pacing to suit a double lifespan.
The Lean Years - Resources and trade are more scarce. Starvation is likely.
The Works! - This mode activates ALL other difficulty modes. It is very difficult.
Custom - This mode is set whenever you set toggles yourself.
New Objects/Items:
Customizable Pet Tombs - These work like the Human Tombs and have new Glyphs!
Baby Toys and Toyboxes - Cute, and more Toys to come.
Dried Berries - Preserve those Berries for Winter!
Traditional Turnip Lanterns for Samhain - Spooky and Fun.
Bluebell and Thistle Wall Hangings - New Wall Decoration Options.
Planting Bluebells - They just look too nice, so plant them where you want :)
Player Feedback Improvements:
Missing Item Alert Upgrades - Alerts understand reservations now, better more accurate info.
Reservation Viewer - See exactly where Clanfolk are going and why.
Smart Missing Supply Viewer - Makes it much more clear why some things are not being built.
Other/Changes:
World Based Saving - All Save Games are collected into world folders for file management at a playthrough level.
Smarter Cats and Rats - Tom and Jerry mode activated! Cats are much more effective.
More - See the "Other/Changes" Section for more.
Nature:
Flooding:
Flooding will occur on Flood Plains when there is heavy rain for extended periods of time.
Flooding will naturally decrease as the ground dries out over the course of a couple days.
The Positive of Flood Plains is that they have better soil and provide a better growth rate.
Floods also provide free fertilizer.
The Negative is that when the Flood Plains are Flooded, the Deeper the water, the more damage will be done to some crops.
Note: Some crops/plants are flood resistant. This is shown in the planting menu.
So Flood Plains are excellent for growing crops, except then they re flooded, but that it the risk.
A Flood Plains Slider is added to World Settings.
Added a Flood Plain Overlay to the Map Preview Screen, to the Right of the New Map Button
New maps Start with some Initial Fertility on the Flood Plains from previous floods, can be seen on the fertilizer overlay
The Water Overlay will also show Flood Plains as Green Areas, but as they fill up, they will turn blue
The Growth Rate Overlay, ALSO shows flood plains, but sometimes in Red, in cases where the ground is flooded, the growth rate will become negative and shown as red.
Flood Plains will slow down movement when flooded.
Anything built on the flood plain will be built on raised ground, aside from Tilled Soil which will get flooded.
So Roads on Flood Plains can work like bridges in times of flooding when movement is otherwise very slow.
The Grasses and Trees on the Flood Plains will show up greener due to the higher fertility, also clear ground on the flood plains will have some undergrowth to show the result of previous flooding.
Lightning Upgrades:
Lightning is highly attracted to Mountains (but people are safe inside)
Large Trees will attract lightning more than roofs
Roofs will attract lightning more than people
People will attract lightning more than base ground
Non Flammable Roofs will not transmit lightning damage or catch fire (Mountain, Stone, Tile)
Flammable Roofs will transmit lightning damage, but will not kill a unit protected by the roof (Unit at strike point will be knocked out)
Livestock under flammable roofs can still die when struck, but it is less likely than out in the open.
Units in neighbor tiles under a Flammable roof will be hurt, but will not be knocked out. (they will have a fire to fight most likely too)
Units outside can die from a lightning strike, and the further from the strike point, the less likely a fatality will be.
So the higher the point on the map, the more likely lightning will strike it, BUT a strike is not guaranteed at that point, just more likely.
Building between mountains or in forests can provide decent lightning protection. (But beware of forest fires)
Straw roofs are very dangerous out in the open.
Caves and Rocky Overhangs!
When generating new map, sheltered areas will now appear in the mountains.
In most places, there will only be small rocky overhangs of one or two tiles, enough to place a fire out of the rain for example.
More rarely, caves will also appear that travel deeper into the mountain. There is not a lot of space inside caves, but the there tends to be enough to set up a few bedzones out of the rain.
The higher the Mountain slider, more and deeper caves will appear.
This addition should also make Heavy Rain/Snow mode much more tolerable early on because it will be possible to find a sheltered place to cook meals.
There can be quite a wide variety in how the cave complexes develop and there is no hard limit on size, so some world seeds may have some pretty spectacular ones.
Difficulty Modes
Difficulty modes have been added to provide new themed challenges for long time players.
These new modes can be opted into in currently running games via Settings/Difficulty.
After starting a new game, difficulty settings become Locked. (until unlocked via Settings/Difficulty)
To Unlock Difficulty, double click on the lock icon at the top of the Difficulty Panel.
Once Unlocked, Difficulty cannot be Re-Locked. This is to preserve the integrity of future achievements.
Difficulty toggles are built such that turning them on or off will not break your play through, the most important thing is to have fun.
New Modes:
Clanfolk Classic
An experience focused on survival and growing the family homestead. This mode will likely be quite challenging until you have survived a few winters. In this mode, all the new Difficulty Toggles are off.
Nature's Wrath
Nature is much less forgiving in this mode. Any mistakes will likely mean death.
Heavy Rain/Snow Mode This mode will make Rain and Snow much more likely, and Storms will continue longer. The precipitation will be heavier and the breaks between storms will also be shorter. There is also no three day fair weather period when starting a new map. The Weather will be much harsher than normal, beware.;
Extra Flooding Flood Plains will take longer to dissipate, and will also cause more damage to crops.
Epic Storms This mode adds Large Storms that can last multiple days. Lightning is also intense during these Epic Storms.
Dangerous Lightning Lightning will set flammable roofs on fire. Lightning will also damage or even kill units near the strike point. Clanfolk under stone or mountain roofs will be safe from the lightning.
Colder Winters Winters will be much Colder, requiring more heating and warmer clothes.
Chilling Winds Clothing will be less effective at maintaining body heat and blocking wind chill.
High Flammability Fire will spread much more quickly, especially along flammable roofs. Ground moisture and rain is also less effective at slowing down fires. Keep plenty of water jugs available, and large connected structures are now dangerous.
The Long Haul
Clanfolk at an Epic pace. This mode is tuned for a much longer gameplay experience.
Slower Plant Growth Plants will take twice as long to grow, requiring larger farms and careful management.
Slower Skill Progression Skills will increase at 25% of the normal rate. Specializing workers to specific roles will be important.
Work Takes Longer Work tasks will take twice as long to complete.
Longer Lifespans Humans, Pets, Livestock, and Wildlife will age at half the normal rate
The Lean Years
Resources are slim and hard to preserve. Don't expect traders to come to the rescue. Starvation will be a major threat and building will take time.
Fewer Traders Traders will only arrive half as often.
Scarce Resources Harvest and Resource Extraction Tasks will only produce half the normal yield.
Expiring Cold Rooms/Refrigeration No Permanent Ice Jug Cold Rooms. Ice Jugs will remove a maximum of -12C, and Mountain Roofs -5C from the World Temperature. So, once the World Temperature is 12C (or 17C under mountain roofs), Ice Jugs will begin to Melt. ween 0C and 5C Foods are Cooled and lose quality half as fast. By Mid-Summer Cold Rooms will have melted, so plan accordingly. (In this Clan we obey the laws of thermodynamics!)
The Works!
Totally Unfair and Unforgiving. A very long game full of hardship and misery. In this mode ALL difficulty toggles are active.
Custom
Custom mode is activated when the player sets the Difficulty Toggles to whatever states they desire. Play however you want :)
New Objects/Items:
Customizable Pet Tombs
Now your loyal companions can have the rest they deserve.
Baby Toys and Toyboxes:
There is now a Straw Doll that can be used by babies to increase their fun.
The Straw Doll can be stored in a Toybox (or a tool stockpile if nothing else available)
Babies will not put away toys when they drop them near a toybox. This was added for increased realism :)
Work on this new baby toy system is still in progress, but I think it is too cute to not show it now.
I am hoping to add a cranky state to the babies for them the babies fun gets too low. This could potentially cause mood loss to those around the cranky baby.
I am also thinking of adding a variety of toys which can each provide an early boost to skill experience for related skills.
These are just ideas right now though, but could be fun gameplay wise.
Dried Berries!
Berries are dried in the Tile Peat Stove and last 12 days. Preserve those berries!
Traditional Turnip Lanterns for Samhain
These new lanterns can be used year round and work as a lighting decoration like Rushlights.
There are 4 lanterns which will be picked randomly based on where they are placed.
Each lantern also has unique lighting to match the face on the turnip :)
Enjoy the spookier nights!
Bluebell and Thistle Wall Hangings
Planting Bluebells
Player Feedback Improvements:
Missing Item Alert Upgrade:
Items that are being carried or that have been reserved are now considered used by the alert system.
What this means is that the missing item alerts (red icons on jobs, and right side of screen alert) are much more responsive.
This means an increase in work efficiency as we will know items are running out sooner.
An example case is: 10 wall sections to build, but only 5 bricks available, in the old system all 10 sections show as ready to build until those 5 bricks are used up somewhere.
In the new system, once one of those sections has the bricks reserved, ALL the other 9 sections show that they are missing bricks.
So those cases where there are people standing around for seemingly no reason should be hopefully resolved with this change. It will be apparent that resources are missing now.
Reservation Viewer:
For many jobs, they have multiple parts, either multiple wall sections get built for a wall, or ingredients are needed for crafting. Now we can see how these tasks chain together better.
When clicking on a Clanfolk, their path will show as before, but in some cases, the next destination is also shown. This can be very useful information.
Example: clicking on a Gatherer will show the item they are going to gather as well as the destination storage for after collection.
Also clicking an item like meat, or clicking on an object like a cooking fire will ALSO show who has reserved these items. This will allow you to tell if someone is currently going to do something with the item/object.
Even storages work this way, so if you click on a storage object and any of the items within the object are reserved, a line will be drawn to the reserver.
So the end result is a lot more clarity on what is currently being done and how.
I really wish I added this three years ago now as it is pretty handy.
Smart Missing Supply Viewer:
Logic to show missing critical supply ingredients on world objects that mimics what it looks like with missing build queue items.
Right now I am limiting this system to the crafting resources like Branches, Coal, Hay, Logs, Stones, Straw, and Clay which tend to get overlooked.
Using this system for complex foods is likely not desirable as it will probably always be showing something missing for one of the many food recipes, leading to confusion.
Note, I will turn this on for Eels since it is a very early ingredient and this system will help new players a lot.
Other/Changes:
World Based Saving
When starting a new game, now there is a World Name. This will be used to collect all the saves from one playthrough together in one directory.
Smarter Cats and Rats:
Cats are now much more persistent in catching rats. They can dig them out of hiding if they see them hide and can also chase them room to room.
Rat logic upgraded to try to find hiding spots where the cats cannot see them.
The Cat/Rat chases can go on for quite a while sometimes all over the homestead. It can be fun to watch now.
Also added bite and threaten noises to the cats to give audio queues when the chase begins.
Fixed Rats in houses sometimes getting an X on them after the cats caught them.
Other Important Changes and Upgrades
Major Optimizations to large clans (100-200+) Though please try to stay below 40 people. Homestead simulator, not city simulator :)
Added 2 Extra World Building Points!
Added Refrigeration State! (Cooled) state to food between 0-5C This halves the quality loss rate. Needs new cooling mechanic turned on in difficulty settings.
Advanced Shader (Off) mode upgraded to allow Grass and Rock Shadows! (This makes playing on a laptop/pc without geometry shaders much more attractive to look at)
Dried Mushrooms now last 20 Days instead of forever.
Ice Jugs take 2x as long to freeze and thaw.
Reworked the FPS cap so that it detects the native screen refresh rate and caps to a value near 60fps, but also a multiple of the refresh rate to prevent tearing. This means that on 144hz monitors, the cap will now be 72 and will look a lot more smooth. I have a 144hz monitor and noticed a big difference when capped.
Road Map
There is a lot more to come! Please take a look at the Road Map for further long term details as well.
Hello everyone! We’ve got some exciting news to share: we’re in the final stage of development for our upcoming update! Very soon, you’ll be able to dive into fresh events and continue the story you’ve all been eagerly waiting for. Regarding translations: by the end of this week, we’ll be sending the text to our translators, ensuring that the game will be available in all the promised languages. Once everything is ready, the update will go live across all key platforms where you read and play. We’re also moving ahead with Season 3, which promises to be even more expansive and immersive than before. In the meantime, there’s a special zoo episode planned to release between seasons, giving you a chance to step away from the main storyline and see familiar characters in a new light. Thank you so much for your ongoing support. Your comments, likes, and feedback fuel our passion and help us create an even better experience. We deeply appreciate your trust, and we can’t wait to show you everything we’ve been working on! Stay tuned—there’s plenty more to come!
A huge thank you to everyone who has shared feedback and gameplay footage on YouTube! Your insights have been invaluable in helping us refine the game, and it’s been amazing to see players enjoying it.
Improvements & Polish: - Added numpad and number key support for the credit card reader (from patch v0.0.6). - Customers now make more realistic cash payments—most use rounded bills, though some still pay with exact change. - Added sound effects to the End of Day screen for better feedback. - Pressing Escape now allows you to exit the computer and cash register. - Added a trash can near the first greenhouse for convenience. - Watered soil now briefly flashes to provide clearer visual feedback.
Bug Fixes: - Fixed an issue where customers could get stuck at checkout holding a bag with no items to scan.