Dec 18, 2021
Subverse - admin
Hello folks!

Happy holidays from everyone at the team, and to celebrate I will continue with the new dev diary format where you get to hear directly from them! So let’s hear what these distinguished perverts have to say about their daily struggle of working on titties and ass for a living.

ANIMATION

Moneyshot

As part of my research on how to further improve handholding content and give the player more contextual and interactive introductions to our characters, I have been retrofitting some smut to test the waters.

I’ve also made a simple 360 viewable loop and hoping it is something you, the players, want to see more of. Since these would take more time than our usual scenes it is something we'd want feedback on before committing fully to them.














Manski

Right now I'm assisting with lipsync, quality control and polishing our completed Pandora animations.

Lipsync for Pandora is manually animated, as opposed to being generated by an algorithm. As usual in our process, I receive audio files containing edited voice actors' performances. I listen to the audio on loop as I animate the characters' mouths as well as their facial expressions. I find working in stages more efficient: first I animate the mouth across the timeline to open and shut according to the audio file. Then I tackle the lip corners to get basic "Ah's" and "Oh's" mouth shapes. Afterwards, I handle the upper and lower lips to further shape the mouth to fit a vowel, consonant, hiss, inhale, exhale, etc. This process is accompanied with gradual addition and polish of facial expressions. All these manual lipsync animations are also providing our programmers with valuable data to eventually develop an automated lipsync system custom designed to work with our models. This should give more variation to the interactive scenes.




Massimo Decimo Meridio

Right now I’m deep into facial animations for Pandora animations - my latest and current one is Taron with one of our large friends.

Since November I've rebuilt 2 animations, one xeno and one footjob, and both went well!
I also created from scratch a doggy style POV animation having 3 actors in the scene, Lily, Killy and Elaisha, and from what I heard, its one of the first of its kind.
I also animated the lipsyncing with the audio tracks in a couple of Taron animations this block. We are now up to 9 Taron animations in total.
So as you can see, I'm fully immersed into Pandora animations.




Yagskie

I’m still chained up in the basement creating gangbangs, so not much has changed in these last 7 years…


Mendez

I've done some re-targeting and animated a little scene idea of my own between a few of our beloved waifus.

I'm currently working on a solo scene for one of our premium Kickstarter backers. Any sword-master should be as intimate with their blade as possible, and Killi seems to have a pretty unique approach…

This is the first time that I'm doing animation for a scene this complex so I'm pulling out all the stops to make it as juicy as possible.




Brunka

Recently I've completed some animations, including a premium of Lily which you had a glimpse at during the last dev diary.
Now I am back on catgirl duty with our lovely feline waifu, Taron. As we finally received the audios from our talented Voice Actress Milly Stern, I can now focus on her facial animation. Starting with some cuddles with tentacles, and continuing with a pawjob, we are on a sacred mission to deliver to you guys even more Pandora content!




Attila von Fock

Every animation I worked on will have a starting pose, which focuses on strong posing, camera angle, and good composition. We try to find the best frame for the shot, rather than try to make it perfect at every angle, so we can create a "movie-like" game animation. This decision helps us to deliver more animation in a short time, and give them the best artistic look as possible. Once we finish the full set of these, we will research on how to expand and improve upon this system but right now we are focused on getting content out that we know we can make.



PROGRAMMING

Hungry JJ

Hello,
Today I would like to share what I have been working on recently. With each main character release usually comes a main quest space combat mission associated with that character. As you may know from a previous dev diary post, this mission will take place inside a large temple. The biggest difference between this space combat mission and everything else is that it will take place indoors as you traverse through the corridors of the ancient Temple of Defilement. The goal was to make this mission feel like no other in the game so establishing the atmosphere is important. This mission will have obstacles that trigger booby traps and or imperium reinforcements.







Prof. Bang Dev

We made a new level for a special PANDORA scene. It's much more complex than our usual scenes in the nice and cozy Captain's quarters, so I had to be a bit more creative when it came to optimization. I think I don't have to tell any one of you that video games are fake. Coming from that logic, everything in videogames is also fake, even the methods to achieving something. Insides are outsides, there's no pipe and we're all in the matrix. Keep in mind we are still prototyping, so it might not make this next release.

Now, because we wanted to have a ship flying in a tunnel, we obviously didn't want to make the actual ship move. So the only way is to make the world move, not the ship. This is nothing new obviously, most games do that, but we here need a lot of optimization to make our girls move smoothly, because we want to use the resources on them, not on the environment. We made it work by cutting the ship to parts, so we only have to render the parts that are on screen, not the whole ship; and made the inside more spacious so there is more space for the action.

For the environment, I used an inside-out cube, made it long enough to make it look like it's a tunnel, added a panning texture that gives the false sense of movement, and moved it with vertex shaders. Vertex shaders are like pixel shaders, but on the surface's vertices. So I can offset vertex positions and make a surface "move" without actually moving the object. It's precise, and as a function can be applied to different materials – they'll move at the same time, in the exact same way. With this method, I made the outside tunnel and everything in it move together, imitating the ship's movement in the tunnel.

The bricks on the walls are just particles, spawning and disappearing out of sight, moving at the same speed as the texture panner does on the wall. Moving lights on the surface of the ship are also just a material trick that is in sync with the actual directional light that lights up some parts of the ship. I also added several little touches, like moving thrusters, flickering interfaces and such to make it more believable.

But I'm sure that y'all will be very busy looking at the actual action in the scene, and I can't blame you.







Mrs. Mankrik

I have been working on creating Gallery poses from Taron's dialogue animations, and customizing physics to each of the poses. You can look forward to some floppy cat ears on her!

I've been working on interactive PANDORA elements too, like grabbing, pulling, stroking and such. For these features, we're making blend spaces, and simulating momentum with code based on the cursor's position. Basically, we're coming up with ways to implement breast-play right now, which is as fun as it sounds like.

We needed three blendspaces for the breasts. One for position offset – it includes squishing and stretching too, as the breasts move on the ribcage –, one for rotation, so they can actually move like there's a hand grabbing them –, and one for pressing and pulling.
Combining these and giving them momentum calculations was not an easy task, and as we go forward we'll have to adjust them for different situations and scenes.
We hope that you'll have at least the same amount of fun playing with them as I had developing them!



Timmeh

A lot of my recent work has been looking into giving users more control over the NSFW content, it’s also an attempt at bringing the story and the recruitment scenes together. These sorts of interactions and camera movements will need to be configured for scenes and characters individually, this does take a lot of time so unfortunately we are not likely to have interactions like this for our current scenes with the release of the next block.

HentaiKouhai

Recently, I've been working on implementing and tuning Taron's abilities. She's a melee character that moves fast, jumps around, and packs a punch with her pounces and scratches. She scales pretty hard as a fight goes on so she should be a beast on later rounds during missions, provided that she survives.

Aside from that, there were also tuning and bug fixes for all of the new units and a very special boss fight that I can’t talk about yet.





Claudine Coquine

For this block I have been working on laying out the shots and posing the characters for the cinematics.
Before the characters are animated, the shots need to be layed out and timed, and the characters posed, ready to be brought to life.
I am also going to be working on how to improve Subverse´s Dating system to make the experience more immersive for you guys.





Samantha Flowers

Hello everyone, it's been quite awhile since you've heard from me! Some of you may remember I started working on Subverse as a simple (not simple at all) casting director. For awhile now, I have since been upgraded to a sound designer and engineer, meaning I must handle both the creative and technical side of audio for the game.

This includes pulling the selects for all VO files, integrating them into our sound system engine's always expanding library (FMOD), and creating sound events where necessary in Unreal Engine.

I'm sure you're all very familiar with my home land: The visual novel scenes! The place where our VA's take center stage in the game! Not only do I set up the sound in this area, but the choice in visuals as well. (Admittedly, sometimes I make a mess and Mrs. Mankrik has to help clean it up.)

Like most technical things, talking about the setup process of it all is easily considered dull for most people, so at this point I can't help but just want to hurry and share the stellar work our cast has put forward. While they're doing the heavy lifting at the front of our sound stage, it's part of my job to make them shine as bright as possible.

I fell in love-at-first-read with Subverse's script, and I know our cast has too, because it really shows in their performance and their drive to make the characters sound organic and real.

After much demand, here is a Christmas special - the much awaited return of blooper reel!



Also here are some images from me.






ART & MODELING

WTX

With most of the mantic dicks taken care of, I spent the last few weeks focusing on some of the upcoming cinematic sets, which include establishing shots for some of the new locations we'll see in the main story.



Portsman

I'm not very good with words. These are clothes for the girls we have worked on, and there's more coming. They're still in the middle of testing and implementation. All these are subject to changes of course.




ErinTheSketchy

The Graphic Design department is on fire and on a mission to please you! We’re finally updating our interfaces and improving their elements!

I'm currently working on loads of small custom artwork for the new characters' icons and UI visual design for DEVA, grid combat, space navigation, P.A.N.D.O.R.A. and more!

So, what should you expect to see? Skill icons custom-made for the new characters, improved interface layouts and new UI elements are the essentials. A+ to everyone who spots them all!

One of those elements is the victory badges that we show after a successful encounter. The badge can be bronze, silver or gold, so we needed three different versions. I designed several iterations and the general idea was to incorporate sci-fi and epic elements to the design. I wanted the final result to have a strong and clean form while also preserving its artistic feel. The badges are made with extra care and every single light and shadow of the stars is digitally drawn to enhance the 3D feeling, even before the technical part kicks in.

As for the visual effect, we added a few shaders to the icons, so they look even more interesting. To achieve the surface shine, we even 3D modeled the badges, so the surface lights can move believably on it, even though the image is actually in 2D.

We also reused some of the hologram effects that we're using in the dialogues, giving it more of a hologram-like look. We're well on the way to elevating most of the interfaces in the game, so we hope you'll like what you see!

Space nav


Grid combat design


New icons


Bronze badge


Silver badge


Gold badge


Interns

Tibor

Following my epic failure and my colossal downfall as the international ambassador of Subverse in East Asia, as some of you might remember I was dismissed from the project lead position. As Alexander Graham Bell once said: "When one door closes, another opens". Well I am happy to report that now I am a junior Unreal Engine developer on the Subverse project.

In terms of career progression it is a rather unusual path as some of the senior developers could be my grandchildren - that’s how old I am.



But I am ready to fight for the project!



To add insult to injury, I am not only a junior developer right now, but I work as an intern. That means my salary is null. Which does make sense from a project resource standpoint as being new to Unreal Engine, exactly zero dollars per month is what I deserve at this moment in time.

Although having said that, I do have over 30 years C, C++, and a quite reasonable DirectX and OpenGL experience. So I expect to be productive in Unreal Engine relatively quickly. I have already started to experiment with a few things and coding some stuff. I am getting familiar with the C++ layer of UE and with Blueprint too. Since I love the team, I like the project, I respect very much our players who support us, I am on a personal mission to make the game better. If I make the game worse, I will be fired again and deployed as the mascot of Subverse to promote high-tech artificial vaginas of Demi on the next adult show in Tokyo. So please wish me luck with my new assignment. Then I can maybe avoid any further humiliations.

My aim is work on the following items in step one:
  • Dating system and Minigames: assist with the Dating system and several minigames. These will allow romantic, intimate but at the same time dynamic relationship building between the player and their favorite waifus. We always wanted to do those minigames as we understand there are gaps between the story, the missions and the adult content. By implementing minigames the story will make more sense and we will be able to contextualize many adult scenes.
  • Review and re-assess the reward system and the replayable missions. We understand there are design issues with the rewards and there is a room for improvement in the replayable missions.
  • Research the possibility of implementing a reputation system (copyright Halfpint ). This system is in an early brainstorming design phase, but I expect quick progress in the implementation phase once we agree on a solid, robust and scalable design concept.
  • Work on cutscene loading using some proprietary, new codecs to mitigate the video scattering issue
We are at 0.3 and I am genuinely convinced that we will have a really fun, high quality and enjoyable game once we deliver Subverse 1.0.

I wish you all a happy and peaceful holiday season, and I hope you all can stay safe from this new Omicron virus.




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

May your holidays be full of warmth and cheer! Wishing you a new year full of peace and joy!

Fare thee well!

Bis bald,
Till Eulenspiegel

Subverse - HungryJJ
Bug Fixes
  • Fixed issue where receiving a bronze rank while playing a Space or Grid Combat mission would result in no experience or items dropping even though they would display on the endscreen.
  • Fixed issue if the user was due for a trophy to drop based on a character’s specified level on the endscreen but could not or did not transition to the next game section they would see an additional trophy added to their inventory-if the action was repeated there could be several. The user would not actually be able to have multiple trophies of the same kind on the wall, only see them in inventory multiple times.

Save Patches Applied
  • If a user is stuck on the Killi key fetch quest due to keys that did not drop, the missing keys will be added to the save file. Note: When continuing the game, anything that causes a gameplay event will trigger the next section pending that you were supposed to encounter next. Therefore, clicking the interact button on a planet, an interactable on board the Mary Celeste etc will cause the intended transition to progress to the next section.
  • Adds missing catalyst to create mantic if it did not drop.
  • Adds completed sections rank to save file if missing.
  • Removes excess trophy icons in inventory.

Notes
As stated in the bug fix section, the bronze medal bug caused several issues. Here is a list of the following areas that would have been affected; XP, Devotion, Pooter Points, Mantic XP and giftable items dropping. If you received a bronze rank from an initial playthrough of a mission (meaning not played again from the captain’s quarters) post the feature update, there is a chance you were affected by the bronze bug. Due to this, there are a couple of options to remedy the situation:

1) With each game update, a backup save file should have been created. If the file was created successfully and you still have it, it can be found here.

C:\Users\[Username]\AppData\Local\Subverse\Saved\SaveGames\
Example Save Game Slot 1-Backup-Dec 2 2021 1_55_03 PM-Version_ 0.3.0.sav
(Look for 0.3.0 as this was the save prior to where the bug was introduced on 0.3.2)

Backup any existing saves and make a copy of the save file associated with the 0.3.0 version and remove everything after the slot number so that you can restore your save prior to the update if you made progress. As a side note, you can change the numeric value from 1-3 as there are 3 defined slots in the game as of now and this will allow you to overwrite the correct one.

Example - Save Game Slot 1.sav

2) If the first option is not feasible, we will be providing save files for various points of the game so you are ready to go for the Taron’s block (which is next). These can be used if you notice that you are missing resources to unlock all the content or you would rather start from one of these points. You can place the save file here:

C:\Users\[Username]\AppData\Local\Subverse\Saved\SaveGames\

The saves will be provided in the bug-report section of the StudioFow discord channel.

If you feel you didn’t miss anything, you can simply resume playing the game.
Our ultimate goal is to of course ensure that everyone who owns the game gets to experience it without issues. We always aim to maintain the integrity of progress, but the risk of these kinds of things happening is a reality of Early Access as we tweak and add new features on the way to a 1.0 release. Our sincere apologies to anyone that was inconvenienced, and we will be extra vigilant in the future to spot these potential bugs. Thank you for your continued support!
Dec 2, 2021
Subverse - admin
Good tidings to all of our Subverse fans around the globe. It is once again your good friend Till here to provide some answers to some of the most frequently asked questions regarding the development of our very special space-titty project.

Q: What is the state of the Taron update and when can we expect a release?
Sent from user Sprite

A: As previously announced, our goal is to increase the production of the game to the point where you have a new block of content every 3-4 months with a level of quality that such distinguished perverts as our customers deserve. We are happy to announce we are very confident we will hit that goal with Taron’s release!

Q: Can you provide some clarification regarding what is happening with localization? Has work already begun on this process? What about languages other than Chinese?
Sent from many users

A: We can see there is some significant confusion over this process, so indeed - let’s clarify!

We want to be clear that we do not have an in-house localization team, so we need to rely on external support for this task. That is why we previously announced teaming up with one of the most experienced teams to provide Chinese localization.

We also have intentions to work with all of the wonderful communities that are laying the groundwork with their fantastic fan translations of the game. Community engagement helps a lot to speed things up a lot, so languages that have received support will be much easier for us to translate.

We are continuing to explore our options to deliver localization, but please note the members of our team researching this process are dedicated to a totally different part of the project than our game developers. That means, regarding localization, no time has been taken away from producing the game at all.

Also, we are committed to finishing the game first, before undertaking the challenging process of translating obscure sci-fi parody dick jokes into other languages.

Concerning other languages - here’s an alphabetical list that includes (but is not limited to) our planned localizations:

  • Chinese (Simplified)
  • Chinese (Traditional)
  • French
  • German
  • Italian
  • Polish
  • Portuguese
  • Russian
  • Spanish
As we alluded to above, if you do not see your language listed here - don’t worry! We will provide updates as our research continues and we find ways to meet the requests of all our fapping fans.

To reiterate, please rest assured we have heard your concerns about development potentially being impeded by this localization process, but due to the resource allocations that it has not changed our schedule at all.

Q: Can you explain the reasoning for the waifu release order thus far?
Sent from user VincentValen

A: What a good question! Answering this is complicated (and proper elaboration would certainly require spoilers), but here’s what I can say without the team punishing me with many lashes to my bottom (though they have unfortunately already learned such discipline has the opposite effect on me):

DEMI had to come first as she is the mainframe of the Mary Celeste and the most “bro” of all the waifus. Also, her established history with the Captain makes it so she can serve as the best introduction to his romantic interests.

And here you can see the Captain being a total bro in return by making sure her outlets get the acceptable level of maintenance:



As the “Mother of Monsters”, Lily had to come second so we could introduce manticores into the game (and thus grid combat). Since she is also one of the more, ahem, easy to please waifus, it made sense that it would take less time for the Captain to earn her…trust.

Killision was chosen to come third for two primary reasons - she was a polar opposite in terms of personality and temperament to both Lily and DEMI, providing more variety for the player early in the game. Also, her pirate treasure map quest made for a perfect match when it came to introducing the navigation system of the game.

Ela was fourth because at that point in the narrative we wanted some major lewd event of rebellion to occur that would put the Mary Celeste on the radar of the Imperium, and Celestina/Kasidora in particular. We had always planned for her galaxy-wide broadcast of “Supreme Interspecies” to be part of her recruitment quest, so it was another perfect match.

All I can say about Taron is that while her quest to retrieve a brilliantly-designed dildo from the Imperium might seem narratively simple, it is actually one of the most important in the game.

The consequences of her recruitment will completely change the stakes of the story. You will just have to wait to see why!

Q: Loving the story, characters, and lore so far. Once the game is complete with a 1.0 build will the studio explore more with this universe and characters in any other forms of media, like more doujin or StudioFOW movies?
Sent from user D-Scythe911 (N.T.)

A: That has always been the plan! We’ve already had talks about traditional Studio FOW movies that take place in the Subverse universe, or even doing more doujin in the future - though we are not announcing anything for certain now.

At the same time, we want to remind all of our fans that they can get lots of information about the Subverse universe right now in the game’s official wiki!

https://subverse.wiki/wiki/SubWiki



Our dedicated wiki team has done an amazing job with it, and even our developers and writers have been impressed with how accurate and detailed it has become. Please check it out and consider contributing if you feel like diving deep into the game and writing up lore-accurate paragraphs describing the genitals of each Subverse species.

Q: In the casting call for the Huntress, you specified wanting a non-American accent. In the end you chose to go with something neutral, basically TV-English. What led to that decision?
Sent from user Ribonizer

A: That’s an interesting question! We had an initial concept in mind for all of the characters, but sometimes auditions happen and change our minds, or changes are necessitated by other technical reasons. In this case, it was both!

When the extremely talented Aria Lynn came on board, we found that her natural voice was such a better fit for the Huntress. She embodied the character so well, and it was much easier to understand and feel the intentions behind her threats of evisceration through the modulation filter utilized by the mask of her Hydrosuit.



Artwork by Dzung Phungh Dinh

https://www.artstation.com/artwork/ykwlW3

Q: Could you provide more details about what the "next evolution of the Pandora system" will look like?
Sent from user naanbread

A: Oh, the curse of game development! So many glorious ways to defile our daughters in the pipeline, so little ability to discuss them…

All I can say regarding this is that we have heard your feedback loud and clear. The changes are already in progress, and you can expect to read more details in another Dev Diary soon.

Q: Will we be getting more scenes with multiple girls in them?
Sent from user thew0rlds

A: Yes! The more the merrier, after all.

Q: Can you include some kind of damage indication that matches physical and energy attacks to shields and armor? It’s frustrating to read every single unit’s details to correctly deal damage.
Sent from many users

A: Great news - we already have this on our radar and are implementing a change to make sure that when you launch a weaponized wad of hot manticore cum at an enemy unit, you know it will be super effective. Expect to see this update soon.

Q: Will you include more difficult, tactical battles in the future?
Sent from user Vitocast

A: Certainly, we will. There are optional encounters in the pipeline to become available as the game progresses that will be far more challenging than your typical recruitment or planet quest. They also include upgraded versions of the current enemy units. You will start seeing these battles soon.

Q: When will Johnny Sins be added to the game?
Sent from user Lord Alubambe the 3rd

A: Mr. Sins already had his chance to fuck in space. Unfortunately, his crowdfunding was not as successful as ours.



Thanks again for your support of the game! We will see you again couple of weeks later for the holiday update.

Bis bald,
Till Eulenspiegel
Subverse - HungryJJ
New Features
  • Replayable Missions (Found in the Captain’s Quarters on the tablet next to the replayable dialogue sequence archive tablet.)
Tweaks
  • Added additional log prints to game on start to help determine cause of game crashing on startup for some users.
  • Spaced out distances between planets in Syf-iliz. Was possible for the player to end up inside both interaction areas and leaving one prevents interaction with the second in Navigation.
  • Made the anomaly scanned icon on the anomaly call out label more apparent in Navigation.
  • Additional optimizations were made during this patch to assist with the blurry textures during dialogue sequences and in general throughout the game.
Bug Fixes
  • Fixed issue where ability upgrade tiers were not accurately assigned to main characters in Grid Combat.
  • Fixed issue where clicking the help prompt during dialogue sequences triggers the game to save.
  • Fixed issue where if the player attempted to abort or restart a mission just before failing a mission in Grid or Space combat, this action could result in an infinite loading screen.
  • Fixed issue if gamepad lost connection or the joystick inadvertently pushed could cause cursor to disappear during PANDORA mode or during the dialogue sequences.
  • Fixed issue where on rare occasions two waves could spawn in at once in Grid Combat (Verris Dhalan & Ryoiki).
  • Fixed issue where on rare occasions if an enemy spawned in on top of an ally the enemy would die resulting in a Fatal Error crash in Grid Combat (Verris Dhalan & Ryoiki).
  • Fixed issue where the long laser beam’s movement could travel at a much higher than intended speed towards the player during the Kloi Armada Run mission in Space Combat.
  • Partially fixed issue where objects would not render in Kloi Armada run due to drop in frame rate at specific areas in Space Combat.
  • Fixed issue where explosions on small ships would have low res textures in Space Combat.
  • Fixed issue where in some areas of the game such as Gallery, the user could not see resource values exceeding 4 digits on board Mary Celeste where resources are displayed.
  • Fixed issue where Treni in App-Veger shows wrong faction on card in Navigation.
  • Fixed issue where Staging Post XYR-78 in App-Veger shows wrong faction on card in Navigation.
  • Fixed spelling error in CODEX entry Lanncunians in Navigation.
  • Fixed lore text error in Galactic Shopper in Navigation.
  • Fixed event text error in Xana in Navigation.
  • Fixed lore text errors in Marmani in Navigation.
  • Fixed punctuation error in T-51420 in Navigation.
  • Fixed event text error in Gault-57 in Navigation.
  • Fixed lore text error in Nebulast in Navigation.
  • Fixed lore text error in Halcyonaera in Navigation.
  • Fixed event text error in Halcyonaera in Navigation.
  • Fixed lore text errors in Veris Dhalan in Navigation.
  • Fixed lore text errors in Oshry’s Diner in Navigation.
  • Fixed event text error in Aeleria in Navigation.
  • Fixed event text error in Kuriualo in Navigation.
  • Fixed text error in Archives for Killi’s Vengeance (this also fixes the text error if this section was loaded from the save slot) on board Mary Celeste.
  • Fixed text error for Killi’s pose in Gallery.
  • Fixed speech bubble text, now reads, vagometer.
Known Issues (Does not include all issues)
  • A specific sequence of skipping during the end screen can cause the continue button to not show up. Possibly when the rank medal is spinning.
  • Some users have reported that If you delete an image that was posted in Captains Quarters, it defaults to the UV placeholder image instead of updating the pictures on the wall.
  • Framerate drop can cause Marcy Celeste to shoot out of jump-gate in Navigation.
  • Bridge projector fails to update color scheme throughout Mary Celeste consistently with the addition of Hydra Nebula.
  • 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
  • Replayable Missions: Due to this being a new system, existing saves will not be able to retrieve ranks but going forward ranks will track starting with version 0.3.2. By default, existing saves prior to this patch will be issued a bronze rank next to the replayable mission selection field. Although visually the previous acquired ranks won’t be seen, all resources (bio, tek, credits) acquired on the existing save will remain intact. With that said, if you improve your rank, you will receive the difference in resource amount-capping at the max of a gold rank. So once gold is received, no additional resources will be issued if replayed. Note, save files prior to this update may provide you the opportunity to gain a bit more resources by replaying missions if you had already received the rewards from a silver or gold rank. XP, devotion & items will not be affected by this since these are consistent regardless of rank during the initial playthrough of a mission. Therefore, no additional XP, devotion or items will drop when replaying a mission.
  • Optimizations: The goal is to make some more impactful improvements on the next content release which could not be achieved on this patch.
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.
...