* Added Level 17 "Abandoned Carrier" and it's corresponding achievement.
* Level 16 now transitions to Level 17.
* Changed CRT distortion intensity setting on Level ! "Run For Your Life".
* Fixed Level Fun exit when returning to Level 16 from Level Fun.
(Previously sent the player to Level 11.)
* Color corrected Title Screen to match Level 0 via CRT effect settings.
* Fixed missing ceiling light texture on Level 4.
* Fixed muted sound after manually saving.
* Moved furniture around on Level ! to prevent entities from getting stuck.
Known Bugs:
* Sound is not turned off when turning sound off in the pause menu.
* Display options menu requires clicking twice to activate/deactivate the first time.
* Display changes revert back to default on any level load.
Known Issues:
* The exe file is not signed, so Microsoft and antivirus software do not like it.
* Requires Microsoft Edge Webview2 to run the game, which comes packed in the game file folder.
Your Windows PC should have it already installed unless Microsoft Edge was uninstalled,
or never installed.
* Steam Overlay is not compatible with the Construct 3 engine when exporting with webview2, but
achievements still work as intended, just not shown in-game.
Hey guys, just letting you know that a new update is coming SOON.
There was a small miscommunication with me and Steam and part of the update was released early.
The new achievements added are NOT functional yet, so please don't grind the game yet because they will NOT be applied.
Thank you and I hope you play the update when it comes!
Hello epic steamers. It's me, the guy that makes this dumb game coming to you with some things to say. I will update the game with the Halloween event in a few days. But there won't be new Butts. I know it hurts! I'm sorry. Allow me to blurt out a lot of words to at least offer some explanations.
Because I didn't have the time, and I do sincerely apologize :(. My focus these months has been on Amarillo's Desktop Pets, the game I've been working on since last year, which was the main thing I was wanting to put up on Steam.
https://store.steampowered.com/app/3094870/Amarillos_Desktop_Pets/
This doesn't mean that Butt Slapper will never get new content updates, but I'm not in a place where I can make promises. Time is precious, and besides Desktop Pets, there are many other things I'm working on! But there's something that a few people here might consider good news.
The petition for the plushie went through, and the Plushie campaign is now live. If the plushie reaches at least 50 pre-orders, production will be fully confirmed! Even though the page says 100, I've been told that it's possible to produce it with as few as 50. Otherwise, you'll get your money back, so pre-orders are risk free.
Click here to pre-order your Ada plushie!
As some of you know, Desktop Pets got a healthy amount of whishlists, even before Butt Slapper blew up, so naturally it is my most important game. One of the main features requests I got from the demo was better VRM support. For those not in the know, VRM is a format for 3D characters, which is very popular among vtubers and modders (in games like Desktop Mate or Desktop Kanojo).
Not only I've completely reworked Desktop Pets to fully accept VRMs hassle free, I've also decided that I will 100% adopt VRM support for all my following games. Here are some sneak peeks for the VRM support I've integrated into my other projects, featuring Bunny Boba, my first test subject.
VRM Boba loaded into Desktop Pets
CharacterBox: a VRM model tester for my games
VRM Boba in AmaMod VR: an exclusive VR sandbox I made for my supporters
Ragdoll physics in AmaMod VR with Boba
Once again, apologies for not coming up with new Butts for you guys ːsteamsadː
The 0.1.4 update brings a quality of life feature that may not be very exciting but comes much requested: manually loading saved games. You can now access all your saved games from the "Load" button on the main screen and play or delete them at will.
Additionally, resetting a campaign will continue to maintain your level progress but now will place you back into a starting sector rather than wherever you died, so that you don't have to fight through max level planets in an empty ship.
You can now manually load saved games in addition to continuing the last save.
Restarting a campaign now resets you to a low difficulty sector rather than into a challenging sector.
Added chaff canisters that can be fired to block sensors.
Increased level up XP requirements.
Removed XP gain for fuel usage.
Smoothed campaign difficulty curve.
New campaigns will temporarily no longer have Raid missions. This will not effect existing campaigns.
Increased cargo container attachments’ cargo size.
Make launched items (missiles, satellites, etc) not collidable while close to the launching ship to prevent accidental collisions.
Fixed issue preventing weapons from targeting missiles in certain circumstances.
Fixed issue causing some certain hardpoints to not be usable.
We've made a minor fix to the "Finish the game without fails" achievement, which was previously triggering for players who completed the game with some fails.
Greetings everyone!
A small update on what's going on currently:
https://www.kickstarter.com/projects/machinatorcorp/trinity-archetype
We’re getting ready to launch our Kickstarter campaign! As we mentioned in previous news, we are releasing the game in Q2 2026, so from now until then we’re in that last stretch of development.
Running a successful campaign would give us the Boost (get it?) we need to achieve some of the goals we have before and during the Early Access release, including:
Localizing the game into multiple languages.
Adding a bigger variety of characters, skills, enemies, events, etc.
Improved visuals for UI and skill effects.
Console ports.
Kickstarter campaign or not, we are committed to launching a very polished and fun game next year — but that extra push would help us go the extra mile!
You can join the waitlist to be notified when we launch.
We're happy to announce we'll be showcasing Trinity Archetype at the EVA Play in Buenos Aires on November 7th-8th! This is gonna be a very packed event, so it's a pretty big opportunity for us to interact with a lot of people and get more feedback on the game.
Come and say hi if you are in Buenos Aires!
Based on community feedback, we've been updating the demo build more regularly to fix bugs or add new content. However in doing so we quickly realized there's always the risk to break some more stuff!
Because of this, we've introduced a new Beta branch for the Demo, which we can update more often and test out new changes before bringing those to the default branch. So if you wanna check what's the newest and latest, play on the beta branch but expect things to (possibly!) be a bit more broken (and please let us know if you find any bugs!).
Since we are currently getting ready for both the Kickstarter Campaign and the EVA Play, dev progress is a bit slow at the moment. However, once that's done, we'll be back in full force with new and exciting changes! So keep an eye out for that.
As always, reach us here or in Discord.