I sincerely apologize for the inconvenience caused by the pricing bug on Steam, which prevented you from purchasing and accessing the game. I deeply regret the frustration and inconvenience this has caused you.
This is my first time releasing a game on Steam, so I'm not familiar with the Steamworks operations. I set a price for the game when creating the store page, but decided to change it to free-to-play during the beta test. I'm not sure if I made a mistake when changing the price settings, or if there were other reasons that caused the issue.
Currently, the game appears as free when searched, but the store page displays a price. However, when you attempt to purchase it, the payment cannot be processed. I believe this might be caused by some kind of bug.
I'm already in contact with Steam support to resolve this issue as quickly as possible. We will fix the error promptly to ensure you can enjoy the game.
Thank you again for your understanding and support.
We're excited to announce that Kumitantei: Old-School Slaughter is making an appearance in a currently ongoing event called The Storyteller's Festival! It's an event that celebrates storytelling in video games hosted by Two And A Half Studios, featuring many narrative-based games from many genres, with Kumitantei being one of them.
The event will take place from 17th - 24th February 2025. We hope to see you there!
Some changes and crash fixes focused on the end game - Updated engine to version 3.6 - Fixed a bug which caused chattering teeth mobs to crash the game - Missable abilities are now automatically unlocked when you enter Bruxism - Fixed a bug that occurs when re-entering 'Final Destination'
Hello, everyone! We're excited to bring you Heroes in Harmony, our biggest major update yet (v0.12.0). This update brings massive improvements to Soulkin, refining progression, deepening strategy, and adding new ways to play. From custom squads to a revamped game flow, every run now offers more choice, challenge, and replayability!
New Features & Overhauls
A New Way to Play – Squad & Nadia Variant Selection
At the start of each run, you now choose your squad from an expanding roster, unlocking new formations as you progress. Each squad brings a distinct synergy, encouraging new strategies.Additionally, Nadia now has multiple variants, each with unique abilities, stats, and mechanics that fundamentally change how you approach battles. Experiment to find the perfect match for your playstyle!
A Redesigned Map with Strategic Paths & a New Biome
The map system has been fully reworked to offer branching paths that guide you toward the boss. Each route presents meaningful choices, letting you decide between risk, reward, and survival as you carve your way through each act. We’ve also introduced a brand-new biome, bringing fresh environments, enemies, and strategic challenges to your journey.
Soulkin & Nadia Now Level Up During Runs
Combat now rewards growth! Both Soulkin and Nadia can gain experience, level up, and unlock new abilities mid-run, increasing their stats and granting new tools to tackle escalating challenges.
Upgradable Squads & Nadia Variants
Beyond leveling up, both your squads and Nadia’s variants can be upgraded, unlocking new passive bonuses and enhancing their strengths for future runs.
Expanded Events, NPCs & Shops
We’ve overhauled the event and shop system, introducing new NPCs, dynamic encounters, and revised mechanics that give you greater control over your progression. Expect new choices, surprises, and opportunities throughout each run!
Trinkets – Tactical Game-Changers!
We’ve replaced Artifacts with Trinkets, introducing one-time-use items that can be activated in battle to get you out of tight spots. Whether you need to block a devastating attack or boost your next move, these consumables add a fresh layer of strategy. Expect a variety of Trinkets to discover and use strategically throughout your runs.
Revised Action System
The action system has been redesigned, making combat more dynamic and responsive. These changes improve battle pacing and decision-making, and we’ll continue refining the system in future updates based on player feedback.
Smarter Enemy AI & More Tactical Battles
Enemy AI has been significantly enhanced, making foes more unpredictable and reactive. Expect battles that push you to think ahead, adapt quickly, and refine your strategies.
End-Run Summary & Unlock Preview
At the end of each run, you’ll now see a detailed breakdown of your journey, alongside notifications of unlocked content, so you can track your progress and plan your next attempt.
Important Note: Save Data Compatibility
Due to the extensive changes in this update, all previous save files will be marked as incompatible and disabled. This ensures a smooth transition to the new systems and mechanics.
Coming Soon!
Gamepad Support – development in progress!
Expanded Language Localizations – more options coming in the next weeks.
Demo Release – nearly ready! Stay tuned for announcements.
We’re beyond excited for you to dive into this massive update! Your feedback has been instrumental in shaping Soulkin, and we can’t wait to hear your thoughts on these new features.
The time has finally come! The legacy particle system is no more in this build and all your creations now auto-convert to PhotonDust! This concludes a major milestone of the performance update, bringing us much closer to being able to run FrooxEngine under .NET 9, with only the audio system rework standing in the way of the actual "splittening"!
Thank you everyone for all your reports! At this point I've spent probably about two months fixing up various compatibility issues to make the conversion near perfect to preserve old content and I couldn't do it without all your reports and samples! As long as you don't overwrite your original copies, we can still fix conversion issues even after this swap too.
There are many more things for PhotonDust in the future - we now have our own system, pretty much fully under our control, but for the time being I'm going to refocus on the next goals to bring us closer to the big performance update.
There's another notable change - namely our headless has been unified between Windows & Linux, so both can run from a single install! For now there's still Windows & Linux slot, but the Linux one will be removed soon.
Also, the world browser has been updated to MMC25 category! If you submit your entry early (which you should to avoid stress), it'll appear there!
Optimizations:
- Removed Legacy Particle System, completing major performance update milestone to replace it with custom system (issue #587) -- All items are now automatically converted to PhotonDust **on spawn** -- This removes a significant tie to Unity, as this system was FrooxEngine-Unity hybrid -- If you find conversion issues at this point **do not overwrite** the old item/world - the conversion can run again as long as you have original copy!
- Fixed world list updating unnecessarily when the tab is unfocused or dash is closed (reported by @zyro1331, issue #2970, fixed by @bluecyro)
Tweaks:
- Updated MMC category in the world browser to MMC25 -- This will now show all the MMC25 submissions that have been submitted so far! Submit yours early if you can so it appears there!
- Unified Windows & Linux headless into one build that's compatible with both platforms (based on issue #3050, implemented by @bluecyro) -- This is a preparation for deprecation of the Linux branch on Steam - you will get the same headless from the Windows branch -- With this change, we use the .NET runtime mechanisms to load platform-appropriate versions of libraries -- This also paves the way for the headless running well on other architectures in the future, such as ARM (currently this is NOT supported officially as of right now, but this brings it closer)
- When changing username on Resonite, it'll now also be updated on Stripe end (implemented by @gawdl3y) -- This will help the support team better match Stripe subscriptions in case of username changes
- Categorized ValueReceiver, ReferenceReceiver and AssetReceiver components under UIX/Interaction (based on report by @grand__, @nytra, issue #3749) - Renamed ReferenceGrabReceiver to ReferenceReceiver to unify its naming scheme (based on report by @grand__, @nytra, issue #3749) -- This is a non-generic version of the receiver. Generally I recommend using the generic version where possible as it allows specifying exact type -- Added "Undoable" field to this version to unify it with other variants
- Updated yt-dlp from 2024.12.23 to 2025.01.26
Removals:
- Removed BooleanUserOverride component (based on question from livestream) -- This component was uncategorized and did nothing
What's to be added: -Overhauled Landfill with working bulldozer(Complete) -Career Mode(Start with a small pickup truck, unlock new routes, buy new trucks, and more!)(Complete) -Ability to get in/out of vehicles(Complete) -New Map that combines Residential and Commercial trash(Complete) -Trash optimizations for performance(WIP) -Ability to pick up trash while outside vehicle(Complete)
Side Loader Garbage Truck Next The sideloader should be fairly easy to implement, after the career mode has launched I will double down on implementing the vehicle! The time-consuming aspect of the side loader will be fine tuning the physics and modeling the back of the truck.