One more release under our belt and we can finally start seeing the light at the end of the proverbial gamedev tunnel! It comes as no secret that we have Blythe still to come, and our attention is focused solely on ensuring that her story gets the proper treatment. Most of the team is now working on the last parts of the main storyline, after which we will be able to tackle some of the more requested rebalancing and progression issues as we near version 1.0
In the meantime we want to thank you guys for the messages of support provided, your energy and passion means a great deal to the team!
ANIMATION
Moneyshot
This has been a busy month of supporting other members, not just my own. Creating the final storyboard scenes, sex animations, and rigs to get things started. I also helped on the tail-end of things with some lighting, problem solving and rendering. This week I am working on the Blythe foreplay scene that should give my physics-skillz a good challenge.
Manski
This week I've been working on cinematics as the Subverse plotline approaches its final chapters. I was asked to set up this cinematic as "bloody", "violent" and "edgy" as possible, so I threw buckets of blood, gore and destruction everywhere. Very therapeutic.
Massimo Decimo Meridio
In March, after giving a final pass to a threesome Pandora scene including our beautiful Sova, Elaisha and the Huntress, I moved directly into Blythe cinematics! After completing a very emotional scene, I am now working on a very sexy cinematic between her and the Captain! It will be a pleasure to work on such an amazing and long challenge!
Yagskie
As of this week, I'm animating a Blythe space whale request from one of the Kickstarter backers.
Mendez
Been fully focused on a TON of new Pandora scenes to help keep the horny flowing for everyone.
As of writing this I also just got started on probably the largest cutscene cinematic I've done for Subverse so far. This part is something I'm super excited about in particular and I'm working hard to make sure it's a banger!
PROGRAMMING
Hungry JJ
Hi,
This past week, post the Huntress launch, we already had our first meeting going over the next character’s storyline and gameplay events. Besides some initial game flow configurations I am actively getting Blythe ready for dinner with the Captain.
Samantha Flowers
Hello everyone,
Full speed ahead towards General Elizabeth Blythe! Can you believe she’ll have over 150 new lines of dialogue!? And that’s only counting -one character- in the main story mission, so you can imagine I have quite a busy schedule ahead of me getting everything installed into the game!
Gina Galore has always been a delight to work with; not only is she quite the chameleon in the vocal booth, but she’s always been a bundle of sunshine and positive energy every time we’ve spoken. I’m honored at the opportunity to collaborate with such a professional, and always have fun getting to edit and integrate her VO. Despite her role in Subverse being so complicated, this starving-for-revenge, rage-filled yet tactical militant, she delivers it in such a way that we sympathize and root for her even if she’s not on our side (yet). Bravo!!
ART & MODELING
WTX
This month, between a couple of VERY spoilery GC maps that I'm pretty sure I can't show, also I got to work on this cool Space Diner to be used in a future cinematic.
ErinTheSketchy
What time is it? Blythe time! Working her graphics now and, although not everything is black and crimson, badass vibes are on their way to all of us. Prepare yourselves
Tibor
The elderly foot soldier of the team reporting to the FOW army. I am here and I keep doing my part to get the game into shape. The game will be a lot better with the devotion quests, revamped progression system and more balanced grid combat. I will post a blog entry in the next 2 weeks with some tangible information. Thanks for your wonderful support, it is very much appreciated!
NEW WAIFU – HUNTRESS Face off with the #1 ranked bounty hunter in the galaxy and she just might be persuaded to join your cause - provided you are victorious!
NEW HUNTRESS NSFW SCENES The Huntress update comes with 22 new Pandora scenes for the sexy cephalopod! She is also available in Gallery mode!
NEW MANTICS - FUCKENSTEIN The big fella is finally here! Research and develop this brutish tank at your own peril!
NEW SIDEQUEST A new sidequest has been added to the game in the form of a catalyst mission for Fuckenstein
NEW ONBOARD DIALOGUES All your crewmates have new dialogue onboard the ship to reflect the latest exciting developments!
Tweaks and Improvements
Removed the DEVA skills icon from the characters panel.
Requirements for DEVA now display on the DEVA tutorial hint box when playing Grid Combat.
Locker room UI now hides unrecruited units name and description.
Bug Fixes
Fixed issue where text could cover skills descriptions when viewing the details panel from the character selection screen.
Fixed issue where Huntress could counterattack infinitely causing a soft lock.
Fixed issue where a random point light could be seen near characters on map in Grid Combat.
Fixed issue where incorrect icon was visible when visiting the anomaly Traxus in the Griffin System in Navigation.
Fixed issue with Space Combat random scenario Deep Space Leviathan where 1 small ship spawned during one of the waves.
Fixed issue with Space Combat random scenario Madame Isilda where there was a longer than usual delay before combat started.
Fixed visual bug where it was possible to see an equipable Claws when viewing DEMI’s profile in the Locker Room when onboard the Mary Celeste.
Fixed issue where Taron’s space helmet audio filter was not present on some lines during Taron’s main quest mission.
Known Issues (Does not include all issues)
Clipping issues during dialogue sections for some newly introduced characters in Fortune’s release.
Some characters' animation pose transitions are not in place yet during dialogue sections for Fortune’s release.
If multiple enemies are stunned, when it is their turn, the arrow above their head still renders even after their turn has passed in Grid Combat.
Visual bug, when a mantic reaches max level of 40 a white icon will appear the first time you enter the lab, as if there were more levels but goes away after selecting another mantic.
Mission log filter inconsistency if you filter out finished missions, then filter out on Nebula’s, the filtered Finished missions will be in the list again.
Waifus active, passive and ultimate icons do not always render in the same order from Locker room to selection screen.
Visual bug, unlockable abilities/passives not showing up or showing as locked in the Laboratory or Selection screen after the character has reached required level (some known characters Napholeon & Chodestool passed level 30).
Character upgrades based on level are not fully implemented for all characters.
Imperium’s Shocktrooper Purify status remains on character after Shocktrooper is killed.
Visual bug, if a unit has shield and armor and receives damage while the preview damage animation is happening on the health bars, there’s a chance it will show shield or armor remaining on the bar when there is not after the attack (In most cases remaining shield but in the character info it will show zero shield as intended).
Alt-Tabbing potentially can cause the game to crash, especially during areas of the game where high loads take place.
Report stating Rekall's passive can cause a softlock if an enemy counters with low health and dies from Rekall’s passive.
Low texture resolution rendering for some users during dialogue sequences throughout the game.
Some users reported odd textures when loading Ela and Taron in PANDORA and Gallery.
Framerate drop can cause Mary Celeste to shoot out of the jump-gate in Navigation.
Bridge projector fails to update the color scheme throughout Mary Celeste consistently. This will be fixed in later builds once all nebulae are unlocked.
Physics on dangling pieces such as tentacles or hair (i.e. Huntress or Killi) may clip through the character's body or rapidly vibrate during dialog sequences.
Yellow/White screen flashing artifact during space combat when using the FXAA aliasing method. Most likely due to the lens flare and or high bloom values.
On rare occasions, an 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.
Reports of performance issues on some Space Combat random scenario maps.
Animation in You’re Mine Now scene needs finalizing.
Replay icons and navigation icon concepts are a work in progress, inconsistencies are known.
Completion percentage counters in Navigation are a WIP and may have some inconsistencies.
Notes
No additional random scenarios will unlock during the Huntress storyline. Additional random scenarios will unlock with the next character's storyline.
Equipables for characters in Grid Combat are a work in progress and may not work as intended. In addition to this, we are considering moving the equipable items menu to the character selection screen where choices can be made right before battle.
Things are progressing smoothly on the next release of Subverse’s Early Access, which will feature the Huntress. Testers are currently helping us polish the two boss fights contained in this patch, and we’re going to announce the release date as soon as we feel ready.
ANIMATION
Moneyshot
Huntress foreplay on the menu!
This was a fun one to make, the dynamic switching tickles the imagination and problem solving to make it work. After the animation was done, making the lighting work for her tricky materials/shaders was really rewarding.
Other than that, I was polishing up more cinematics and the postprocessing for her chapter’s final release!
Manski
I've been working on future storyline cinematics this month, some tasks revolving around animation, others around building or lighting the scenes themselves. Aside from that, I've been doing final animation passes, lip syncing and lighting on Pandora scenes, too.
Massimo Decimo Meridio
This month has been focused on some additional Elaisha content! There are some new very exciting lesbian animations coming up too, to fill that niche. There’s also a solo sexy toy machine animation and moving into new challenging works with the cinematics for the end of the story :D
Yagskie
For this month, I'm doing some premium POV animation scenes to give some already-released girls more content. In one scene, Fortune uses Cap's pipe as a straw to drain his lifeforce.
Mendez
Been doing a lot of hard work to help boost the amount of upcoming Pandora scenes, especially for the final recruitable waifu. Can't wait to have them in the game for your viewing pleasure! It’s been a long time coming!
While we wait, here's a little peek at Taron helping out Lily's all-important research.
PROGRAMMING
Hungry JJ
Hi,
Since the last post, I have been working on several areas of the game now that the game flow of the next release is in place. I have worked on Grid Combat/Space Combat story based missions, integrating the next set of PANDORA scenes and gallery poses and existing Mary Celeste activities associated with the next character.
Samantha Flowers
Hello everyone,
This month I've been submerging my ears into the sound design for this block's batch of cinematics. Let's just say I am a big fan of where this chapter takes place!
In addition, I’ve had the honor of pulling selects for Aria Lynn’s performance for Pandora! She really wowed us with an incredible variety of titillating takes, and handled all of my direction notes tremendously. I’m super excited for all our Huntress' fans, the light at the end of the tunnel is nearly here for this beloved squid girl.
ART & MODELING
WTX
I continued working on the final batch of grid combat maps for the game. It’s really interesting to explore locations other than the usual sci-fi fare. For instance, I got to put together this vile, disgusting, repugnant alien insect hive for a particular devotion quest. It was quite fun actually.
ErinTheSketchy
Hi guys! Here we are again to share our favorite bits of our internal game-making process with you! Before every release, we always devote some time and energy to check the new content and assure that both performance and game-play balance are in place. So, this month is all about testing for me and our dedicated testers. Then, after a good first check, we also welcome our volunteer testers to join the process. We are thankful to say that they are always eager to provide their critical eye and passion for this game!
Fowchan
Hi lovelies!
I just wanted to let you know that for the Fowcade, the first thing we are aiming to get running is the Plexiglass modpack via FTB launcher! It's a little bit of a slow process in terms of setting stuff up, but I can't wait to have it available for you all to come together as a community and play! ♥
We hope that everyone had an enjoyable holiday season spent with your favorite waifu (or waifus)!
2022 was a year filled with adversity for us all, with COVID, health, family, and recruitment issues putting a lot of pressure on the production of the game.
On the plus side, we managed to make quite a bit of progress on the game and its underlying systems, but the lack of available AAA-talent willing to work on an adult title like Subverse puts a huge strain on our recruitment efforts. In 2023 we hope to power forward and finish the main storyline and then start revamping the game's core systems. The aim and commitment is to get Subverse ready to claw its way out early access.
We promise you that the team will not give up despite the challenging circumstances, and we will keep fighting and grinding to honor the support shown by those that have purchased the game.
In fact, the studio has been back at work since January 2nd and we're balls-deep into production of the next juicy chapter of the game! Check it out:
ANIMATION
Moneyshot
Hope that you guys had a great Christmas and a Happy new year!
This cold dark month has been filled with a concoction of variety as usual. Learned even more about VFX, pandora scenes and cinematics, very fun physics animations.
But the magnum opus of this month has been a very VERY VERY huge penis, doomed to end all of us and the Captain, if you are not careful.
Manski
I'm working on more animations for game combat video overlays. If there is a flair to describe the way The Huntress operates, I think of the 'Nothing Personal, Kid' meme.
Massimo Decimo Meridio
Aaah January, this wonderful month all my skills have been mostly sent to the Huntress, with a variety of new animations idealised and created from scratch!
We also have a new entry animation for Taron, with a very creative scenario, but I'll still keep all the info for this a secret so that I don't spoil anything!
The month isn't over yet, so I guess some other new surprises are yet to come!
Hope everyone had a great Christmas and thanks to all for enjoying the Fortune update!
Yagskie
Happy Lunar New Year for all our asian fans! For this month, I finished animating a project about the 2 Mantics manhandling a petite Huntress.
My next scenario was a bunch of clones of the Captain gangbanging Taron and hopefully will be done by tomorrow.
Mendez
My tasklist was more animation for Pandora, more ideas for Pandora and more work on a brand new mantics grid combat animations.
I've recently been able to get some pretty substantial upgrades to my work-space/battlestation as well, including new monitor arms, mouse and chair. I feel I've improved my animation skill a little more over the past month as well which feels pretty neat.
Full steam ahead! Hope you all had a wonderful holidays!
PROGRAMMING
Hungry JJ
Hi,
Now that Fortune’s main quest is complete, we will be moving on to the next character, Blythe! Or was it the Huntress? Anyway, like before, we will go through the process of taking the script and creating an activity diagram for the team as a guide to follow. This is always helpful for us to review quickly which events will take place and when. This includes items unlocking, quest availability, character recruitment, onboard activities and more.
Another area that I have been involved with lately is creating and assisting with some of the space related environments for the next upcoming cinematics. I enjoy doing this as it provides a change of pace from the usual development task. With each character release, the amount of assistance required on this matter varies.
Lastly, I have been reviewing some of the issues reported based on Fortune’s release to see what we can address in the next update.
Samantha Flowers
Hello everyone,
This month I've been finalizing and exporting all the necessary VO files for the next recruitment mission into FMOD. Thankfully, for once I'm ahead of schedule, so I'm even getting a head start putting all the assets together within DIS. Setting up DIS has become a guilty pleasure of mine, since it's really all about making the actors and actresses shine, and moving the story forward in a hopefully visually engaging way.
ART & MODELING
WTX
This month I got the opportunity to model my first waifu outfit, which is this sick dark armor for Killi. Bit of a challenge but I think it turned out alright, and all it cost me was my sanity. : )
ErinTheSketchy
Hello folks! New block, new fascinating characters to befriend and encounter! As always, first thing I do is their graphics and portraits before I proceed to engine side tasks, only this time I'm doing it with lots of little lights blinking around!
Bangkok ( ͡° ͜ʖ ͡°)
[SPOILERS] Due to the playtesting nature of this past month, the design - playtest - feedback - design loop took most of my time when ensuring that the Huntress Boss Fight and the PrimeMega Boss Fight met our standards and expectations. Additionally, designs for other areas of the game, including a very spicy Space Combat Mission, were either prepared for post-0.6 release or finalized.
Fowchan
Hey cuties!
This month I’ve worked on refining our Discord. A new awesome feature has been added, onboarding!
When you get invited to the server, or have friends invited to the server, they will be prompted with a quick two or three page survey asking what kind of content they are interested in, the backend will do the rest!
NEW WAIFU – FORTUNE The enigmatic Fortune reveals herself to the crew of the Mary Celeste at long last! Join Fortune as you try to complete the most high-stakes mission yet! NEW FORTUNE NSFW SCENES The Fortune update comes with 22 new Pandora scenes for the young hacker. She is also available in Gallery mode!
NEW NEBULA – GRIFFIN All of the Griffin nebula is now accessible for exploration including the Solar colony systems. Discover more about the history of humanity in this harsh galaxy.
NEW MANTICS - ITCHY & CICALO Two additional mantics have been added for players to discover and recruit to the team. Itchy is an insect-like assassin while Cicalo is the latest in hybrid organic/machine technology.
NEW FACTION – THE REQUITAL General Blythe has finally moved her pieces on the galactic board which can only mean one thing: It’s time to face off against the Requital! Take on this biomechanical terrorist organization in both grid and space combat and pit your tactical wiles against the General.
NEW SIDEQUESTS Help even more wacky characters in the Griffin nebula with various sidequests.
NEW ONBOARD DIALOGUES All your crewmates have new dialogue onboard the ship to reflect the major happenings in this chapter’s story.
Tweaks and Improvements
Optimizations made to dialogue sections by reducing how frequently the game checked for a codex drop (most problematic when fast-forwarding or skipping a dialogue sequence).
Optimizations to PANDORA scenes.
The PANDORA cards scroll-box now resets to the top when switching between characters.
Reduced emissive brightness on Scoundrel faction ships in Space Combat.
Improvements to DEVA mode logic and balance.
Grid combat balancing changes.
Health packs now scale with selected character progression in Grid Combat.
Updated Rekall’s ability “Synaptic Strike” description to inform the player that the effect is dependent on proximity to the player.
Imperium unit Golem now has the mechanical trait.
Scoundrel unit Artillery Drone now has the mechanical trait.
Reduced blank space on Trophy UI within Captain’s Quarters aboard the Mary Celeste.
Removed text stating “Right click to see details” during the date selection screen. Currently no details are available.
Gallery physics improvements.
Bug Fixes
Fixed issue where pausing the game and resuming during Sova's drinking minigame would make the mouse cursor disappear.
Fixed issue when waifu’s were in DEVA mode, they could not interact with health pickups.
Fixed issue where characters in the DEVA cocoon were vulnerable to knockback when they shouldn't, causing them to be placed on the next tile invisible in Grid Combat.
Reduced or eliminated fatal crashes when skipping or fast-forwarding during dialogue sequences.
Fixed issue where the Anti-Stun passive did not display on the character info panel in Grid Combat.
Fixed visual bug where Lamarse’s drool was rendered during the character placement phase in Grid Combat.
Fixed issue where the attack strength icon was not updated based on damage type when viewing the Laboratory or Locker room UI. Now shows the lightning bolt icon for characters who deal energy damage.
Fixed issue where Killi’s DEVA hologram rendered a white box when hovering the cursor over tiles for the move action in Grid Combat.
Fixed issue where Lamarse’s “Victimizer” passive dealt double damage if an enemy had any shield or armor in Grid Combat.
Fixed issue during Sova’s TFC match fight where the player could only rank bronze in Grid Combat.
Fixed issue where Lily’s mouth was moving when Captain was speaking during the “Current Status” dialogue option once Sova is recruited.
Updated particle timing on Pervedilo’s primary attack so it doesn’t look like two separate attacks in Grid Combat.
Known Issues (Does not include all issues)
Clipping issues during dialogue sections for some newly introduced characters in Fortune’s release.
Some characters' animation pose transitions are not in place yet during dialogue sections for Fortune’s release.
If multiple enemies are stunned, when it is their turn, the arrow above their head still renders even after their turn has passed in Grid Combat.
Visual bug, when a mantic reaches max level of 40 a white icon will appear the first time you enter the lab, as if there were more levels but goes away after selecting another mantic.
Mission log filter inconsistency if you filter out finished missions, then filter out on Nebula’s, the filtered Finished missions will be in the list again.
Waifus active, passive and ultimate icons do not always render in the same order from Locker room to selection screen.
Visual bug, unlockable abilities/passives not showing up or showing as locked in the Laboratory or Selection screen after the character has reached required level (some known characters Napholeon & Chodestool passed level 30).
Character upgrades based on level are not fully implemented for all characters.
While Fortune is in DEVA mode, the icons clip into the border.
Imperium’s Shocktrooper Purify status remains on character after Shocktrooper is killed.
Visual bug, if a unit has shield and armor and receives damage while the preview damage animation is happening on the health bars, there’s a chance it will show shield or armor remaining on the bar when there is not after the attack (In most cases remaining shield but in the character info it will show zero shield as intended).
Alt-Tabbing potentially can cause the game to crash, especially during areas of the game where high loads take place.
Report stating Rekall's passive can cause a softlock if an enemy counters with low health and dies from Rekall’s passive.
Low texture resolution rendering for some users during dialogue sequences throughout the game.
Some users reported odd textures when loading Ela and Taron in PANDORA and Gallery.
Framerate drop can cause Mary Celeste to shoot out of the jump-gate in Navigation.
Bridge projector fails to update the color scheme throughout Mary Celeste consistently. This will be fixed in later builds once all nebulae are unlocked.
Physics on dangling pieces such as tentacles or hair (i.e. Huntress or Killi) may clip through the character's body or rapidly vibrate during dialog sequences.
Yellow/White screen flashing artifact during space combat when using the FXAA aliasing method. Most likely due to the lens flare and or high bloom values.
On rare occasions, an 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.
Reports of performance issues on some Space Combat random scenario maps.
Animation in You’re Mine Now scene needs finalizing.
Replay icons and navigation icon concepts are a work in progress, inconsistencies are known.
Notes
More groundwork has been laid for the eventual implementation of the Devotion system
Equippables for characters in Grid Combat are a work in progress and may not work as intended. In addition to this, we are considering moving the equipable items menu to the character selection screen where choices can be made right before battle.
The Fortune release is now in the hands of the internal testers, who are churning out daily feedback sheets. After this process is complete, we will be ready for release. Touching on the previous update, we are setting the release date of the Fortune chapter to December 19. Originally we were targeting November but the team is still operating at less than half the manpower we started the project with. Finding new people with the level of talent required for a project of this scope before the holiday season is proving challenging, so we are rolling with what we have for now. This means delays are inevitable, and it will continue to mean delays into 2023 unless we are able to bring industry-proven talent on board. Whilst operating with a skeleton crew is not ideal, the core animation team continues to carry on the torch from the StudioFOW days, making good progress on the sex scenes and cinematics. Ultimately these long-time team members are ensuring the most important parts of the game receive loving treatment.
ANIMATION
Moneyshot
The cold darkness of November is only safe with Blythes warm embrace.
Been hopping between ending cinematics, some spacewhale Pandora scenes and helping out with some VFX shenanigans. Sometimes you get a scene that you dive deep into that claims a piece of your soul. The result is a piece of art.
Manski
At the time of this Dev Diary entry, I'm working on finishing up the videos of Fortune's Ultimate Attacks to overlay during ground combat. Her moveset implies heavy amounts of hacking.In order to convey this, the attacks involve a lot of VFX and somatic moves to perform her “spellcasting.”
Massimo Decimo Meridio
This month I had an outstanding opportunity to create an animation from scratch based on my personal taste! And here it comes a combination with the Huntress and the Captain! But I won't say too much ;)
Yagskie
For my November's animation work, I did some 2-on-2 tag team action! We are trying to use more combinations in Pandora, and this was one of them.
Mendez
I've been finishing up some proof of concept stuff and got to try my hands on in-game combat animations for one of the new mantics.
Also spending time setting up some more ideas for possible scenes whilst admiring Blythe's abs on a regular basis.
PROGRAMMING
Hungry JJ
Hi,
Lately I have been focusing on finishing up the Grid Combat Requital units and new Mantics by finalizing the characters abilities, passives and triggering VFX. In addition to this, we have entered a testing phase, so I have been working on reported bugs.
Samantha Flowers
Hello everyone,
This month I have been working on finalizing sound work on Pandora, and the new upcoming mantics, Itchy and Cicalo.
Behind the scenes I've also been compiling VO assets and laying the ground work for the main story mission's script for engine integration for a later block.
Not to be overlooked of course, I have continued working on the visuals and lighting of DIS. Yes, the bloom is getting reduced. More importantly, we can see the characters now have black outlines, similar to what you're used to seeing in Pandora.
ART & MODELING
WTX
Bit of a blast from the past, this month I got to flesh out and expand on some previously seen locations. What will happen there, stays there (but I'm sure we all will find out eventually).
ErinTheSketchy
Lights! Lights everywhere! So many little lights! Almost there though *:) The VFX for the new characters should be ready any time now and although I see lights everywhere, it was a nice experience and I might have discovered a new passion. Did I say lights?
Bangkok ( ͡° ͜ʖ ͡°)
I did a breakdown of the remaining design tasks for Subverse to get it across the finishing line. From it, I've focused on a couple of important ending boss fights that are key to the overarching story and on mechanics centered around the core gameplay. I want to continue fixing and polishing the core gameplay while still dishing out sex-related content for your viewing/playing pleasure.
Fowchan
Hello my darlings!
I have more news from the community & happiness front - we are currently looking into the much requested merch! We are targeting things like T-shirts, hoodies, posters and stickers along with partnerships with various big artists for character designs in the like. We’ll make another announcement when we get closer to launch. ♥
Tibor
Hello distinguished Subverse users. If you are interested what I am up to, I have summarized a few things in a blog post at https://tibor.blog/2022/11/30/mini-q-a/.
Without further ado, here’s what the team’s been working on during spooky season:
ANIMATION
Moneyshot
I’ve been honing my predatory skills and can see in blue, green and orange. Lighting, post process and optimizing Fortunes pandora scenes so that even the mushiest potato can witness the greatness. Enjoy!
Manski
Animation is currently one release ahead, so this month I've returned to Pandora duties, tackling scenes for the 0.7 and 0.8 updates. Going into it would spoil future content, so here's a graphical asset from the game for serious and objective consideration.
Massimo Decimo Meridio
I finished a bunch of grid combat animations during October and I moved back to Pandora to work on some future waifus!
Yagskie
For this October, I've finished a space whale sex animation! The next phase is to add some voice over before lip synching and lighting.
My next project for this month is another threesome scene of Captain, and Elaisha sex animation.
Mendez
I've been working and lurking behind the scenes experimenting and working on a few proof-of-concept things for some ideas that we're playing with. Apart from that I'm also about to get my hands dirty with in-game character animations for the grid combat game play for the first time.
I've been wanting to try my hands with fight scenes for a long time so getting to do a few combat animations is pretty exciting to me. I was tasked with Cicalo’s kit and I managed to finish it up this week.
PROGRAMMING
Hungry JJ
Hello,
Since the last update, I have been learning and working on more areas of the game. Primarily I have been focusing on character integration during story sequences, PANDORA scene integration and Grid Combat gameplay.
With the addition of 2 new mantics, 2 new GC missions, the Requital faction, sidequest characters and Fortune, I have been able to work with some members on the team more and some that I hardly cross paths with workwise. Gratefully, everyone on the team past and present have been supportive by providing documentation or scheduling a quick meeting to assist get a grasp on these new areas.
Samantha Flowers
Hello everyone, I have been hard at work re-adjusting the post processing and lighting for all the visual novel scenes from THE VERY BEGINNING of the game, all the way up to our latest upcoming update. It has been a new learning experience for me, which is great, since it feels like it's been a long time since I last learned new things about the engine! Please check out our end results. I hope this might inspire some of our players to revisit their unlocked scenes in their archive menu!
ART & MODELING
WTX
This month I worked on a couple of interactive maps, most of which will be an integral part to the devotion quests. Among them is this cool underwater scene which I had fun putting together.
ErinTheSketchy
The graphic design needs for this block are already covered, so this month I've had the opportunity to work more on testing and VFX creation while I'm getting more familiar with the back-end processes of the game development! #creatingmagic
Bangkok ( ͡° ͜ʖ ͡°)
While keeping up with the implementation of designs that revolved around a few boss fights, I worked and still working on the finalization of the Waifu-oriented devotion quests gameplay flow. I will be finalizing many of my designs in the upcoming month as I enter the final run.
Some of these designs include:
Grid and Space Combat Updates
Dating System Updates
Reputation System Updates
Fowchan
We are excited to announce the Fowcade will be returning in it’s previous glory sometime late November! We are launching with Valheim (lots of requests for this) - All other servers will be done on a popularity basis! If enough of you ask - We will do! (PVE Ark sounds fun, amirite?)
Apologies for the later than usual diary, we’ve had a tough summer with several members leaving abruptly, which put us in a rather difficult position to try and recover lost ground. These things are part and parcel of working with a software team and a project of this nature. The good news is that with production of the next chapter now in full swing again, we are working towards the game's completion as planned, and now it is time to share everyone’s hard work with you all.
ANIMATION
Moneyshot
It’s difficult to talk about what I’ve been working on this past month as most of it contains spoilers..! But there’s been a lot of lip syncing, fleshlights, semen. Learning a new skill as well.
I grow as a defiler.
Manski
This week I'm working on dating animations for the next waifu. Dating isn't really her forte so expect a lot of awkward glances and fidgeting.
Massimo Decimo Meridio
After working on various sex scenes for the past couple of months, I have been assigned to some really entertaining Grid Combat animations featuring a unit known as the Requital Commando! I'm enjoying it so much!! We also have a new upcoming girl that will melt down your eyes, but, no spoilers :P
Yagskie
FOWers! For this month, I'm almost done animating an important recruitment scene, giving our mystery girl a taste of the FOW treatment! I’ve been asked to make this one especially rough, which is my speciality!
Mendez
I've been spending these days working on a variety of things like more lip-syncing, scenebuilding, and of course some of the dirty stuff that makes up Pandora. Most of all though I've been busy blocking and animating a few cutscenes for the next couple of updates. My favorite part of the work I've been doing lately is to get the different cutscenes to hit the right emotional chords in each scene. It's just a lot of fun seeing these types of things come together. Can't wait for you all to see it in game.
Brunka
I've been hopping from one task to another lately, whether it's for a cinematic, a pandora scene, or spraying cum everywhere. All that I can say to you coomer that is reading this, is to prepare to see some badass waifus in the upcoming update.
PROGRAMMING
Hungry JJ
Hello,
Recently I have been working on the next space combat main quest mission and the new co-pilot’s attack. The mission will take place in an underground facility with some light stealth gameplay and a mini boss fight. In addition to this, I have been integrating the next set of devotion trophies and icons for the new characters throughout the game.
Samantha Flowers
Hello everyone, it's been awhile! Happy to report I have been hard at work on the soundscape of this block's cinematics, which sadly I can't go into detail due to spoilers, but I've been enjoying the variety, jumping between open blustery landscapes, and the many busy, bustling interiors.
Of course, not to be overlooked are the upcoming visual novel scenes. With the Mary Celeste crew becoming so large, it has been quite a challenge to set up and fit so many bodies with extremely varied shapes and sizes within the boundaries of our frame.
ART & MODELING
WTX
This month I got to work on a few more cool sci-fi environments and backgrounds, including this high-tec 'vault' which will be part of one of the upcoming story beats. Can't yet say what will be housed within it, but it's something to do with butts. ;^)
Portsman
We worked on getting some additional skins working, such as ones with different hair colors. I also worked on a tan lines feature for the nude meshes.
ErinTheSketchy
Now that all the essential graphics for the upcoming block are ready, I'm working on the new UI screens that will come along with the future gameplay improvements! There are a lot of things coming up and it's a challenge to avoid spoilers, so for now I want to share with you a sneak peek from the concepting process of the updated victory screen.
Bangkok ( ͡° ͜ʖ ͡°)
Till the half-point of this block, I've designed: - Two wacky new mantics. - The Requital units' ability kits that aim to bring a rather tricky set of encounters. - A challenging 1v1 Grid Combat boss fight between two of my favorite Waifus. - Three of the seven Waifu Devotion Quests that you guys can soon play once you've progressed a fair bit on their redesigned devotion meters.
Also, all Waifu Grid and Space Combat ability kits are ready for implementation, so hang in there!:)
Fowchan
Hello everyone, Fowchan here! I have a few updates for community based shenanigans!
First of all, I am currently working on getting the Fowcade back up and running! Various servers for various fun for community games! We are also looking into doing community game nights!
Second, we are currently looking into using Discords new forum system to help break some channels down further, allowing greater control of where you post your smut.
Third, we are aiming to bring a regular schedule for our v-babes! I can't share much more information then that for the moment being, but be sure to keep an eye out for more updates on our standard channels!
我们的中国客户,我们尽快会发布一个更新。谢谢您的耐心等待。
Tibor
Following a very long sick leave due to Covid and post-Covid problems the doctors gave me a green light, and I will be back on the 30th September to help the programming team. Please check out my latest blog entry at Tibor's Blog if you are interested in more team related, personal and technical information. Thanks very much for your support!
Q. How do you come up with the names of the characters?
A. These were decided very early on, even before the script as you know it had been conceived. It’s a combination of personal experiences, mixing and matching famous names/characters or simply just finding a cool name and putting a bit of a twist on it! A lot of what inspires us or amuses us personally, goes into Subverse’s thick plot load, and the names are no exception.
Q. Who’s the next waifu?
A. No spoilers just yet, but to be fair there’s not many candidates left to choose from!
Q. Are there any planned orgy scenes with the waifus?
A. In order to have the realtime scenes run smoothly, we have to adhere to some technical limitations of the engine. Through research, we’ve found that keeping the scenes to 3-4 waifus maximum is the most optimal course of action.
Q. Do you plan on adding a wider array of environments for the pandora scenes?
A. It’s low on our list of priorities at the moment as we are working hard on making sure the story and the existing scenes look as good as possible. Once we have delivered the main course, we can always go back and look at whether or not this is possible.
Q. What is the process of creating a manticore? What inspires designs? Does one person finalize designs, or is it a group effort?
A. We are inspired by interesting concept arts of creatures, that’s usually the starting point. After that, the modellers talk with the director and they try to come up with a 3D sculpt. The cocks for the mantics were very much a group effort, since we had to go through a lot of concepts and put it to a vote. The female members of the devteam were especially vocal during these challenging deliberations! We hope to share more about this very unique process in a future showcase!
Q. Will our boy Dallick get any ass at somepoint?
A. Poor Dallick, the best he can hope for is someone to sit on his face. His best days are behind him and he can’t really compete with the Captain
Q. Can Taron purr?!
A. Pet her gently and find out!
Q. Do we get to see Demi's nipples?
A. For the low low price of 4,999,999 spacebux you too can purchase the nipple addon for your commbott! Call now!
Q. Is mantic evolution still going to happen?
A. It’s low on the priority list right now
Q. Will we ever be able to replay missions?
A. As discussed in a previous dev diary it takes an insane amount of effort to make every story mission replayable. Right now our focus is on finishing the main story and this would divert resources away from that.
Q. Are you planning on expanding the breadth of tactics in Grid Combat and if so, how?
A. The answer is a resounding “yes” and there are a few ways with which we are attempting to do so. First and foremost, you must understand that we are not seeking to create a hardcore grid combat system, but rather something more simple to pick up and learn. As such, we are prototyping the following ideas;
1. Slightly elevating the complexity of the grid space within each fight, for instance introducing destructible AoE hazards, or a pseudo cover mechanic.
2. Adding equippable and consumable items to our Waifus in the hopes of increasing the options within the playstyle space.
3. Especially for the last four (4) Waifus, the designs have been thought out with utmost care to ensure that their kits bring unique flavors to Grid Combat playstyles.
4. The same goes for the latest Mantics.
5. If we have time at the end of 1.0 we would like to go back and give the older waifu kits a spit and polish as well.
Q. Will you implement any designs that increase replayability in Space Combat?
A. We are aware of the repetition space combat brings to the overarching experience. However, the progression system is not in place yet so it is magnifying the problems of repetition. Once the progression system is live we are actually thinking of a big addition that you will most definitely enjoy. Thank you for your patience!
Q. What is the design philosophy behind the Devotion Quests?
A. Above all, each Devotion Quest must be emotionally impactful, as story-wise the Devotion Quest is the final chapter of a Waifu’s story, the climactic arc of her personal journey. Due to this, we want each boss you’ll encounter during these special missions to be truly different and memorable. Each quest is tailored specifically for the waifu so a tremendous amount of work is going into them.
Q. Will we see more of the Drinking Minigame introduced with Sova's patch?
A. Yes, we are planning to have more of this in the future, with a few competitive tweaks as an extra bonus!
Q. Will there be any more minigames?
A. We'd really love to. We will need to complete the main story before we can give a definitive answer to that.
Q. Are you going to allow for in-depth scene interactivity in Pandora?
A. For everything we do we need to consider the manpower limitations and engine limitations that come with developing something of this scope. We put a lot of effort to into the Taron scene but based on the increasing scope and additional resources required we won't be pursuing any advanced interactivity for now.
Q. Why the 5 Factions in Prodigium? Were these chosen specifically for a reason?
A. We wanted the factions you encounter to be both politically important to Prodigium, as well as integral parts of the story. The Dreadfleet are a common nuisance across the galaxy, and they tied in to Killi’s storyline. Plus space pirates are just awesome, so they had to be one. The Kloi terrify even the Imperium so we wanted to showcase their military for this reason. The Imperium had to be a faction as well since they are the “big bads” of the plot and it wouldn’t make sense to never fight them. The Requital are tied in with Blythe and also a major power player in Prodigium. And of course the Fuccbotts, who admittedly have not had their time to shine yet but soon will.
Q. Can you tell us anything about how the Requital plays in grid combat?
A: For the Requital, we approached it slightly differently, with them introducing a vast array of specializations to the playfield and working tactically, in unison, as a kill-team. Do not underestimate them! They might come in low numbers, but their combined abilities can decimate the field.
Q. What is the creative process behind your boss fights?
A. First and foremost, it is all about invoking a certain sense of emotion, such as claustrophobia or sheer fear. It is also a chance for us to show you the different locations within Prodigium and the dangers they are littered with. Creatively playing around with established mechanics and introducing small, newer ones is also something that motivates us. Honestly, our systems and mechanics library have been built in such a way that they can be mixed and matched with a rather beautiful potential. We look forward to maximizing the potential with each and every update. And of course we are also huge fans of pop culture themes, so if we are given the chance to do Fifth Element memes, we will!
Q. How does the team feel working in an explicit project such as Subverse? How's the culture?
A. Culturally the core team responsible for animation and creative direction has been working together from StudioFow days. While we have added new personalities and talent to the team to allow us to deliver Subverse, we kept our healthy attitude for making sure we always deliver for the fans. Explicit content means that we have to take a different approach to some business processes, like recruitment and marketing as conventional means and channels are frequently not open to engagement with an adult themed title. This means we rely heavily on the goodwill of the fanbase and the StudioFow fans who continue to support our creations. One example of the curious ways things can be dramatic, was our US trademark application which triggered a storm with US online commentator Tim Pool! Subverse is now trademarked in the US, our biggest market.
Q. Why revamp the progression system?
A. We feel that something more streamlined will not only birth a far more rewarding experience but also allow players to embrace their preferred playstyle (Waifu). Furthermore, it will also allow the team to work more efficiently on the progression system.
Q. Will the DEVA form offer more?
A. We are looking into expanding the powerplay playstyle the DEVA form offers, whilst remaining within scope, of course.
Q. What’s the vision regarding an in-game shop?
A. We do want to put it in, it’s just a question of when. The entire endeavour is not particularly challenging from a technical standpoint, but we need to make sure that the value to effect ratio is well thought out.
Q. Will Mary Celeste join the space fight?
A. We really want to, however, if this magnificent beast is to join the fray, it would require a lot of extra work! And right now we have to put all our manpower into improving the sex and finishing the main story.
Q. Will the game go on sale during Early Access?
A. We are looking into the possibility of a sale at some point before Early Access ends!
Q. There seems to be more reports of Game crashes, should players worry about this?
A. As the game is developed and more content is added we are making more time and investment to ensure a stable codebase and that our internal testing is thorough before new updates. There are some instances which could be the cause of crashes for players even if the published build is fully reliable.
Players who have implemented mods on the game will potentially need to wait for their mod update from wherever they got it. Subverse is not officially supplying mods during early access.
file saves or pirated file saves can equally cause crashes in the software.
limitations of the players PC, which could be due to many different scenarios outside of the scope of the team.
What we are committed to is continually improve and maintain the codebase for Subverse so that it will be as reliable as possible through early access and to full release. We appreciate hearing details on bugs and issues which is certainly one of the benefits of Early Access players, which we are grateful for.
CONCLUSION OF THE SOVA ARC Sova’s recruitment storyline comes to a conclusion on planet Teatakanya, as you partake in one winner-takes-all championship bout in the Teelee Fighting Championship.
NEW SOVA NSFW SCENES New scenes have been added in Pandora for Sova containing a wide variety of fetishes, alongside a new foreplay video sequence that will play automatically as you progress through the story.
NEW NEBULA – YETI All of the Yeti nebula is now accessible for exploration. We will be updating the planets and progression system in a later patch so please treat most of these as placeholders for now.
NEW UI ADDITIONS More of the UI has been overhauled including a complete revamp of the Gallery UI, with interactive preview materials.
NEW EQUIPPABLES SYSTEM We are trialing an equippable system for grid combat, which will hopefully add some flexibility when deploying waifus. Please let us know what you think and how we should improve upon it!
DEVA MODE FOR REST OF CREW DEVA form should be unlocked for all previous waifus now (provided they reach level 20) along with some balance changes to the system.
NEW MANTICS - PERVEDILLO & LAMARSE Two additional mantics have been added for players to discover and recruit to the team.
MORE MUSIC TRACKS A few new songs have been added to Grid Combat gameplay.
Tweaks
Improvements to the lip flap system during dialogue sequences.
Updated Sova’s idle animation in the Locker Room onboard the Mary Celeste.
Added 3 new poses to the Gallery. Ela “Kloi Please”, Taron “Rawr” and Taron “Furball”.
Added explanation of Clear Input Cache under Settings/Controls tab. Primarily required between updates if there are issues with key-bindings.
Added character level visibility on the character selection screen during Grid/Space Combat.
Reduced the amount of asteroids in Huntress Fight 2 second phase.
Added wave data to random scenarios in Space Combat.
Added warning that player will embark on a long quest when starting a new waifu storyline. This currently is only applicable for Elaisha, Taron and Sova quest.
Added completion percentage counters to galaxy, nebulae and systems in Navigation. Note: This is a WIP and there are currently some inconsistencies with how they update. Some known areas are Doochi-Kabana, Tychedemus and systems where there are unknown missions or sidequest that have multiple encounters where the mission is unknown until the required one is completed.
Replaced previous controls prompt with help box in Navigation.
Sex scenes that take place during dialogue story sequences no longer play the idle pose before the sex scene. New sequence is foreplay cinematic then sex scene. Idle scene will display as before when replaying.
Redesigned gift icons for Fashionable Boots and Illegal Narcotics.
Added Socialite status effect/icon “Bitch Please”.
Texture memory optimization pass.
Bug Fixes
Fixed issue where exclamation marker was still visible after completing one section of a quest that spans more than one anomaly in Navigation.
Fixed issue with indicators not rendering in Space Combat when the larger ships spawned for the Scoundrel faction.
Fixed issue with Tibold’s ship in Grid Combat where there were broken active tiles.
Fixed issue where there was invisible blocking from lancer attacks.
Fixed issue where New Mantic tag missing for Equicox & Rekall when onboard the Mary Celeste.
Fixed some cinematics where no subtitles were rendering or displayed inconsistent text.
Fixed issue if character is talking while exiting the gifting screen, the voice can still be heard.
Fixed several issues with clipping on some PANDORA scenes.
Fixed several issues with lighting on some PANDORA scenes.
Fixed several issues with animations on some PANDORA scenes.
Fixed several issues with texture & post processing on some PANDORA scenes.
Fixed several issues with focus and framing on some PANDORA scenes.
Fixed several reported physics issues during dialogue sequences.
Fixed several inconsistencies with the text during dialogue sequences.
Known Issues (Does not include all issues)
Low texture resolution rendering for some users during dialogue sequences throughout the game.
Some users reported odd textures when loading Ela and Taron in PANDORA and Gallery.
Framerate drop can cause Mary Celeste to shoot out of the jump-gate in Navigation.
Bridge projector fails to update the color scheme throughout Mary Celeste consistently. This will be fixed in later builds once all nebulae are unlocked.
Physics on dangling pieces such as tentacles or hair (i.e. Huntress or Killi) may clip through the character's body or rapidly vibrate.
Yellow/White screen flashing artifact during space combat when using the FXAA aliasing method. Most likely due to the lens flare and or high bloom values.
On rare occasions, an 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.
Reports of performance issues on some Space Combat random scenario maps.
Animation in You’re Mine Now scene needs finalizing.
Replay icons and navigation icon concepts are a work in progress, inconsistencies are known.
Notes
Sova’s quest will resume the next time the navigation button is clicked. In the full release there won’t be a break to explore navigation.
Optimizations have been made that should help with low texture resolution during dialogue sequences. Please let us know if you have seen an improvement.
Currently equipables are associated with the completion of random scenario missions and waifu levels. If you have completed a mission that would have dropped an equipable, it will display in the locker room. Note: Once an equipable is acquired a short tutorial will play when you return to the Mary Celeste on how to equip them.