It’s been almost a week since we launched into Early Access and it’s been an incredible week for everyone associated with StudioFOW. For some perspective, we started up the studio in 2013 with just myself, and Yagskie in our underwear making questionable SFM movies. After 16 movies and 4 flash games, it’s incredibly fulfilling to see the hype around the game and our product translate into engagement and sales.
I can’t thank you guys enough for coming out in NUMBERS and supporting Subverse. Special thanks to the sections of the media who bothered to get off their asses on a zero-news week and cover the most successful adult game launch of all time, including Halfpint, GamerTron, SexPositiveGaming, Arch, Hihsasuke, Ana Valens from DailyDot and Tyler Wilde from PCGamer.
Considering we did no marketing, this is a massive success. Yes, you heard right - we spent a grand total of $0 of the backers money on marketing during production. All the trailers were cut by me, all the pictures were done by Manski, and the GIFs were submitted by the dev team. You guys did the rest by spreading the word. And we cannot thank you enough. Much like the game, it was a wholesome team effort all around.
Despite the strong start one thing is for sure, complacency is a killer, and I can assure you that none of the team is getting complacent about the record-setting success of Subverse. We know we’ve got a massive amount of work ahead of us to turn this into a truly excellent adult title, and we’re prepared for the challenge. You wanna know the telltale sign of how you have a fantastic team? When instead of wanting to rest, they actually beg you to go back to work.
And sure enough, the dev team was already hyped up and raring to go on Monday! As of writing, they’re back at it, fixing all the bugs. Most importantly, thanks to your feedback sheets and bug reports, we’re already preparing the first patch that will fix the most egregious of crash issues and technical errors. Please keep in mind, that this is our very first video game (and therefore our very first patch) so please be a little patient with us as we figure things out.
PANDORA
I fully understand that there was some disappointment about the initial sex scenes on offer, after all this is just small morsel, but our focus for this 0.1 build was first and foremost stability. Our objective was to get PANDORA running smoothly on the majority of your PCs before enabling the more experimental features later down the line.
Now that we have a lot of data rolling in, we understand better where the ceiling is. I can assure you that a LOT more scenes are going to be added as well, including futa pairings and fringe kink content . Believe me, there was a reason we went with the real-time system and we will make full use of it as we expand our capabilities. We’ve got a lot more rounds in the chamber, don’t worry.
SEX WITH THE STORY
I also noticed a lot of complaints about the sex not being integrated with the story, and for those that were not aware of the Kickstarter diaries... the Devotion Quests are coming, and they should greatly alleviate the concerns regarding this. In addition to the dialogue options, in my opinion the Devotion Quests (unlocked when devotion reaches a high enough level) are the marquee content of the game, blending thrills, romance and sex into one satisfying package that is capped off with a 3+ minute StudioFOW cinematic movie.
Imagine the loyalty quests in Mass Effect 2 but finished off by an amazing sex scene. That is exactly what the devotion quests will deliver, and I’m so proud of the actors’ performances during these segments. I can’t wait until these are integrated into the game, they make our movies look amateurish by comparison.
ONBOARD INTERACTIONS
The waifus are the heart and soul of the game, and we will be delivering more of them as Early Access progresses. Not just new team members joining, as is the case with psychopathic space-elf Elaisha Sorn in the next Act, but expanding upon the interaction system. This means more depth to the Gifting system, more options to interact with the waifus on the ship, and more combat lines. Please note that this is not feature creep, it was always the plan - we understood what the selling point of the game is very early on in development and we’ll be slowly drip feeding you the good shit as Early Access progresses.
TIMELINE FOR UPDATES
I really despise roadmaps, they rarely communicate objectives effectively and ultimately places extreme pressure on our already stretched-thin dev team (who have worked themselves into the ground these last 3 months) so I would refrain from giving any concrete estimates at this stage. But obviously, a patch is on the way, and that is to be followed by Elaisha’s block and the expansion of the Pandora system after that. But please keep in mind, we are a tiny dev team and there is only so much we can do until recruitment is concluded. (More on that below)
MODDING
We know there is a healthy interest in modding the game, and we’ll be looking into this over the next month but currently, we are focused on hot-fixing and recruitment as the main priorities. I’ll give an update once I am able to.
RECRUITMENT
We need more animators, so if you’re a hotshot Blender/Maya animator who thinks they’re up to the challenge, do drop me an email at fowstudios@gmail.com
Serious inquiries only please, we’ve had cocky hotshots with 20K+ Patreons audition in the past and they’ve flamed out at the first hurdle so let’s not waste each other’s time :)
We’re also hiring for the position of Senior C++/Unreal Developer so if you have experience with both the language and the engine then please drop me a line - we definitely want to interview you as soon as possible! Experience with delivering AA+ titles is a must!
STREEMSTER
As usual, we just can’t launch without external nonsense (Seriously, I could write a book on what it took to get Subverse launched) but the Streemster team is working through the issues and the platform should be operational very soon (I am told, sometime next week) Apologies for the delays but it really is out of our hands at this point. I can’t say much more than that due to legal reasons, but we thank you for your patience.
REDDIT AMA
There will be an AMA tomorrow at 2PM EST on /r/pcgaming
I will be attending as well as our Casting Director/VN Developer Samantha and the Voice Actress of DEMI, Bordeaux Black! Feel free to drop by and drop some steaming hot questions all over our faces!
GOING FORWARD
I can assure you we are not buying Ferraris or snorting coke from hookers’ buttholes. You’ve made your voices clear on how you want Subverse to be the leader in the adult scene, and I am completely on board with that. We’ll be using the funds for recruitment and expanding our team first and foremost, making sure that the dev team is in a position to deliver the remaining chapters and module upgrades in a timely fashion. We are 100% committed to working with you guys during Early Access so please keep the feedback coming. We’re all loving the passion and engagement from the community!
Sorry to keep you all waiting an extra day, but we wanted to make sure our launch trailer for the world's first premium, true adult gaming experience was as spicy as possible. We hope you enjoy it!
Even more, we hope you can help us to spread this video across every single corner of the internet and put the world on notice that our space-titty epic is blasting onto Steam with an initial launch of the first six chapters on March 26th.
We'll be making another post later this month that includes all the details you'll need about the EA launch, which includes pricing and additional platform details.
It's been a long and fuck-juice slippery road to get here, but we are finally proud to announce when you can expect to get your hands on this monumental fuck project...
Subverse will launch on March 26th, 2021!
For additional information regarding release and what to expect, make sure you check out Dev Diary 34 if you haven't already. We provided a detailed release FAQ there that covered all of the questions we've received up to this point.
Also, note that more details such as pricing and platform distribution (other than Steam early access) will be announced soon.
PANDORA Opened Wide
Today we're going to be taking you on a detailed tour through PANDORA - the primary system of poon-pounding you'll spend plenty of hours playing within Subverse!
First, you need to visit the Captain's Quarters. Give the bed a click to start your session.
Then, select the waifu you'd like to pay you a visit from the ones that have been fully recruited to the team.
PANDORA is tied directly to the progression system of the game. As waifus take part in missions, they earn experience points. These experience points lead to devotion, and each level of devotion gives you points to spend on unlocking the scenes of your choice.
Think of PANDORA like a coin-operated fap theater – and Pooter Points are the currency that you can use to "purchase" hand-holding scenes. You can see your total PP in pink box in the bottom left corner.
PANDORA allows you to become your very own director and assemble the sequence of your dreams! Want more foreplay? Unlock and slot in some foreplay scenes to set the mood. Not into xenos? Skip those scenes and spend your PP on one-on-one scenes with the Captain instead. Want to end with a big finish? Save up for a nice pop-shot scene and thank the waifus appropriately.
We’ll have a nice selection of scenes to launch with, and we’ll be adding more and more scenes with each update to flesh out the system and allow you to mix and match to your specifications.
Now comes the part where you put together your sequence! Note that there are two types of PANDORA scenes, and they are specified by their card color.
Keep an eye out for the scenes with yellow borders…they are extra special Premium scenes that we cooked up in our porn lab with the help of our loyal space whales! We don’t want to spoil too much but we think these will definitely be the highlight of your PANDORA adventures.
Here's a lovely preview of one such Premium scene:
That's gonna be one messy ending...
Speaking of premium content, there's something important you should know – once you complete a waifu’s recruitment mission, you get one Premium scene right off the bat to get your collection going. To unlock the rest, you’ll have to train them up.
Once a scene is unlocked, it's available forever. There are no boosts and Premium scenes cannot be bought with microtransactions, so you’ll have to do it the old fashioned way and play the game!
If you can't decide what you want to see, hit the good old randomize button and let the game build a fap gauntlet for you. You can also save scene combinations you really like and load them whenever you want.
Once you hit launch, you will find all of the player options on the left. You can access the sequences you’ve chosen here and play out the scene in any order you wish. We've made working with Pandora single-hand friendly for obvious reasons.
Something the team is really proud of is the fact that PANDORA runs REAL TIME in Unreal Engine! We did not elect to go the pre-rendered route to give the system much more flexibility for the end-user.
What's Next?
The next Dev Diary will feature the roll out of the patented hype-train! Be there as it leaves the station, because we're going to unload a carriage-load of cool promo stuff that we’ve been dying to show you all!
Today, we'd like to make a brief announcement that our next Dev Diary will be postponed until early February due to COVID-related production issues.
Please note that we expect the current circumstances should not affect the final launch date of Subverse in Q1, but we need to focus on the game right now as a result. This also means that we will be posting two Dev Diaries in February rather than one to make up for the inconvenience, and you can look forward to seeing the final trailer for Subverse soon as well.
We would like to express how proud we are of our team for managing to work so efficiently despite all that's been going on in the world. Although we are primarily a remote studio, we've been trying hard to mitigate any potential problems since the pandemic started.
While we're happy to report everyone on the team is currently ok, COVID has recently caused some family and logistics issues for us. We appreciate everyone's patience while we take the necessary time to deal with these new challenges.
Rest assured, we're still fully committed to getting through these extraordinarily difficult times with a fantastic game, and all signs point to that happening very soon.
Thank you again for your continued support of the project!
Happy holidays from Studio FOW! We hope you're all having some ten-tacular times, just like Lily here did during her recent experimentation. Like the good doctor always says, "Scientific research can be a very, very thorough process."
Warum, Deutschland?!?
As we're sure many of you have noticed, the Steam store in Germany has made changes that prevent the release and purchase of adult games. Here at Studio FOW, we refuse to stand by and do nothing while this injustice against the porn of our Deutsche Freunde takes place!
We want everyone to know that we're currently putting a significant effort behind the scenes to make sure that any consenting adult in the world that wants to play Subverse is free to do so via our own distribution platform. Our intention is to have it ready by the time the game launches so people can make their own choice.
This has become an increasingly prevalent issue. The adult content restrictions of Steam affects not only our German users, but several other geographical areas such as Australia, South Korea and China. Our bespoke game delivery platform will allow users from these regions to enjoy the game.
Rest assured - we are taking this very seriously and more details will provided as development continues.
RELEASE FAQ
Concerning the need for thorough information, we've been actively reading Kickstarter and Discord and it seems everyone is looking for more details regarding how the release of Subverse will work. As a result, we've compiled a list of frequently asked questions and will be providing the answers here.
How many chapters are we getting once the game is complete?
We originally planned on Subverse having 10 chapters total, and the original chapters were much shorter than the newer expanded ones. Currently there are TWENTY-TWO chapters in main script of the game. That doesn’t even include the devotion quests, which are almost like a second full questline per character.
How much content will be in each chapter?
The initial release will include the first three waifus, DEMI, Lily and Killi. This content includes the obligatory tutorial introduction levels and recruitment missions which add up to six chapters total. We're still doing internal testing, but we'll detail the total expected gameplay length expected at launch in early Q1.
However, when you take into account the average length of each chapter plus the fact that you get additional level 2-3 difficulty planet scenarios with each release, Subverse is going to be pretty damn big. This is why we confirmed there will definitely be more than 30 hours of content in our last announcement.
Not only that, we've also significantly increased the amount of Pandora animations that will be available with each release beyond what we initially expected. Expect a preview video and more details coming soon. Keep your joysticks polished and ready, everyone...there's plenty of action coming!
Will a waifu launch with all of her Pandora content or will this be updated over time?
We always intended to make more pieces of the total Pandora content available the further you progress through the game. However, since we increased the total amount of sex scenes you’re still going to have access to more content per waifu within the first few releases that you were originally going to have in the entire game.
Will content be added to previous chapters when a new one comes out?
Content will not be altered in previously released chapters as new ones are produced. While the game will have general improvements like bug fixes, you won’t need to worry about missing out on cutscenes/plot, missions, etc. if you play them as they are launched. You will be getting content that is totally complete.
Are the chapters save-game compatible? What will happen when you finish a chapter?
Of course! You won’t have to start your progress over every single time a new addition is made to Subverse. One of the reasons we were most comfortable with this release strategy is that Subverse is constructed like a traditional RPG where you have places to go even when you’re not pursuing the story. If you finish a waifu’s main content there will still be dozens of planet scenarios including several side quests you can complete in each section of the game.
How will this release strategy effect waifu screen time?
It won’t. The script was written in a way so that if a waifu is recruited later in the game, she generally still receives around the same amount of total screen time as those that came before her. Another big advantage of doing a chapter-based release is we know exactly what order the waifus will be recruited in and can plan accordingly to still include her in the story after her initial content is finished.
Other than inclusion in the main story missions, you can unlock new dialogue options for your waifus and talk to them aboard the Mary Celeste about every major event of the plot as it unfolds. The "on-board" script for the game is substantial, so those of you that love to get to know characters and dive even further into a game's lore will really enjoy this content.
What is the estimated development time between releases?
It’s difficult to give an exact timeline because some of the releases are slightly larger than others or require the introduction of new areas/game mechanics in addition to their regular content. Our plan is to set a reasonable pace with our first update and increase it as we start to hire additional programmers and animators.
How many systems are there per nebulae, and how many planets are explorable in each one?
Here's a rough breakdown - there are five nebulae in Subverse (six if you count Dragon being split into north/south). Throughout those nebulae, there are over 500 planets. About 2/3rds of these have some kind of level one planet encounter, main or side quest. Beyond that, each system has typically has several level two encounters and most will have at least one level three as well.
Does a chapter-based release influence development in a good or bad way?
From a development standpoint it is 100% positive. Rather than having to focus on completing an entire game at once and worrying about so many different objectives, we can follow a very clear chronological path to completion.
SCOUNDRELS BETA LAUNCH
The mercenaries and monsters of Prodigium have arrived!
As we detailed in our previous announcement, today marks the release of the Scoundrels. This is a secret sixth faction of enemies that appear throughout the game throughout Prodigium in planet encounters and as part of many side quests.
You'll see in the SHMUP endless mode that even though they're technically just guns for hire, their ships pack some deadly technology that allows their attacks to go through asteroids or even turn them into deadly obstacles. Make sure you watch out for their wide firing patterns that make evasive movement essential.
This will also be the first SHMUP beta where you can select a waifu as your co-pilot! Try out Lily's special sniper attack and Killi's shotgun and see which one matches your personal playstyle best.
We've included a total of five different grid combat scenarios this time around. The first two, Bug Hunt and Lava Trouble are basically single enemy type whack-a-mole maps that test your unit spacing and target choice in order to clear them with the highest grade possible. Subverse's grading system is online, so let us know if you manage to get a gold star in every mission!
Then there's the Scoundrel Madness map, which takes place on a jungle planet and features a chaotic blend of every single current enemy available for the faction. That's right - we're going to add more in time and bring the total grid enemy unit count even higher!
After that we have the more standard action of the Mercenary Battle. Here you can fight against a typical composition of Raenos Mercs, Gunchubbas and Artillery Drones in a city environment. You can even try out a new mantic unit - the previously announced Napholeon! Note that we made the scenarios slightly easier this time around so you could enjoy experimenting with unit composition to see what works best for you.
Also, just a reminder to make sure you are using the "CHANGE BETAS" option at the bottom of the screen to see all of the content.
What's Next?
January 2021 will be a very important time for the game. We'll be working hard to make sure Subverse's launch goes smoothly. Expect even more information about release and some exciting promotional content!
Greetings once again, everyone! The year is starting to come to a close, and for my fellow Americans Thanksgiving will be here soon. This begs the question - what are we most thankful for this year?
For me, I'm most thankful to be part of this project. Subverse is shaping up to be an amazing game and I'm so proud of every single person in the studio for making it happen. And of course, I'm eternally thankful for every single of our backers that pledged to this project and made it possible.
We at the studio know you've been asking for information concerning release, and we've heard you loud and clear - that is why I am letting everyone know that the next Dev Diary on November 28th will provide not only our publishing strategy for the game and a release window, but it will also contain a ton of information and production materials that fully explain and demonstrate the total gameplay experience of Subverse.
After all the months of teasing, I expect everyone's going to be so satisfied with the massive hot load of information they receive that they're gonna need some intense waifu cuddling action, so here's some in advance!
So...if we're going to talk about the release in the next Dev Diary, what are we talking about today?
I've invited the ever-amazing Professor BANG to give you some insight into some rather exciting grid combat content and the behind-the-scenes process that went into making it!
"Professor BANG here. You may know me as one of the devs, but I'm also an animator and modeler. I have to say my fellow coworkers are more skilled creating erotic and suggestive animations, but what I'm good at is making more traditional video game stuff like animations for the grid combat characters.
Because the characters in grid combat are so small, we always make low-poly models for them to increase performance. You might assume this makes them look more basic, but that's not necessarily true. Baking the high resolution details onto a low resolution surface is a good way to have great-looking characters that are easy to render. Animating low-res characters is both difficult and fun since I try to put personality into the character's movement by adding little quirks that make them different from the others.
Usually I make eight animations for a character - their basic attack, ultimate, counter, death, taking damage, idle, affliciton status and teleport - but the most important is always the idle animation. That is the first anim to be made since that is what is the player will see the most and serves as a foundation for everything else.
I always try to get the most out of the animation rig, so sometimes I have to rely on Unreal's extra abilities like ragdoll physics - something I really enjoy testing!
Ragdolls are especially useful for the death animations. Making a Fuccbott fall apart would take a lot more hours to animate by hand, so instead I just simulate its physics in Unreal and record it to an animation.
And you know what else helps? Jiggle physics! Now I know what you're thinking, but they're not just for breasts. Things like hats and hair and most of the dildos on the Fuccbotts are physically active, so when they get hit or move around the momentum on their appendages is calculated in real time.
My philosophy is that limitations breed creativity, and I always try to make the most out of our options.
I provided several videos below to show you my recent work, but keep in mind these characters and animations are normally seen from a distance with additional particles and effects added, so please consider them WIP!"
THE FIRST MANTIC
There are three types of mantics in Subverse - those that fight, those that fuck and those that do both. The previously teased big boy Fuckenstein that you all loved so much is one that does both. However, today I'm going to reveal one that exists exclusively in grid combat. He's also the first manticore you can unlock outside of the core team you start with (Bulgetto, Chodestool and Dromstik).
Meet the mighty Napholeon!
Born from Lily's attempt to create a super-soldier manticore that would have the tactical intelligence of one of Earth's greatest military commanders combined with unstoppable psychic powers, Napholeon, unfortunately, came out of the tube a bit pre-mature.
Regardless of his hilariously under-developed self-awareness and delusional self-importance, this mantic is a ranged energy unit that can shred tanks with his Giant Slayer passive that does % HP damage. His ultimate can also do heavy damage while stunning the target, giving your team an entire turn's worth of strategic advantage to take them down.
Hold on to your butts - it turns out Subverse has a super-secret SIXTH ENEMY FACTION that's even bigger than any of the others! How is that even possible? Well, it's quite simple - they're called the Scoundrels, and they're made up of mercenaries, monsters, mindless drones...basically all the random units that don't have a particular allegiance to anyone but themselves. Here's a rundown of some of the Scoundrels you'll meet in the game...
Vekati Artillery Drone
This cute little fella has long been the gold standard for mechanized guard bots. After all, why deal with cleaning up the messy entrails of intruders that managed to penetrate your perimeter when you can just nuke them on sight from a distance?
While they are durable and have great range, they aren't very mobile. They can be easily surrounded and neutralized with little trouble from that position.
Known for causing all sorts of perverted mischief with anyone that gets too close to the pools of liquid hot magma they live in, Lava Kappas are not to be taken lightly. Though their bodily fluids are normally about the same temperature as a manticore's ejaculate, when they get angry their sticky liquid reaches a boiling point and becomes weaponized.
Lava Kappas can gain access to their ultimate faster than most units in the game, so make sure you target them correctly to prevent a volcanic eruption that will damage your entire team.
Raenos are a reclusive species of amphibious bipeds notorious for their tendency to teabag enemies upon defeat. Hey - it's not disrespectful, it's their culture! Due to their physical requirement to live in a moist, warm environment they are always seen wearing heavy bio-regulated armor that makes them tough to take down.
Word of advice - don't send your melee units in to attack these guys unless they're going to land the killing blow. They carry some of the most powerful shotguns in Prodigium that can shred through almost anything and anyone.
And that's not all - the Scoundrels also exist in space. You'll encounter all sorts of mercenary and junker vessels that will have interests involving your untimely demise, so get ready to face them soon.
What's Next?
The Dev Diary on the 28th of this month is going to be HUGE. As previously mentioned we're announcing a release strategy and window, showing off gameplay AND you can look forward to seeing Subverse's incredible cover art. For those of you that have the artbook, you probably know what to expect from the previews in there.
I'm looking forward to it, and I know you are as well! See you in Subverse soon.
HAPPY HALLOWEEN! It's that spooky scary time of year where we all put on slutty costumes and beg strangers to give us something sweet and sticky to put in our mouths.
This month's entry is going to be different from our usual setup - you see, the beta testers have been asking me to do another Q&A for months now, so I cleared some time out of my schedule over the past week and hosted one on our Discord server.
They asked some excellent questions, so check out the answers below!
Lore/character questions...
"Are Demi's boobs squishy, or hard? I'd assumed they were squishy due to the comics, but I know those aren't canon so I was wondering." - Petrichorus
DEMI's boobs are similar to those you'd find on a real doll - there's a soft layer on top with a uniquely synthetic yet comfortable texture that's very squeezable and suckable. Her solid chassis/skeleton beneath gives them structural integrity. In terms of physics, they're pretty much the same as an organic pair of funbags.
"Which waifu has the loudest moan?" - Peridot
I feel like talking strictly about moans doesn't quite paint the correct picture of the waifu's sexual tendencies. If I had to make a ranking of how vocal the girls are while doing the devil's dance, it would look something like this...
Note that DEMI would probably be ranked between Fortune and Blythe under normal circumstances, but she can immediately adapt to provide whatever kind of auditory stimulation her partner desires.
"Why do the senu rule the galaxy? Seems like quite a few of the other races could take 'em if they wanted to. Is it a religious thing?" - Petrichorus The clout of the senu is a lot more complex than a few major factors like military might or religious domination. The intricacies of the political situation in Prodigium will be fully explored in Subverse, especially for dedicated players that take an interest in hunting down every bit of lore.
This is something you'll come to realize early on - this isn't just a porn game. It has a real universe with rich history to uncover that goes back millions of years and every single event derives meaning from what transpired before it.
"Which character was the first to get in depth lore?" - TimothyDG
The first character to be "completed" was definitely Fortune but this is because the game went through two or three major overhauls before we landed on the concept that became Subverse. Fortune's character has always been a central component of the story, and she hasn't changed much outside of her origin story, which was altered significantly to be more comedic and endearing.
"Any new character reveals coming soon for the website?" - Fusion-X
Yes, there are several more character bio pages that we intend to put up on the website before the game launches. Honestly...we've just been so busy with making Subverse that we haven't had a single day to sit down and get them ready. I can confirm that one of them is the first antagonist you encounter in Subverse - Dread Lord Tibold.
"Do vanneran only have yellow eyes?" - willuwontu
All vanneran (Killision & Dallick's species) have glowing yellow eyes and large black horns. However, only the females have tails.
"What's the reason vanneran like human culture so much?" - Andy, The
We mentioned as an aside in the artbook that vanneran and solars (humans) are kindred spirits. There are several key reasons for this, one being that they have a very similar philosophy about how to live the best life possible (which of course involves copious amounts of intercourse). However, their political situation in Prodigium is also quite similar. You'll learn more about the history of the vanneran in Subverse, and fully exploring the meaning behind their tragedy is one of my favorite parts of the script.
"I’m curious if the codex will have voice over, or will we need to knuckle down and read it all?" - Havok
Prepare to read, nerd.
"How did y’all decide on the waifu’s clothing/weapon of choice?" - VincentValen
The final waifu outfits are all the work of our incredible art director Dzung. We gave him some initial references and he just went wild and came up with numerous sexy designs that also fit the waifu's personality. You can see most of these sketches in the artbook. After we selected our favorites, he spiced them up from there until they became the final outfits you see today.
The weapons were actually easy - we just made a list of various archetypes and started applying them to the waifu that made the most sense, like sniper (Lily), archer (Ela), buster sword (Blythe), etc.
Some characters, like Killi (rapier) and Sova (great hammer) have intricate backstories in the game that not only explain why they use their particular weapon and fighting style but also how those choices form a significant part of their personality.
"The Requital are a terror group yet they seem to have the best ships out of the enemy factions? Where did they get the technology from?" - CZombie
I'm pretty happy someone picked up on this because it's definitely an intentionally set up as part of the story. As always though, no spoilers.
"In a 3-way drunken bar fight between Kili, Sova, and Blythe, who's left as the dom and whose the two subs? Or will there be two doms and one sub?" - D-Scythe911 (N.T.)
Oh boy, let's break out the rankings again! In terms of dominant to submissive, it would go like this...
DEMI's once again removed because she can assume whatever kind of role you wish.
In terms of those three specifically, Sova's perfectly happy to get pounded despite her rough demeanor. Killi likes to be in control but will sub if she's in the mood and respects her partner enough while Blythe does not really sub.
"Among the Waifus who has the best 'smartass' mouth?" - D-Scythe911 (N.T.)
Sova is 100% the biggest smartass on the ship. I'd say that Lily and Killi are probably the wittiest in their comebacks though. Fortune should also be in the conversation but she's more lethally intelligent in the way she systematically dismantles the opposition her approach. You know, that kind of Hannibal Lecter dissection that keeps you up at night. On that note, here's a shot of her keeping Fuckenstein up late...
Concerning game content...
"Why include both SHUMP combat and turn based tactical combat? What inspired this?" - Nobudi
We always intended the combat in Subverse to be RPG-style, but it wasn't until we decided on a science fiction setting that we wanted to have a SHMUP module as well. It just made sense that when your team was traveling through the galaxy that they would encounter hostile forces in space. Narratively, including this opened the door to include some fantastic sequences that otherwise would not be possible if we only had one combat system.
There were initial concerns about including SHMUP content though as the genre itself was once incredibly popular and influential during the old-school arcade days with titles like Asteroids, Space Invaders, etc. However, the fundamental problem with these games is that they tend to be too hard.
Even when you look at a title that's a masterpiece of design like Ikaruga, the majority of gamers will never even give it a try because not only does it take a larger investment of time to learn the color-swapping mechanics and improve your base control and execution, you also need a certain amount of inherent reaction time and skill just to get through the first few levels.
It was apparent to us though that Roguelikes, the sister genre of SHMUPS, had actually been going through a renaissance of sorts over the past decade with wonderful and innovative new titles like Enter the Gungeon, the Binding of Isaac, Crypt of the Necrodancer, etc. Rather than having a simple scrolling shooter, we discussed the possibility of one that used an open map like these games and replaced the characters with a ship. It would have a low difficulty curve but solid production values and arcade-style gameplay that anyone could enjoy.
As if it were destiny, it was at that time that I managed to find the OG Subverse programmer HungryJJ. When he turned in the first build of Subverse's SHMUP, it was already far beyond anything we intended in terms of quality. Having that kind of talent on the team combined with our creativity was what laid the foundations for what Subverse would become.
In terms of the tactical combat, it was always on the table from the start. We also considered having old-school Final Fantasy-style RPG encounters, but once we hired another dev and began to do alpha testing for the grid combat we realized it was not only possible but could look fantastic. It went through several reworks, but we're at a point now where I think we've really nailed the fast-paced, casual but satisfying approach.
"Will there be more shots taken at the industry's silly things like lootboxes, crunch culture, etc?" - VincentValen
Hell yes! We definitely had a lot of fun putting together some full video game meme force quests for you guys. Though I'd be surprised if anyone figured out who this guy is supposed to be, speculate away!
"Will we see in endless mode in the full release that can be customized with settings (which factions to fight, damage, health drip rate)? What about progression like buying weapons in COD zombies?" - Halfpint
I can confirm that the SHMUP's endless mode will be in the game in some capacity. Custom settings that make for a full-on sandbox environment are not likely due to the development time this would require. I think the idea of a COD zombies style progression system could be fun, but once again that would take a lot of work so it would need to be something we really see the demand and need for prior to making that investment.
About the team...
"Is there any particular favorite waifu among the dev team, or is it more of an even spread?" - Justenrules
Each of our team members has their favorite waifu and some are even very vocal about their devotion - but yes, there is actually quite an even spread. In order to make sure no one's feelings get hurt, I will simply state that I love all of our daughters equally.
Pantied Bandit inquiry...
"Is there a specific reason the Captain wears panties as a mask, or is that just another layer of his perversion?" - VocalFox
If you've read the artbook you might have noticed that this design choice was the result of random collaboration in our virtual workroom. Originally the Captain had this sort of evil-looking helmet, and we were having trouble achieving the comedic hero look we wanted with him. One of our programmers (One-Eyed Jeremy) posted a Hentai Kamen chibi and we all thought it was perfect.
The next day the Captain had panties on his face and since I was in the middle of writing the script, it fell on me to come up with a good origin for those underpants. While it is indeed another layer of his perversion, the story of how the Captain got his panties became something much more grand than was ever expected. It even led to a side project I was honored to take part in that leads to one of the funniest sequences in Subverse, and I can't wait for everyone to experience it.
Production Questions...
"How has mocap been beneficial for the team?" - Mon-sieur Bome
It's a huge benefit for SFW scenes. Hand-animating things like walk cycles, action sequences and even seemingly simple things like holding objects is far easier when you can use mocap as a solid base and clean things up from there. It also gives you a fluidity of motion that is hard to achieve otherwise.
"How is the experience of build a game this big, like Subverse" - Red Padoru
It is pure hell, and I openly welcome the flames to kiss my sack on a daily basis.
"Do the ladies have specific hand holding animations based on their sexual preferences?" - Mon-sieur Bome
Absolutely - you will see their personalities come through in many of their Pandora scenes.
"What gameplay aspect are you excited for people to play but haven't yet?" - Mon-sieur Bome
Honestly, it's not one aspect - it's how the whole experience ties together. It's the glorious feeling of "I'm actually playing a real video game with fully hardcore alien tentacle on waifu butthole action."
I imagine most of us never thought we'd see the day, but here we are! Thanks again to all of you for making this possible.
"Taron’s look changed quite the number of times from milestone tease to reveal. What was going on there?" - VincentValen
Taron was a really tough character because of the fur involved combined with her thief archetype and a tall/slender body type. She went through numerous small tweaks through the process, especially when we kept finding different color schemes that we liked much more than the others. It was important that she be able to stand out in the waifu lineup not only by virtue of her catgirl status.
"Is there some friendly competition(s) in the devs team? Can you talk about them a little?" - Red Padoru
Every single dev that works on this game is somehow an incredibly friendly and mentally stable individual that has almost zero ego about their jobs. I have no idea how this happened.
HungryJJ is a former capitalist office alpha and massive nerd whose idea of heaven is programming SHMUP combat all day.
One-Eyed Jeremy is a legit academic powerhouse that writes C++ and rap lyrics in his head simultaneously.
Professor BANG is an ultra-passionate gamer, lover of sci-fi and also a walking UE4 encyclopedia.
Mrs. Mankrik is a super talented rhythm game addict and also a saint for putting up with our filthy porn studio Slack shitposting.
"What are the top 3 things you really wanted to make it into the game but they weren't possible?" - Red Padoru
Although it's not a fetish of mine, pregnancy options were something I hoped would make it due to the sheer fan demand. Unfortunately...the more we investigated it, the more obvious it became that we couldn't do it this time around.
Going off that, I would have loved to make a full manticore breeding system where you could design your own monsters. Their physical/genetic aspects would not only determine their abilities on the battlefield but also how they held hands with the waifus in Pandora. Once again, it was just too difficult for a small team with our budget.
And on a personal note, I'm actually more passionate about writing music than anything else. I wanted to do the entire game's soundtrack so it would be 100% original, but that's the kind of job that could take upwards of a year and I was too busy managing the project and finishing the game's massive script. Maybe next time...
...and speaking of next time, we'll be back on November 14th with more! But tell me - did you like this style of dev diary with in-depth writing about the game? What else would you like to see?
I'm absolutely thrilled to announce that our stunning artbook will be sent out to all eligible backers today (Asstronomer Tier - £50 pledges or more), so check your Kickstarter messages to download it! (Please note it may take a few days to show up!)
Everyone involved did such an amazing job on this monstrous 160-page experience, and it really helps to set the tone of Subverse and give people a good idea of what they can expect from this project. There are no major story spoilers in the book so you can read it at your leisure and enjoy it now if you wish.
The book has some interesting lore and some tongue-in-cheek references alongside the usual lineup of concept art, doodles, and other neat stuff. Obviously the book is very NSFW so I wouldn't put this on your coffee table!
The Sounds of Subverse
And finally, I'd like to step aside and welcome our casting director Singing Samine to discuss some of the finer points of Subverse's audio with you!
"It’s time to talk about our lovely audio pipeline! I know, I know...the fun of audio is listening to it, not reading about it! But...if you have some patience, there may just be a reward for you at the end of this update!
First we have FOW-Chan bully our basement-dwelling writers incessantly until they form a half-decent script. When their paperwork is deemed good enough by her standards, it is safe to hand off to our voice cast. The various vocal talent across the world then submits their work to me, and I get the privilege of pulling selects! That’s fancy film industry talk for deciding which takes are the ones that will make it into the game.
Once we have our best selects exported into individual files, we still have to do a few things before we can import them into the engine.
1. Basic Clean Up
The easiest but most vital step: All voice files must go through some basic processing, such as normalizing the volume if it is too quiet or too loud, cleaning up ambient background noise, and EQing out any unwanted puffs or clicks.
2. Special Effects (Optional)
For some characters, be they androids like DEMI, or senus wearing a suit of armor like Azzorion, they require additional mastering and effects before being game-ready. We have our very creative sound designer specialist Shah to thank for bringing our imaginations to life. A lot of work goes into making sure each character has their own unique “sound,” while also ensuring the original performance shines through.
3. FMOD Studio
We can finally import these freshened-up voice files into FMOD Studio, an audio tool which integrates into Unreal Engine. This is where our audio engineer HungryJJ can build a timeline for conversations between multiple characters, mix and match EQ to ensure all VO sounds similar despite everyone having different recording equipment, apply scene-specific effects like reverb, and very importantly, make sure the VO is still crystal clear even when the music tracks get laid down. If things are sounding muddy and the voice is getting lost in the shuffle, then extra fine-tuning is needed, but it all happens inside FMOD’s DAW-like interface."
New factions: The Kloi and Fuccbotts are ready to kick your ass in testing! You can now play two different scenarios (the second being more difficult) against each of these nefarious new foes.
We definitely tried to give both factions distinct play styles and tried some new things, so please provide feedback and let us know what you like about them and what changes we should consider.
On top of that, you can also take on the pirates too if you want to see some of their tweaks.
You also now have the option to choose between two different waifus - Lily and Killi. This gives more choice about how to approach the new combat scenarios since Lily is a ranged energy character with support mechanics and Killi is a melee physical wrecking ball. Finding the right balance between damage types as well as tactics and matching them to the weaknesses of the enemy factions is one of the key concepts to understand in order to perform well in Subverse's grid combat.
Since we received feedback that Lily's secondary ability was not as useful as it could be, we reworked it into a high single-target damage buff that really helps your team's ability to deal with different defence types. For example, if you have a target with high shields and it's Lily's turn, her energy rifle won't do as much damage as Chodestool's physical attack. You can now buff Chodestool's damage significantly and absolutely shred the shielded enemy. Tactics in a porn game? What the fuck!
This latest build also includes many other new improvements such as the much requested range indicator, damage previews, new health bars with armor/shield overlays and even additional context-sensitive audio. This means there are more combat lines for the waifus and their enemies which makes the module feel more fun and alive. Also, please note there have been a few suggested keybinding changes as well (such as moving ultimates to 1 and 2 respectively).
Probably the most significant change is the reinforcement system, since enemy units no longer drop all at once after a wave and then immediately attack. They now drop throughout combat whether or not the previous enemies have been defeated, and this leads to far more gameplay variety and more interesting scenarios overall. You'll see an update to the UI on the turn order bar that indicates how many enemies are arriving and when.
Finally - as you guys might remember, there are hundreds of planets and interactive locations to explore in Subverse - part of the experience of exploring them is fighting on different biomes. For example, if you undertake a mission on an arid planet, you'd expect to see sand right? So we're uploading the new desert map for testing in this beta, enabling you to get a taster of what is to come.
What's more, our randomized terrain generator has been activated for this beta which makes every battle unique.
TLDR
Two new factions to battle, 5 different units each with unique abilities
New hero in Killision the Red
New reinforcement system
Expanded grid combat voice library
Tweaks to the pirates
Tweaks to visual fidelity
New desert map biome
New random terrain obstacle generator online
Artbook Preview
Last but not least on October 14th we're going to be releasing "Prodigium's Most Wanted" - our little artbook/companion piece to the game. I can't remember the last time a freakin' porn game released an artbook, but this collaboration between Dzung, Manski and DC is bound to blow your socks off. It's chock full of great concept art, lore, and cool little tidbits that shed more light on the world of Prodigium.
It's presented from the viewpoint of a dickhead Imperium news anchor who hates everything the Mary Celeste's crew stand for and also contains some neat behind the scenes snippets from production. We hope you enjoy the hi-resolution hijinks, and yes there are some (minor) spoilers in the book so take care when reading!