I'm sorry this has taken so long. Thank you so much for your patience. Here is the latest build of the Paranormal Unreal Engine 4 remake alpha. The game is still a work-in-progress. Updates will be coming more frequently (seriously), adding more scares, story, and overall improvements to the experience. This patch has been focused on expanding the scares, adding more story elements, and overall experience. Currently, this build is only available for the Windows version of the game. The Mac version of this build has had similar issues to the previous one. Once I've fixed those issues, I'll make it available alongside the Windows build. The previous build SHOULD work with both 32-bit and 64-bit versions of Windows. Today's build is 64-bit only at the moment. Windows XP isn't technically supported, but there may be workarounds that I am unaware of. (If this patch hasn't shown up for you yet, try reinstalling the game or waiting a bit and restarting Steam.) Remember, the Unreal Engine 4 remake update will be free to everyone who owns the game. These past months have been VERY busy for me. Between working hard on Paranormal, moving, having a baby, battling depression, and many other things---I've been swamped, but I'm confident this build of Paranormal is a big improvement. After reading so much commentary in the community about the frequency of updates, I've decided the most responsible and overall best thing I can do from now on is to release more frequent updates that are smaller in size. Many of you have been telling me that you'd rather have more frequent updates and I plan to deliver on that. I know my track record for update frequency is lacking, but I am working on improving this. You have all been so incredibly awesome and continue to be. Thank you so much for continuing to support Paranormal, me, and my family. I can't wait to scare you all more in future updates. I'm serious. More updates. Smaller, more focused and frequent. -------------------- Upgraded to Unreal Engine 4.18 for improved stability Added additional cutscenes Added death system (will expand in future) Added more scares (more to come still) Added rumble sound to more scares Added ability for certain scares to injure Mattel Added option in menu to disable voice recognition Added loading screen Added additional items around the property Added possibility for camera to run out of battery Added usable soccer/foot ball Added various tooltips to settings menu Balanced some scares Improved certain scares Improved coloration of foliage and landscape Improved weather effects Improved lighting Improved Level of Detail system Fixed issue with phone interaction failing to trigger Fixed issue with invisible sleeping Mattel Changed font on settings menu Changed crosshair color Changed night camera text Many other changes I haven't listed due to forgetfulness. -------------------- What still needs to be done? I have the story's plot and branches all planned out, but not implemented fully into the game yet. The game currently has a bit plot progression, but not as much as I intend there to be when it's done. This will be changed in the future. More scares. Way more scares. And more randomization, both big and small. More interaction with the environment. And most importantly, whatever feedback all of you give me will help shape the game's future. -------------------- This patch is dedicated to you. Thank you for taking the time to play this game and for putting up with the long wait times. I owe you everything. -------------------- Stay spooky. -Matt
We're releasing another update based on player feedback to make Steampunk Graveyard better and fix a few small issues.
Changes in this update include:
Added climb animation for player using ladder
Removed Jump action from Climb Up button
Switched gamepad Shoot and Jump controls
Melee weapon more useful - cut vines or hit grenades
Added more level layout variation
Fixed issue with muted music in Options
Changed end condition - destroy cannon, no need to catch balloon
Windowed Mode in Options (can still use Alt+Enter or F11 to toggle)
Default zoom much closer in (can still use -+ to change zoom)
Steampunk Graveyard is now in a complete the set bundle with one of our other games, Pirate Island Rescue, giving a 10% discount. https://store.steampowered.com/bundle/9318/
We're also making support for Linux for Steampunk Graveyard official and removing it from beta. We'll be looking to add linux support for our other titles in the near future.
Howdy folks. This large content update was supposed to be released during Halloween, but was delayed more and more due to small little things we kept adding and felt to release it as one big update.
This change log includes changes from our recent update released on 8th November 2018 too (which was a partial update of v11.19.2018)
New Characters
================== We have added 2 new 3D characters (Mana Witch and Akasha Succubus), along with quite a lot of user submissions in 2D Workshop.
2D Character Engine
====================== Long awaited 2D characters can now be used from the Workshop. Just subscribe to a 2D character in workshop and you can start using it in DME as soon as it finishes downloading (in steam).
New Redesigned UI/Menu
========================= Some might have noticed this already, but the old clunky Menu is gone. Instead, now we have a much more minimalist and simpler Menu UI, accessible by clicking the little DME icon/button on bottom right of your screen.
We will be adding more and more settings and options to configure and customize DME.
Take Screenshots
========================= The nature of our program earlier did not let us make use of Steam's Screenshot feature and as such, our users could not share screenshots directly to the Steam Community. With this update, we have created our own Screenshot pipeline and users can capture, save and share screenshots to Steam (or else where) by using the F12 key (DME must be in focus, just left click the chara or menu once)
Full Changelog
========================= -Added new characters - Mana (Witch) and Akasha (Succubus) -2D Character Engine, cross compatible with shimeji charas/animations -Redesigned and new Menu UI -SteamWorkshop2D Sync, copies all subscribed and downloaded workshop items from Steam Directory to local Directory -New Settings system, should save and persist changed settings -Fixed random crashing and minimizing when running DME -Fixed Transparency bug -Spawn last used character by default, if not available, random it -Root motion now uses settings value when spawning new character -Change MenuToggle button color automatically on hover -Menu renders above mascots -Changed Workshop Tool to use 70% screen resolution -Added 2D character size/scale change using mouse scroll when hovering -Added Menu Toggle button size change using mouse scroll when hovering -Added 2D character sprite flip using right click when hovering -Added detection for running processes and to detect if any other Steam game or particular application is running (VLC) to allow for auto disable/hide DME ** -Right Click Menu Button to hide/show mascots (both 2D/3D) -Improved Textures for Akasuki/Akane and Akasha/Hara -Added Character2D card to download more characters in 2d chara selection -Replaced MenuToggle icon image with glass area filled to allow better clickability -MenuToggle can be mouse-dragged -Added TakeScreenshot functionality and to upload to Steam Library (F12 key) -Other QOL changes and smaller problems reported past few months
** Right now, we have added functionality to detect other running Steam Games and Apps, but are not auto-disabling or hiding mascots (yet). We are still testing this feature and hope to complete it and add it by next update. We are also trying to allow a custom selection/list by user to choose programs/games which should be detected to hide/disable DME to preserve resources (while gaming or watching movie, etc.)
Talk to Strangers is based / inspired / spiritual successor to another game called "Don't Talk to Strangers". "Don't Talk" was made during the Stencyl Game Jam 2016 and we were impressed by the positive feedback from the players. Inspired by this positive feedback we decided to invest in the ideas and mechanics developed in it, as well as expand on those ideas!
That's how Talk to Strangers was born! But instead of playing as child knocking from door to door begging for candy, you play as a salesman trying to sell products from house to house. In fact, for those who have played Do not Talk, this new game is happening in the same city! Even with characters appearing again!
Talk to Strangers is also the first Post Mortem Pixels game made in conjunction with other artists / designers: Luis Felipe Garrocho (design, writing and original idea), Ricardo Tokumoto (Art Direction and Pixel art), Daniel Pinheiro Lima (Pixel art, animation and writing). In addition to the songs of Rafael Assunção, who created the NEXT JUMP OST! :)
If you have any questions about the game, just ask! Thank you!
We have just launched the latest OOTP 19 update (version 19.9.117). which adds many new features to Perfect Team!
Here is the changelist, compared to version 19.9.115: - Perfect Team: Completed implementation of PT Universe screen (Main Menu) - Perfect Team: Added PT Community screen (Main Menu) - Perfect Team: Added a notification when the simulation is complete (can be disabled in PT home screen, profile & settings tab) - Perfect Team: Added new achievements for snapping a losing streak and for scoring an upset win (when your team is < .450 and beats a team > .550 by 10 runs or more) - Perfect Team: Added a ballpark info tab to the team screens - Perfect Team: Added manager profiles (click on profile button on the title area of the team screen) - Perfect Team: Added transactions history in Market screen - Perfect Team: Added past auction stats (avg. winning bid etc) when putting a card up for auction (displayed in auction dialog) - Fixed several PT-related bugs
Right now the planned official launch date for Perfect Team is November 28, if all goes well. The public beta will end a day earlier and then everything will be reset, excluding purchased Perfect Points, which will not get lost. To learn more about the PT beta, please read this.