Nov 18, 2021
Subverse - admin
Dear Subverse Players,

This is Tibor again. We will keep updating you about the development of Subverse in this Dev Diary, but before we get to that part - please allow me to reflect upon my actions in the last few weeks.

Please accept my sincere apology for the poor communication that I have been putting forward lately. My uncareful messages offended many players. I am very sorry for offending anyone – that was not my intention. Also, the way I handled certain topics in the public domain created stress for the team. The last thing we need to do is distract our exceptionally talented, creative team from their work. As a consequence, and to take responsibility for my actions, I am stepping back from leading our software development. Do not worry, the game is in very good hands, with other senior team members filling my shoes, as we head into the next phase of development.

On a personal note, I would also like to thank all who supported me, sent me such kind messages, encouraged me on Steam, YouTube, on other various forums and in personal messages. That means a lot to me, and I am grateful for your kindness and support.

With that, please let me introduce our new communication expert - Till Eulenspiegel. Till has extensive experience in dealing with complex matters in a simple way. He is a proven problem solver. Since dealing with intimate topics is one of Till’s greatest attributes, we feel he is a good fit for a porn parody game like Subverse.

The floor is yours Till!


Till Eulenspiegel - New Community Spokesperson

To all of my new friends and fellow perverts around the globe, I wish to say Hello!!

You may call me Till, and I have been tasked by the management of StudioFOW with game production communications from here on out. I will be bringing you all sorts of exciting, spicy, and even sometimes slightly sticky news from the moist and hot center of the dev pit in which our monumental space fuck epic is conceived.

Today I bring you a new Dev Diary format for your enjoyment - you will be hearing directly from our beloved and mostly stable (mostly) team members, that are working hard on the next block of content, as they review their recent tasks and accomplishments that will soon all merge together to make our sexy kitty release something that is worthy of your fappage.

ANIMATION

Moneyshot
God kväll! As one of the senior animators at the studio, it’s my duty to use my grand wizard IK/FK rig magic to bring the waifus to life. While anyone can fill their beautifully tight orifices with monster dongs exceeding a meter in length - the important thing is to get it done with high quality befitting the studio and make their pleasure match their personalities.

Here’s a preview of the current PANDORA animation I’m working on. I’m proud to report that I spent hours today fondling the bones of this beast’s nutsack in order to achieve the “thwapping” glory for which I am known.



Although sometimes rather than hand-animate, we do rely on physics inside UE4 for the most critical of character animation, like making sure Erark’s model holds up in the wind:




Manski
Speaking of the duties of a senior animator and bringing our characters to life, I have recently been working with Moneyshot on Taron’s idles that will be used in DIS (our Dialogue Input System). Since these idles will be used throughout the game in many story sequences, we want to make sure Taron’s sassy yet timid cat girl personality shines through.

Here’s a nice lineup of her poses for you to enjoy:



And here’s an example of what happens when you encounter bugs during this process:




Yagskie
Magandang araw! Living my life like a middle-aged single dog hikkikomori gives me the time I need to dedicate to important block objectives, like creating Taron’s recruitment animation. Here you can see her, as the Captain says, “taking a rocket ride to jizz city” in his quarters.




Mendez
Currently, I am taking care of an important part of bringing more animations to PANDORA, which is called “retargeting.” This is where we take popular animations already available for other waifus and apply them to new ones. As you can see, DEMI is totally thrilled about it!




Massimo Decimo Meridio
I’ve also been working on a retarget of a popular animation we brought out in the last block.




Brunka
Let’s play a game called, “What’s in Lily’s mouth?” Tune in next block to see!




Attila von Fock
Two aliens walk into a bar. They see an android with 27 different suction settings in her holes. They are happy. Thank you.



PROGRAMMING

Hungry JJ
Although I’m our resident SHMUP expert, I’m also responsible for many of the less action-centric tasks that need to be done from block to block. For example, right now I’m getting one of the most important parts of the game assembled for our next release, which is what we call the “skeleton” of the block.

This is the framework upon which everything else stands - making sure the plot sequences and their subsequent content unlocks fire in the correct order, adding new characters, new planets, etc. It’s a lot of work, but extremely necessary to make Subverse work.


Professor BANG
As you’ve seen in other Dev Diaries, I am the one that does the majority of the animation for our grid combat models (like our good friend William Dildofingers).



This block is no exception, and I recently wrapped production on our new friends in the Imperium faction. Making the War Golem fall to pieces was very entertaining.

Now I'm finishing up Taron. Since her combat archetype is one of a thief/acrobat, she is entertaining to animate, because I can always slip in a bit of spinning and free-falling into her moveset. You'll see her jumping up and down and clawing her way through the enemies. Her tail and breasts are physically active, and her hair can move in the wind, but of course the most important thing is that she is a good addition to our team.




Mrs. Mankrik
One of my primary tasks is getting all of the new character models set up in DIS. The process requires the installation of lookat assets and facial morphs so the characters can express themselves, along with providing animation blending for the primary characters. This allows their various poses to transition smoothly, which is necessary for making plot sequences flow well - like when you meet the lead singer of Chuttphallica.



After all, if they aren’t set up correctly, embarrassing mishaps like this can occur…




Timmeh
Grid combat has been at the top of my list lately, and programming as well as balancing the Imperium units went well. Now I’m working on a new manticore that doesn’t exactly “horse around” when it comes to his role as an anti-ranged tank.




HentaiKouhai
I can’t talk about my recent tasks too much without spoiling a major upcoming boss fight, but I can reveal two things:

  1. It’s unlike anything we’ve done in the game so far, and it’s challenging and fun
  2. Mark-17 Pussy Pummeler

ART & MODELING

WTX
Right now I’m completing some new grid combat maps as well as completing an upgrade pass on our old ones. Other than gameplay maps, I’m responsible for creating many of the cinematic sets you see throughout the game. I recently created one for the Imperium facility you will raid with Taron.




Portsman
When I’m not busy maintaining the models or creating new ones for things like side quests, I make sexy bikinis for the waifus to be used with the upcoming outfit system. My job is pretty awesome.




ErinTheSketchy
Right now I’m going down the list of required assets for this block, such as the new character ability icons. I’m also upgrading our old graphic assets that need a little love, such as the end of mission rank stars that will be more prominent now that replayable missions will be added to the game.






…and that’s all for this entry, my new friends!

I look forward to bringing you more Subverse news and titty screenshots in the near future.

Bis bald,
Till Eulenspiegel
Nov 10, 2021
Subverse - admin
Dear Subverse Players!

For this dev diary we wanted to talk about some features of the next block of content.

TARON

As previously announced, this block will be the debut of Taron! Here are some spicy preview pics to introduce Taron.







DEVA

Taron's content block has several new and exciting features, but the one we're most excited about is a closely guarded secret since the start of development – the DEVA system!

DEVA transforms your waifus into all-new sinfully sexy and monstrous incarnations of their original designs, giving them access to powerful abilities that will rain only the sexiest and most terrifying of tentacled destruction down upon your enemies.

We'll be providing a thorough overview of the mechanics in a later post, but we welcome you to enjoy this teaser now.





THE IMPERIUM ARRIVES

You will also be introduced to a new faction that has never been seen before, even in the closed beta – THE IMPERIUM.

That's right – you'll finally be throwing down with the intergalactic government's forces in the next update. We hope you're ready, because they will definitely challenge your unit positioning.

We've tried to give each faction featured in Subverse their own identity, like with the Fuccbotts and their self-destruction, the Kloi with their backstabbing, and now the Imperium has something you haven't faced thus far – strong AOE tactics and zoning.

The Imperium units excel at dealing damage to multiple targets at once, meaning the best way to fight them is to keep your units spread out and go for high-payoff directional damage attacks. Their damage is tuned to accommodate for this, but misplaying too often will certainly spell doom for your units.
Here's an overview of the roster:

Conscript



These guys are pseudo-artillery units that bombard you from across the map. Getting caught in the centre of their blasts will deal full damage, and targets outside the main tile will take reduced damage. Make sure you take them out before they get access to their ultimate, which will absolutely nuke half the map.

Lancer



Countering these unique DPS units will require you to not only spread out your units, but also avoid creating straight lines. They can launch their projectiles through the primary enemy and all the way across the rest of the map, dealing secondary damage to anyone caught in their path.

War Golem





One of the most unique units in the game, War Golems perfectly compliment the Imperium's zoning strategy by moving very, very slowly but dealing heavy damage when they catch your units. Lucky for you they also damage themselves when they attack, so their time is limited even if you choose not to focus them down. However, waiting too long will give them access to an ultimate attack that self-destructs and guarantees damage on all of your units.

Shocktrooper



The assassins of the Imperium, these guys can shred your units if you allow them to attack the same character multiple times. A successful attack will mark an enemy, and a second one will detonate that mark and deal additional damage. Make sure you don't give them that opportunity and take them out fast!

Lady of the Veil



The holiest of the holy, the “captain” unit of the Imperium brings a style to Subverse not seen in an enemy yet. She's a support unit that can heal her allies, but she can also deal damage yours at the same time. It is critical that you don't allow her to ult, or she will reset the damage you've done to her HP. Remember – always focus on the healer!

We can also share a few new Grid Combat maps:















SPACE COMBAT

When it comes to unique mechanics, Taron's got a SHMUP mission for you like nothing else in the game. It's a true stealth mission deep into the heart of an Imperium stronghold where you'll go on a quest to retrieve her favorite toy.

Here are some preview pics of the environment:










We'll be back soon with more information on development, including some BTS content and direct reports from our programming and animation team!

Thanks for your support! Take care and stay safe!

Regards,
Tibor

Nov 7, 2021
Subverse - admin
Dear Subverse Players!

This is Tibor again. The better communicators are busy with the development, dealing with family problems, sorting out personal matters, etc. so I am still posting here until some English speakers will be available to take this over from me.

It feels like a great community is forming around the game. That community is the glue that holds this project together and inspires the team to make Subverse the best game it can possibly be.

We know that over the past months our communication has been poor, so let me say that we here at the studio remain committed to our main goals:
  1. To support freedom of expression
  2. Pushing the boundaries for adult gaming in the mainstream.
It feels good to be part of this community and thank you all so much for being here, both from day one and those of you still joining us throughout early access!

Also, my apologies in advance for this long post, but we would like to address as many questions in the Q & A session as is feasible and practical.

I can assure you we read all the posts. We have reviewed the questions on all platforms including, Steam, GOG, our blog site, Discord, etc. We are aware of each and every question, request, and suggestion. To make this Q & A more efficient and informative we categorized the questions. Instead of answering each question individually, you should find the answers to your questions under some of the categories. Those questions which are not addressed are still evaluated by the team. That means we need to verify some technological aspects of the matter and do some R & D before we answer the question. This is still an evolving project and content is subject to change naturally.


Pandora improvements

We keep evaluating how to make Pandora better. We plan in the final, 1.0 release the following new systems, improvements, and features will be included:
  1. Outfit systems.
  2. More variants in sounds during the scenes.
  3. Environment improvements to reflect the actual, current nebula.
  4. Fluid system improvements (these are mostly related to the internal workflow, but the workflow improvements will result in a better end-product).

Apart from these, there will be new scenes such as the space whale scenes added (this is a Kickstarter pledge).


File size

The increasing size of the software application was raised by several users. We are looking into the issue by evaluating different video codec solutions and optimizing the application in all areas. The aim is to keep the final, 1.0 version at a manageable size.

“Gif Loops”

We have been receiving comments and criticism about the “Gif Loops''. Please note, there are no Gif Loops in this game. All animations in Pandora are running in real time utilizing Unreal Engine. We have a very specific vision for the game, one that is shaped by the technical and resource realities of the project. These short animations are not the result of purely artistic decisions, but it is a software development necessity. Please understand, we are not a AAA studio that employs 80 animators and we simply do not have the resources to make each of these short animations a 10-minute movie. Having said this, since these are real time animations, we can add interactive elements on these items. We are looking into how to improve these shorter animations. There will be longer pre-rendered contents at the end of each devotion quest as part of our promised Kickstarter rewards.


Free camera control

To address this point will require a relatively exhaustive explanation. Our original plan was to deliver the animations in a true StudioFOW manner, which is a forced camera perspective style. The game design philosophy and artistic aim was from the beginning to continue this forced camera perspective driven movie-making in Pandora. We thought the artists – who brought joy to millions of users via the StudioFOW movies – should focus on their strengths and carry out their creative vision, this requires a largely fixed camera. So that is our style. That is the forced camera perspective.

The StudioFOW artistic philosophy has always been one reliant on forced perspective - all of FOW movies were highly successful using this style of animation and that style was brought over to the current Pandora system. To make a real-time sex animation suitable for free camera, we would have to change the style entirely by trying to make it look equally as good from every single possible angle. Not only is this a huge time-sink for a tiny animation team, but they would also have to gimp the animation in the process. The Illusion games are a great example of this. To facilitate the 360 cameras in Illusion games, their animation quality takes a massive nosedive. It is like a shackle; the poses and creativity have to take a backseat to rudimentary functionality. StudioFOW was never about that. We want the viewers to experience the best angle possible for a specific animation. Our strengths are in direction and expressiveness, we know this and have designed the game to support it.

Still, all feedback is very important for us. Therefore, we listened and started to introduce some camera controls. By listening to these requests, we understood that a game software application is different from a movie. Interaction with the camera could make the gaming experience more enjoyable. So now there are some camera controls, and we keep fine tuning, and if it is possible to improve it from a usability standpoint.

As mentioned before, if we would have gone with the free-cam route at the start we would have had to devote significantly more time to each animation, to try and make it look passable from every single angle. Instead of having 80+ scenes currently in the game, there would be around 20, at best. That's how big a difference trying to make a free-cam work in a real time environment would entail. It would also create a host of other problems, such as the fluids not working properly. With static 3D meshes, a free-cam is great, but when you're trying to maintain a high level of quality in animation, the free camera quickly becomes a huge time-sink. We simply don't have the resources to make every single Pandora scene compatible with a free cam. We would literally have to quadruple our animation team, and currently we don't have the resources for this. Otherwise, there is the Gallery which does have an unlocked camera.


“We Need Chinese”

One of the most frequent requests from our Chinese community members is: “We need Chinese”.
As I explained in a previous Dev diary, I can confirm that we are teaming up with one of the most influential and respected teams in game localization to localize the game for the Chinese market. This is a massive work item and is by its nature collaborative, as such we do not have a concrete time frame for delivery.
We have heard the many, many requests, but please note, to implement such a massive localization is simply a question of resources. Spamming negative comments or downvoting the game in order to express your disappointment about the lack of Chinese localisation, actually hurts the game, making it harder to get these much requested features implemented. Therefore, we would like to ask you all who are waiting for the Chinese, Japanese, Russian, Spanish, French, etc. localization, please support us by upvoting the game. A more popular game has a better chance to acquire the necessary resources and connections needed to create localizations quicker and with better quality.


Contextual sex scenes

This is most likely the single most demanded feature, so we are taking it very seriously.

One thing we want to mention is that the waifu’s devotion quests that are in development are designed from the ground up to feature exactly this kind of content - they will each feature a unique sex scene that is entirely contextual and entirely fantastic. The scripting and voice acting of this module has been already completed. We will start including this feature in the game around v. 0.5-0.6 releases. We feel this will be a really interesting addition.

In addition to that, we are in the R & D phase to provide other solutions for this request. To give a few hints, the plan is to implement contextual interactions leading into romantic and sex scenes. This development will take time since implementation will require expanding the code and the technology utilized during NSFW encounters and additional voice acting for a start. If we may ask, please be patient. We are still in early access and these solutions should be part of 1.0.


Subtitles

I am happy to confirm that subtitles will be implemented for cinematics.


Sex with Blythe

We have all seen the requests. I am sorry, but to talk about this more would be a spoiler. It seems I just gave a spoiler…better if I stop talking about this as I am already on very thin ice, and the team will liquidate me.


Difficulty of Space Combat

There are many users expressing views that the Space Combat is too difficult and there are too many waves. At the same time at least that many users say, the Space Combat is very easy, it is not challenging enough. We realise, we are unable to make this game module in a way that suits everyone. To solve this issue, we are looking into introducing difficulty levels. This will be a configuration value that users can adjust and define. The implementation is in early R & D, but surely will be included in the final 1.0 version, most likely a lot earlier. It’s being worked on.


Replayable missions

As I confirmed earlier this will be implemented soon. Currently we are working on the final touches and testing it. Once it is included in the next patch, we will gather users’ feedback and keep improving this much requested functionality.


Interaction with the galaxy and navigation

Many users suggested improving the travel and navigation via the various nebulas of Subverse by introducing mouse over control to highlight the objects that have been already explored. That makes sense, and I can confirm we are going to implement this.


UI usability and Look & Feel improvements

We hear your criticism about the UI. We will gradually be improving it. The good news is, a talented graphic designer colleague has just joined the team. Now we have a better chance to implement a stunning UI (no pressure then to our new colleague 😊).


As I mentioned, there are many questions that we need to evaluate a bit further, and we will address those in future Q & A sessions. We are discussing internally the exact scheduling but expect something like this (hopefully not as long!) in between each content block.

Thank you very much in advance for your continued support. Thanks for the upvotes and positive comments! Each upvote and positive comment means a lot to the team. Receiving the upvotes also helps the project overall. If you feel the development team deserves the upvote and positive comments, we humbly ask please continue to leave those comments and give Subverse your upvote.

All of you please take care. Please try to stay safe, look after each other and see you all again by the 17th November when we publish a detailed DEV Diary, with our first Behind the Scenes content.

Regards,
Tibor




Oct 31, 2021
Subverse - admin
Dear Subverse Users,

This is Tibor again to give you some updates about what is happening with Subverse.

I am reporting to you all that the team is focusing on the development of an upcoming patch as well as on the next block.

It is a good news for all Subverse fans that the game was Top 1 for more than a week on the GOG platform. We are proud that with your support an adult game could climb to the Top 1 spot both on Steam and GOG. That is a win for freedom of expression at large, hopefully together with you we can continue to push the envelope for adult games in the mainstream. A goal we can only aspire to thanks to your amazing support of this project.

With regards to the patch, we will fix minor issues and my aim is to finally introduce mission replayability in this patch. Let see how it goes in terms of development time, but the plan is to roll that patch out soon as it is stable, within the next 2 weeks. We know that replayability has been one of the most requested features since our initial launch into early access. Following the implementation of the replayable mission all players will be able to get that precious Gold level.

As for the next block: Taron is set to take centre stage! You can see some info about Taron at https://studiofow.com/subverse/taron/. As for the timeframe of this next block, we will do everything we can to release it within 3 months, ideally earlier. We will give an exact date closer to launch and will be more communicative than we were with the last release.

Apart from progressing with the software development, we are busy on going through on the comments, suggestions, feedbacks and criticisms, posted on the Steam reviews & forums sections, at GOG and elsewhere on the Internet. By gathering your feedback we really want to understand how you feel about the game and what improvements you all want to see.

In the next few days we will publish a comprehensive Q & A here and at our blog site. We will address camera control, Pandora revamp, the state of the roadmap, questions about gameplay, the timeframe to get to 0.9 and then 1.0, and many-many other questions. Please post your questions, suggestions, criticism in the comments below this update and we will answer as much as is feasible. We will publish this Q & A in the next few days, by the 7th of November.

Then after the Q & A post, so in the following dev diary about 2 weeks later we will bring you some behind of scenes content to give you more idea how the team try to transform the ideas into a software applications.

In the meantime, please take care of yourself, stay safe and as always, thank you from the bottom of our hearts for your continued support. I genuinely believe that with your wonderful support we can make Subverse the best game it can possibly be.

Best regards,
Tibor
Head of Software Development, CTO, confused HR officer (CHRO), Ron Jeremy Educated Porn Content Reviewer (RJEPCR), temporary communication expert, cleaner of the 9 sq. meters Subverse small office, company director, gardener of the plants of the Subverse small office (3 items to garden), retirement home candidate, etc.
Subverse - admin
Sorry, but this is Tibor again. The third post in two days from me. It seems I am on a real roll with these updates.

Though the reason of this post is rather newsworthy. The Elaisha Trailer is released om YouTube.



I am also pleased to announce that the Subverse Wiki is live at https://subverse.wiki/wiki/SubWiki. You will find a ton of useful information about the game there. We aim to make the wiki to a pleasant and informative community experience. Please feel free to contribute or even just gather information from our wiki. If you do so then we are happy that we have delivered something useful.

Thank you for your continued support. The team really appreciated the love and how kindly you embrace the software, we are really grateful.

We are already working on the next release. In the meantime stay safe and please take care of yourself and each other.

Best regards,
Tibor
Subverse - HungryJJ
New Features
  • Added Elaisha's main quest story block. (Includes new mantics, new navigation area, more missions including level 2 difficulty scenarios, the Kloi enemy faction and more PANDORA scenes).
  • Added 3 Strike Rule (If a player fails a mission or checkpoint 3 times, they will be provided the option to skip the mission).
  • Added option to enable “Use Background Images” under the graphics tab during dialogue sequences to assist with performance.
  • Added some camera movement and zooming control options to PANDORA scenes.
  • Added PANDORA scene descriptions.
  • Added Archives so that users can replay previous dialogue story sequences from the Captain’s Quarters.
  • Added Zanderson Dooper TV Segments. These can be listened to by clicking on the screens found in the Laboratory or Engineering room onboard the Mary Celeste.
  • Added directional damage to Grid Combat.
  • Added additional environmental hazards (exploding barrels) to Grid Combat.
  • Added persistent radial HUD to Space Combat under gameplay control settings.
  • Added Elaisha Sorn to the Gallery mode.

Tweaks
  • Updated the recruitment scene “Skip” button to read “Exit Scene” instead.
  • Update to UI that provides more information on what Tier Mission/Event is available after interacting with an anomaly. 3 small tabs will be visible above the planet name label. Current scheme: green tab = tier completed, yellow tab = available, black tab = not available.
  • Changed "planets scanned" to "anomalies scanned" in Navigation.
  • Included resources UI to Navigation Screen.
  • Characters now display their level on the character select screen.
  • Added a pulsing glow to the “skip” prompt to help notify players.
  • Updated autoplay button in PANDORA to highlight when enabled.
  • Updated recruitment scene “Skip” button to read “Exit Scene” instead.
  • Changed the “Continue” button’s label to “Skip” to avoid confusion during recruitment scenes.
  • Updated recruitment scenes “Next” button to read “Play Scene” and once scene completes, it will read “Replay Scene”.
  • Removed autoplay button during idle pose when transitioning to recruitment scenes from a dialogue section.
  • Updated PANDORA cards to display large when hovered.
  • Updated PANDORA card art, which includes scene descriptions.
  • Added additional PANDORA categories, Tentacles & FUTA.
  • Relocated where the pooter points are displayed on the PANDORA card selection screen.
  • Optimized PANDORA light shaft material.
  • Slight buff to Lily’s sniper in Space Combat.
  • Increased Keisterstations Health in Space Combat.
  • Added descriptions for waifu Space Combat weapons and stats to character selection screen.
  • Created a Gallery input tab within the control’s settings menu.
  • Various buffs to friendly melee character’s HP in grid combat.

Bug Fixes
  • Fixed issue where PANDORA autoplay would carryover between selecting different scenes.
  • Fixed issue where text sizes on end screen resources would adjust size if skip was pressed.
  • Fixed issue where waifu stats were showing up in the locker room before unlocked.
  • Fixed issue with table hover on board Mary Celeste in the bar area.
  • Fixed soft lock issue involving Peter Penetrator in Grid Combat.
  • Fixed issue where Killi could be countered by ranged units in Grid Combat.
  • Fixed issue when targeting near an ally character could cause a crash in Grid Combat.
  • Fixed issue where melee type enemies would move around the map instead of rushing when too far away from the target in Grid Combat.
  • Fixed issue where if an enemy character moved to a cell containing health drops could cause them to disappear in Grid Combat.
  • Fixed issue where pickups could be picked up by enemies if they were deployed during the player's turn in Grid Combat.
  • Fixed several typos throughout CODEX and navigation system.
  • Fixed issue where Gallery album in Captains Quarters wall could be clicked post clicking another interactable in the room even if the Gallery tutorial was not completed.
  • Fixed issue where the last cinematic frame played could be seen on the next cinematic playing on start.
  • Fixed issue where zoom animation can be spammed by pressing left click when returning to the jump-gate in Navigation.
  • Fixed issue where an enemy character could move to an out of bounds tile on Tauri’s Crown Grid Combat mission.
  • Fixed issue where attacks that stun still get countered.
  • Fixed issue where tutorial info box shows Dromstik as ranged energy in Grid Combat.
  • Fixed issue where opening the conversation log as a video begins playing causes the UI to disappear.
  • Fixed issue when clicking “Next” on recruitment scenes would not update name to “Recruitment” unless button was clicked again.
  • Fixed issue where windows scaling arrow displayed instead of Subverse mouse arrow when using the cum slider.
  • Fixed issue where text size on mission complete screen would be inconsistent when skipping.
  • Fixed various issues with skipping and fast-forwarding in the dialogue system.

Known Issues (Does not include all issues)
  • Bridge projector fails to update color scheme throughout Mary Celeste consistently with the addition of Hydra Nebula.
  • Clicking the Help button in DIS remove the help text but you can't re-enable it sometimes
  • Physics on dangling pieces such as tentacles or hair (i.e. Huntress or Killi) may clip through the character's body.
  • Yellow/White screen flashing artifact during space combat when using FXAA aliasing method. Most likely due to the lens flare.
  • On rare occasions, unintentional song plays during some areas of the game.
  • On rare occasions, clicking the Help button in the dialogue section of the game can remove the help text but can't be re-enabled until restarting or starting a new scene.
  • Potential stuttering when playing back cinematics for some systems. Note there is an option to disable 4k videos from the graphics tab under settings. This has improved performance for some users.
  • Hovering tool-tip text is covered by Subverse cursor.
  • Hovering tool-tip text for “Use Background Images” has the incorrect description.
  • Elaisha has some weightpaint-related issues in some of her Dialogue Scene idles.
  • Lily’s toes in the Full Throttle scene need tweaking.
  • Animation blending in You’re Mine now scene needs finalizing.
  • Cinematics Subtitles disabled for this release.

Notes
  • For new play throughs starting with version 0.3.0, some PANDORA scenes will remain locked until a certain character is acquired such as a Waifu or Mantic. Note that scenes with mantics that are not in the game as playable characters at this time will still be available to purchase with Pooter Points until the next version of the game includes said mantic.
  • Less than a handful of PANDORA scenes have camera controls disabled as these scenes have an animated camera in place.
Subverse - admin
Hello, Subverse fans - this is Tibor again.

Yes, I know this is my second post today, but I have some very good news!

Thank you very much for your support and patience, and Elaisha's content block is now released!

We will now move right away into the development of the next block.

Also, there will be a" Known Issue" post made soon. Since the software is still in Early Access, we would greatly appreciate if you could report any bugs or issues and give your honest feedback in the appropriate channels of our Discord server: https://discord.com/invite/zUgDe3B

Thanks again for supporting Subverse!

Best regards,
Tibor
Subverse - admin
Hello everyone, this is Tibor again. I’m here today for two very important reasons.

First, I am happy to announce that the next content release for Subverse will be available sooner than the announced date of October 25th! We managed to complete the content already, and we will be publishing the release details very soon.

Second, since everyone here on the team very much appreciates your support of Subverse, we wanted to take the time necessary to follow up on some comments we received from our previous update.

#Discussions_QuoteBlock_Author
walnutkerfling: Appreciate the update, but what's with the delays? Create accurate projections and timelines.
You are absolutely right. We will strive to create accurate timelines and execute the software development tasks to meet these deadlines. I can assure you we are committed to delivering content quicker in the future – and that will be starting with the very next block.

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Sir pounce a lot: Great news, thank you for your hard work! You gotta fix that communication problem though. It would be much more beneficial for community if you can share information in smaller bits, but more frequently. People won't think that devs are ghosting on them :)
We realize that the communication was handled extremely poorly, and we are committed to improving it in the future. There will absolutely be more frequent updates from now on.
I genuinely feel bad that the fans have not been informed properly in the last few months. Although we were focusing on development, recruitment, solving logistics issues, and dealing with Covid, it still does not make it acceptable. Our wonderful fans deserve a better communication and we will provide it!

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Przemysek: Good news overall, hope we'll get replayability of combat soon kinda like that too.
I can confirm the replayable missions are a Work-in-Progress. The developers have been working hard on this feature and I can confirm now that it will be part of the software.

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nagypatrik007: In the future, it would be nice to have more transparency, please.
You are absolutely right to ask for more transparency and we will comply with this request. We feel the software development is on the right track and now we can spend more time bringing more frequent news updates to the users of Subverse.

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MERCY: That's all I want to know, just tell me you have a clear schedule and take your time
We hear you, and I can confirm that we understand the importance of having a clear schedule. Thank you very much for your continued support.

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lordplague: Cannot wait to play more!
Take your time!
Thank you for your support. We aim to create an entertaining and fun game.

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Ninety2Pac: Very happy to hear from the studio! Looking forward to the update on 10/25 - it looks phenomenal!
I am very proud of the animators, developers, modellers and all the artists and various professionals who work on this application. I truly believe they will surprise our users and the gaming community by delivering a phenomenal version 1.0 once the game is complete. Thank you for your support!

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Jé dos Porcos: Take your time, no need to rush things! Just keep on doing the great things you keep making
Thank you very much, we really appreciate your support!

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walnutkerfling: I'm sure your efforts are being appreciated but in the business and customer service sense, this team basically failed.
I must agree with that, but please note we will fix this issue. Going forward you will get more updates and news. We will do everything we can to make clear that our users are very important for the team.

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8Bit_Amethyst: Take your time guys, we know the finished product will be golden, that's why I prepurchased.
Thank you very much! Your support means a lot to us. I also know that the end-product, Subverse 1.0 will be a fine and unique game application. We will do everything that we can to make that happen.

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WaifuHunter69: They are still looking for people to work on the game this late in development?
They always say they have the people to make the game, but end it with they are searching for more people. I am not sure what sort of practices they have in development, but I would not be surprised if they keep hiring people and then firing them and having to start over in some areas with the game.
Recruitment is part of this business and that is the nature of software development. Team members leave for different reasons such as getting married and moving to another country. Others are getting better offers from AAA studios or they are looking for new challenges.
Developers could leave for other personal reasons. Professionals often move on in this business, and then we need to hire new team members, spend time to integrate them into the team and give them enough time to get familiar with the codebase. Unfortunately, ongoing recruitment will always be a reality and this situation is not unique to the Subverse project.
As I said in my previous post, we now have a stable and large enough team that we are confident can deliver the project as intended. Our core team is robust enough that we can handle any further issues, and software development can continue until we find substitute developers.

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NerdgamerDave: Overall, I am hoping the dev team delivers on the update and we don't see 6+ month gaps between other updates.
We are really committed to deliver, and we will deliver. I confirm that the 6 months waiting time for a block release won't happen again.

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Fyarvis: Takes a lot of humility to admit mistakes and learn from them; as a product developer I've seen companies fold due to management that lacked that strength of character. Good on y'all for being willing to own up and make changes, major kudos!
We appreciate your kind words.
Without a doubt we have made mistakes, and we have learned from them. Making those mistakes has made us a stronger and more experienced team that is capable of creating the best porn game the industry has ever seen.

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tf: This is promising!
I can't wait the update.
Hope you guys being so well.
Thank you for your support, we really appreciate it. We also hope you and all Subverse users are well and can stay safe!

So there’s still no Chinese subtitles?
When will Chinese be updated
we need chinese
we need chinese!
I can confirm that we are teaming up with one of the most influential and respected teams in game localization to localize the game for the Chinese market. This is a massive work item and we do not have a time frame for delivery, but you can be certain that Subverse will be localized to the Chinese market (and perhaps even in Japanese). Don't expect it soon, but it is on the way!

Take care and stay safe!

Best regards,
Tibor
Oct 10, 2021
Subverse - admin
Dear Subverse Users,

This is Tibor taking over for this devblog update as the team is very busy polishing up the Ela release you’ve all been patiently waiting for.

Firstly and most importantly, we are happy to let you know that the release date of the Ela patch is 25th October, 2021!

We want to make sure we release the best content that we can, so we’re taking a bit of extra time to polish up Pandora and our cinematics. You can see some of the results below:













I would also like to share with you what’s happening in the team, mainly from a product development viewpoint as well as describe how the production will move forward.

I am pleased to report the team is gaining more experience with every module that is being implemented. I can also report that right now we have a well-functioning group of extremely talented animators, 3D modellers, Unreal Engine developers, artists, graphic designers, voice actress and actors, content editors and several other impressively creative team members. Since we are investing all money that we earn from the early access sales into software development, the team is growing stronger.

As I am the head of software development, I must admit that all delays during production lending itself to this this longer than expected 6 months release period was mainly due to mistakes by the management.

On the senior level some of us have worked in software development for many decades. Maybe that is the issue. 21st century porn software development is not the business of old men who were born in the first half of the 20th century. Futa, mantics, the anal destruction of robot ladies, the trajectory of explosive fluids from footlong schlongs were never discussed in my classical Latin studies classes. Nor did we create such things on our Commodore 64’s. However, my Latin teacher often said: “Nil satis nisi optimum”. Therefore, we’ve hired young managers to drive this unique game forward, and we will keep hiring the best young talent to make the operation stronger. By learning from the mistakes of the past and with the energy of youth we can speed the releases up. Quod nocet, saepe docet. Our goal is to push a large release every 3-4 months. By gaining more and more experience in game application development we are confident that we can achieve such more frequent release schedule.

Thank you all for your wonderful support and allowing us to create the best adult game ever, which is what Subverse is shaping up to be.

Stay safe and again, I can’t say thanks enough for your wonderful support.

Regards,
Tibor
Head of Operation
Streembit Ltd

Aug 20, 2021
Subverse - admin


Let’s get the big news out of the way first and the reason you’re all here – when the hell is Elaisha releasing?

I’m here to tell you we’re aiming to release the next update in early October! This update will contain all the features I talked about in the last blog, including the 50+ Pandora scenes, Cinematics, Elaisha waifu, the Kloi faction and a ton of new planets.

I completely understand the frustration of some players that it took us 6 months to release this update. Obviously going forward, this kind of pace is not going to be acceptable for future content update releases. We want to be releasing these at 3-4 month increments not 6 month increments. We have high expectations of ourselves internally, and I know you guys have high expectations as well so I want to make sure everyone understands that we are not getting complacent.

The good news is that the new animators have integrated really well into our workflow and they’re already powering through the update after Elaisha’s! The software side is more complicated – integrating new remote working developers into a behemoth of a project like this in the middle of production has proven to be a challenge, but we have brought a new project manager on board to assist with the process. Combined with our redoubled recruitment effort via agencies, this will help us increase the speed of production for the next major update after Ela as it’s both lighter in features and shorter in length. Our lead developer is also off on paternity leave for the birth of their first child (congratulations to them!), so we’ve had our fair share of unavoidable delays.



THREE STRIKE SYSTEM

I understand there have been some concerns about the difficulty of some upcoming missions, most notably the Battletoads style SHMUP map. In order to help out some of the casual players, we’ve installed a three-strike-system into the missions which means that you can skip the level if you’ve died three times on it. This method helps out our balancing workload, since we can maintain an entertaining level of difficulty while still giving a get-out-of-jail card for some of the players who are not experienced in SHMUPs. Looking forward to seeing how many of you guys end up using it! (but really, that level is not as hard as people are meme’ing it to be)



TRISHA AND JAWZ

We’ve got two new mantics to discover in this update! The enigmatic test-tube baby known only as “Trisha” is a robust front-liner with a new transformation mechanic that lets you switch up your tactics on the fly. We want to begin introducing a bit more tactical depth to the combat this time around, so I can’t wait to see how you guys end up using this mean step-child. Also, obligatory dick pic:



Jawz is what happens when Lily splices the DNA of an extinct animal from Earth with some freaky Prodigium alien DNA. He uses a life-stealing mechanic in grid combat, and is perfect for assassinating your enemies’ squishies. Use him to turn the tide of battle by taking out a key target. Here’s the good doctor testing out its capabilities before battle. Does it check out?



DIRECTIONAL DAMAGE AND EXPLOSIONS

We’ve implemented directional damage in Grid Combat which will add some more tactical depth to the system – the beta testers will soon get their hands on it and then it’ll be ready for prime-time. Surrounding enemies confers significant bonuses, but it works both ways so make sure you protect your waifus at the same time! Everyone loves explosions, so the devs have added some hazardous barrels that you can use to your advantage on certain maps. I don’t know what’s inside these barrels but they sure as hell pack a punch. These are just the first steps towards improving grid combat, and we’re going to be incrementally roll out some features with the drop of each block, until hopefully the 1.0 version of grid combat becomes something we can be really proud of.



GOG RELEASE

And last but not least, I’m delighted to announce that we are finally partnering with GOG to bring Subverse onto their platform along with this update! It’s amazing to see that other platforms are opening up to adult games and Subverse having a positive impact on the industry. I have a deep love of the Witcher games ever since I stumbled upon a second-hand copy of Witcher 1 Enhanced Edition in a store in Cardiff many years ago. I remember being blown away by The Beast quest and from then on CDPR were one of my favorite devs so I’m stoked to be part of the GOG family and so is the rest of the team. But mostly I’m happy that our fans who have been region-locked out of buying the game will finally get to experience the Prodigium galaxy! Thank you to everyone at GOG who worked with us to make this happen.



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