Hello Detective, we are starting maintenance for the new update. Please check the details of this update below.
Maintenance Time
KST 09:00–12:30 UTC 00:00–03:30
Added Content - Important information regarding **System Overload** and **Calibrating Response** contents have been marked to distinguish them from regular notes. - The inventory now indicates how the items obtained can be used. - Added sound effects for special animations in Case 4: The Bio Lab.
Changes - The investigation conclusion items in the hospital case have been changed to be more intuitive and avoid misunderstandings. - Hard-to-find evidence in the Research Institute has been relocated to make it easier for detectives to discover. - Some of the evidence from the hospital has been reinforced.
Bug Fixes - Fixed an issue where the answer grading was not functioning. - Some animations have been adjusted for a smoother appearance. - Fixed an issue where some images were not displayed in the final news article. - Corrected evidence items in the bio lab that had incorrect dates. - Fixed discrepancies between images and text for some evidence items in the hospital.
According to your requests and the problems that some people have encountered when they missed some of the enemies and did not unlock the scene for the maid, - now a new room is added - in it you can summon any enemy from the game that unlocks the maid animation.
This is one of the latest updates. I'm not sure if I'll be able to release the DLC - "Ghost V" for CODE: Pandora before the release of Witch 4. But in any case I'm always with you! https://store.steampowered.com/app/2731300/_4/ Thank you all! See you later!
Hello everyone! We're thrilled to announce the latest updates on Boxing Babes 2.
We've completely revamped all the classic characters, giving some new outfits while refining others from the original design.
Currently, we're in the process of creating 4 new exclusive enemies specifically for the Steam version. Additionally, Steam players can look forward to at least 2 new training mini games. One of these is a boxing bag punching mini game, already completed, with two more to be unveiled upon the Steam release.
To give you a taste of what's to come, we're sharing an image of the updated classic enemies and provisional loading screens that will refresh the game's look. Keep an eye out for an upcoming teaser in the next few days!
We're excited about the progress and appreciate all your support and messages. Our team is working hard, and we anticipate completing the Steam version within 1 to 2 months. Stay tuned for more updates and content drops!
So! It's been over a year since we last posted an announcement, and over two since we last posted a meaningful content update. (not counting the chess ARG) I'm sure you're wondering, where have we been???
Well, the short answer is that we're still working on the mod! The long answer is a bit more complicated.
We've been occasionally posting teasers in Fading Memory's discord, but never posted them here, hence why it seems we've been so silent. The truth is, we've been in a rut for a while now, not really making any progress, but not completely stalled either. Ironically, the mod is in a similar rut back from before its Steam release (~2019-2020). Only a handful of people were working on the mod back then, and even fewer were actively working on the mod- and we're in a bit of a similar situation now.
Like the pre-steam rut, we've been working on the same area, getting it polished just enough to get it to release, so we can push out the next update and diversify what we're working on. Ironically, it's still the barrens, though a different region. (Crystal Caves vs Barrens Mainland) Originally, our plan was to complete a chunk that would open up into multiple areas so that we can diversify what we're working on to avoid getting bored and burnt out. While that plan hasn't panned out like we hoped, we're actually pretty close to finishing said chunk, and the team as a whole has been more active!
Oh! I mentioned it earlier, but not so long ago we put out a chess "beta" that was gated behind the community solving an ARG. If you'd like to check it out, checkmatedbytwo is the password for a beta branch!
Anyway! Here's some teasers for ya'll to munch on! Including some we've not shared on discord!
Version 1.09.2 is a minor update required for Sable's Grimoire to become Steam Deck verified. It adjusts a few things related to controllers, but otherwise doesn't alter the game.
If you encounter any issues with the new build, please report it either on this announcement or on the bug reporting thread. If that happens, you can switch to the "oldstable" beta to run the previous build of this game in the interim.
Salutations, fair friends! With today’s update you can officially build your deck on the Deck! We are officially Steam Deck Verified, meaning you can battle the forces of darkness on the go, never giving them a chance to rest.
Further work has gone into polishing the UI, with changes to the HUD, Artifact Cards, and Grimoire. Further QoL and balance work has been performed on the cursor, guns, and Artifacts, further developing the ability to be challenged and to challenge your foes with full force.
As always, thanks for reading. You can check out the full patch notes below!
Gameplay
Added an option for different auto-aim types: "closest to the character" or "closest to the crosshairs"
UI
Added a play again button to the end-round screen
Improved the look of the artifact cards
Improved the look of the in-round top bar UI
Improved the look of the Grimoire
Improved the visual clarity of the Cursor
Artifact Additions
Added 1 Artifact (Alacritous Heart)
Added 1 Unspeakable (Wz’Atlan’s Solace)
Gun Balance
Completely reworked Harrath’s Peace
All guns: Dash Duration 0.35 -> 0.25 seconds
All guns: Projectile Speed increased by ~65%
Goruk’s Doorbell: Range 30 -> 10
Goruk’s Doorbell: Projectile Size 3x2 -> 6x4
Cathilan’s Repeater: Range 110 -> 30
Cathilan’s Repeater: Projectile Size 5x2 -> 10x4
Orik’s Flightline: Range 70-> 20
Orik’s Flightline: Projectile Size 2x2 -> 4x4
Dretch Bane: Range 90-> 25
Dretch Bane: Projectile Size 3x2 -> 6x4
Adiras’ Wrath: Range 90-> 25
Adiras’ Wrath: Projectile Size 4x2 -> 8x4
Madrugar: Range 80-> 25
Madrugar: Projectile Size 2x2 -> 3x3
Shrike: Range 140 -> 80
Shrike: Projectile Size 12x3 -> 12x4
Brog’s Motivator: Range 135 -> 40
Brog’s Motivator: Projectile Size 6x2 -> 10x4
Borrilis Blaster: Range 80 -> 30
Borrilis Blaster: Projectile Size 6x6 -> 10x10
Artifact Balance
Vicious Sprites: Projectile Size 10% -> 0%
N'Tho’s Hulk: Projectile Size 10% -> 0%
N'Tho’s Shell: Projectile Size 40% -> 50%
Explosive Rounds: Projectile Size: 2 -> 0
Penetration Rounds: Range 15% -> 0
Rubberized Tips: Range 15% -> 0
Flathead Rounds: Projectile Speed 15% -> 0%
Targeting System: Projectile Spread 4% -> 0%
Reworked Bloody Splinter
Warped Metal: Piercing 0 -> 1
Corporeal Sprinkler: Piercing 1 -> 2
Ro-Kuro’s Mirror no longer requires more 7 projectiles or Dimensional Mirror
Removed Dimensional Mirror
Bomb: Damage 100 -> 80
Zillu’s Bliss: Damage 50% -> 40%
Zillu’s Agony: Damage 50% -> 40%
Enemy Balance
Slime Royalty Phase: Enemy Health reduced by 50%
Slime Royalty Phase: Slime King: Health reduced by 10%
Slime Mutant Phase: Enemy Health increased by 12.5%
Slime Mutant Phase: Porcupine Spawn Weight reduced by 4%
Slime Mutant Phase: Porcupine Projectile Range reduced by 4%
Fallen Heroes Phase: Enemy Health increased by 25%
Mimic Phase: Enemy Health increased by 50%
Adjusted the enemy spawning to add a better variety
Enemy Spawn Density 60 - 600 -> 60 -> 480
Gameplay Balance
Max Range: uncapped > 80
On Pierce or Bounce increase the projectile’s range by 25%
Blast Radius is no longer affected by projectile size
Changes
Removed the Curse artifact tag
Changed how the controller stick is converted to mouse movement to be more precise
Fixes
Fixed player shooting while dead
Fixed enemies spawning too slowly
Fixed enemies keeping buffs when respawned
Fixed player leveling up while dead
Fixed enemies standing in place
Fixed auto-aim something targeting dead enemies
Fixed some bosses having the incorrect amount of knockback resistance