* Updated various buildings and models in the environment and fixed some issues with lightmaps. Also added some new surrounding buildings behind the main tower. * You now have access to a second building rooftop. This gives you an alternative quicker route for getting back to ground level from the rooftop made accessible in the previous update.
The good folks at Nyanco Channel have posted up their new video footage on GOD WARS The Complete Legend. Please check it out in our community site or Nyanco Channel https://store.steampowered.com/curator/33855818/
If you have videos or screenshots on GOD WARS, you're more than welcome to post them in our community site. We look forward to more :D !!!
Our focus for this update is to make every animal tameable and we're happy to say we've done it and we've added MORE animals to tame with great benefits to your farm!
We've updated the taming as well to include the feed the animal likes above their head, as long as you're holding one type of feed.
The arctic fox and it's love of small fish.
Foxes, Ferrets and Beetles!
We added the Foxes, Ferrets and Dung Beetles in this update! All with really great uses.
Foxes! Once tamed they'll bring you a fish a day, or just some poop...
Let's start with the Fox. The Fox can be found in the forest area and can be tamed with Small Fish. You need to pick up a Forest Animal Habitat from Roman the Blueprint Vendor and give the fox a nice home for it to stay with you.
Once you have the fox tamed you can visit it every day to collect some fish, or some poop.
The ferrets make a great addition to any farm. They'll collect feathers, furs, eggs and more every day for you!
Next up, the Ferrets! The Ferrets are something Kristina, our designer, really wanted to add since she grew up with them. Simply purchase the Ferret Habitat and grab some wool and you can head off to start taming these little ones.
The ferrets can be found on one of the southern islands, or in the ruins. Once you've got them tamed they'll collect all Fiber, Wool, Fur, Feathers and Eggs in the area!
Isn't this one stinking cute habitat?
Last but not least, we've added the Dung Beetles! Once you have collected 100 poop you'll be able to build a Dung Beetle Habitat (it's stinking cute!) and craft some Beetle Feed. Once you have some beetles tamed and in their habitat they'll start collecting all the poop within the area the next day!
The beetles come in tons of different colours, even rainbow!
The beetles come in 6 colour variations, and if you choose to pursue the Beetle Mania achievement and tame 100 beetles, the Legendary Beetle will have a chance to spawn! This Gold Legendary Beetle is even a mount and can be ridden around the map!
Unicorn
Rainbow Glitter Unicorn anyone?
You may remember from on of our past updates that we mentioned the Unicorn coming in and we're happy to say that day is today! Call us Unicorn-y but we went with a classic rainbow design, gold horn and ALL the glitter!
The unicorn has a 1% chance to spawn everyday, when you see the rainbow you'll know it's out there, somewhere. BUT you'll only be able to tame the unicorn when you have some Legendary Feed that you get from activating another Legendary to spawn. (Don't worry the fastest legendary to trigger is just by collecting 100 poop.)
The Unicorn, like all legendary creatures, is a little bit faster then regular mounts and a little more ... legendary.
New Animals
We added some new animals, and some variations to existing ones. Here's a little list of some of the new animals.
The new black cat!
Arctic Fox (doesn't show up every season ;) )
Black Cat (tamed with fish)
Mountain Goat (tamed with Hay)
Black Horse (Roaming the lands)
Pigs and Piglets! (Poppy's Shop)
All sheep can be tamed! (Black, White and Pink)
New Black Bear variation (tamed with Honey)
You can tame the Deer
Want another Barn or 10?
The new barns!
We've heard you want to raise more barn animals. We've added a buildable barn in this update! You'll receive the blueprint in the mail your first winter and you can start building barns to hold up to 4 animals! If you need some Hay we've also included a blueprint for a Drying Rack to turn Tall Grass into Hay.
Achievements
There are new poop achievements, all the achievements have also been added to the in game menu.
You can now keep track of your achievements progress in-game.
Twitch Integration Update
With Twitch Integration you can enable emotes to pop up above their heads!
We've updated Twitch Integration a little bit. Your chat can now type "hype" to pop some confetti (this can be disabled). Chatters also have a chance to appear as an animal in the wild.
We've also added some NPCs to the Town Hall and the Inn. When you enter your chatters will appear as those characters. Chatters can type "dance", "dab", "jump", or "fart" while they're characters in your game!
One last update, people in your chat can choose the character type they'd like to spawn as in your world when they're a customer.
Bugs Fixes and Other Info
The re-textured hippos <3
The Fish Traps don't get picked up when you harvest from them.
The Flying Carpet and Kart have been added to the Creative Mode.
There is a Storage Workstation, all "Storage Solutions" have been moved there.
There are 3 new poopy achievements.
Creative mode update: The odd buildings have been removed.
The Queue in the oven has been increased from 1 to 5.
The food item that a wild animal wants now appears above their head.
The hippo texture has been adjusted to look less piggy.
How to find the devs:
Yup you can find Dan and Kristina streaming on Twitch, taking suggestions, giving spoilers and just having fun!
Want to chat with the devs or get sweet sweet spoilers? Here are some fun links!
A HUGE Thank You to everyone that has supported us in creating Garden Paws. The community around our little game is incredible and we appreciate you all so much.
Spooky's Jump Scare Mansion: HD Renovation - StealthyMoose
Hello! We've been working on a bunch of stuff!
First off, Spooky's Dollhouse isn't ready yet - we're still plugging away at it. We're working with Akuma Kira on it and their time is split with working on updates to Lost in Vivo as well. This patch is a collection of fixes and improvements that we've been working on in the mean time. We realized we've actually done a ton of work and it's good stuff that we ought to share with you.
There were substantial enough changes to existing specimen/rooms/mechanics that we are doing a fresh new leaderboard for Endless Mode. It's called (uncreatively) Endless Summer 2019 and you can find it in the community hub.
The full patch notes contain spoilers, so read on from here if you're okay with that. Additionally Serious Sean made a video that covers most of the changes:
General Specimen Updates: - The ability to specimen reset has been removed. - Specimen who break doors down now rattle the doors before breaking them. You can also see specimen coming through the area behind the doors after the door has been broken (regardless of how physically improbable the door position might be). Also fixed some minor logic around the direction the door got kicked in. - New cool looking flow mapping shader on Specimen 7 and the boss fight for Specimen 9 - Ran a fine toothed comb over the specimen hit/hallucination effects. They were previously operating under incorrect timings and they've been restored (Specimen 8, 10, and 11 specifically) - Same as above but with all the static effects in the game. They're much more pixel perfect and scale better with different resolutions. - HUGE update on all the killscreens, went over them with a fine toothed comb to fix timing and visual issues. They also work a lot better in VR since they are now "attached" to your face so the 2D ones will play out like a movie rather than being a strange floating plane.
Specimen 3: - Specimen 3 got a behavior review, new animations, and a killscreen. Hopefully his neck won't break anymore when chasing people.
Specimen 9 / Taker Boss Fight: - Changed how Specimen 9 boss form picks attacks so if you reflect multiple fireballs at him it doesn't start a several versions of the next form. This way is also easier to maintain and/or change. - Updated the Specimen 9 boss fight screen effect visuals to be better. - Specimen 9 got an AFK killscreen that's different from the normal killscreen to hopefully clue people in on his behavior more. - Added a new Specimen 9 Boss reveal cutscene. - Updated the Specimen 9 Boss Good Ending sequence. It looks neato now.
Specimen 10: - Specimen 10's little scare in the ducts works properly again and some ambient sounds were fixed. - Updated Specimen 10's behavior. It now retains its form between rooms, when it is in parasite form it breaks doors down very quickly, however when the parasite catches you it gestates momentarily before returning to its walking form. This should make Specimen 10's mechanics more obvious to new players and make it more fair in Endless mode. - Made Specimen 10's damage overlay more efficient. A few people on lower powered computers were reporting issues with it so it now operates much faster.
Specimen 11: - Updated some of Specimen 11's area, new models for the meat in the freezer and new effects in the freezer. Fixed the mirror not "tracking" the player.
Specimen 12: - Updated Specimen 12's behavior. He now has a stamina meter much like the player, and when it charges up he yells and sprints towards you very quickly. Once his meter is expired he has to walk for a little bit before he can sprint again.
Specimen 13: - New whale in Specimen 13's area.
Mansion Changes/Updates: - Added the "Did you think it would end serious?" message back before the credits. - How rooms and specimen are loaded was changed to make it a consistent staged process, eliminating a lot of strange timing bugs that were difficult to track down. This also means that you no longer skip the fade-from-black in a room when a specimen has respawned. - How rooms generate and store their geometry has been updated so they don't re-do it every time you load a room. - Added a new set of rooms to Endless mode after room 500 that can potentially spawn that have multiple doorways that Specimen can enter through. - Updated CAT-DOS. Switched it to work like the minigame room arcade machines and returned its old secret glitchy state. - Reformatted & updated the credits. Everyone say hi to SeriousSean and Teshno in the credits. - Updates to the in game HUD, a new damage animation, and some other under the hood changes. - Doors you enter a room from no longer have a handle to signify you came from said door.
Options Changes/Updates - Updated the Options substantially with a selection indicator and a number of small fixes to make them easier to use and navigate. - Added smoothed FOV animations to the intro cutscene. - Added an option to turn VSync off and to set your target framerate. Spooky's is a really light game so if we didn't have a target framerate option it can go over 1000fps and that breaks physics. Turning VSync off can help if you feel like your mouse inputs are slightly delayed. - Added an in-game timer that shows how much time you've played a save. You can show it while you're playing via a new option in the options menu. It's still a little bit of a work in progress.
Misc Changes/Updates - The way weapons & offhands (like the flashlight & lantern) work was rewritten. Weapons now use real animations rather than being driven entirely through scripts. These changes don't have gameplay effects but are part of restructuring code to be BYOM ready. - Use camera distance fog rather than camera near plane distance fog. This removes some high-FOV exploits and generally looks better. In rooms where people relied on using FOV exploits (the big abyss rooms) the fog distance has been increased so you can still check the path in front of you. - Updates to how interactables are picked. This makes it a lot more consistent and cases like the Specimen 3 Lab key card behave more how you would expect plus removes some strange deadzones around Specimen 13's keys. - Switched to doing color grading with a look-up-table (LUT) for specimen color effects, replacing old color filter effects. This means that if Lisa & Tirsiak chase you at the same time your vision is no longer almost black. - Updated how the player moves when crawling to play the footstep noises and head bob properly. - Steam now connects after the splash video so it shouldn't make the intro stutter anymore. - Made UI Bleeps more consistent, especially in the options that were very bleep-less.
BUG FIXES: - Fixed the problem where you would lose sensitivity or button mappings for controllers if you started the game with them plugged in if they had been plugged in before. Now you should be able to plug, unplug, start the game with it plugged in, whatever your setup may be. - Made the text on the note that spawns Specimen 2 less blindingly bright - Pausing while Specimen 6 descends from or ascends to the ceiling no longer freezes/crashes the game. - The combination lock in Specimen 13's area is actually blurry if you don't have the lantern - Water footstep sounds weren't playing after exiting Specimen 13's area - White Face has been fixed. Probably. - Monster 2 has a back to the model. - Flashlight wasn't showing up in the school sections. - Doors in the lab caused a slight view jump when you used them. - Bunk bed ladders have a back side now. - Unknown Specimen 5's Specimen 1's weren't cleaned up if you died or exited to menu while they were active and they would persist through subsequent new/loaded games. - Some menus were missing English localization. - Some of Specimen 12's closet pieces were on the wrong layer and could soft lock the game/break everything. - Pressing the UI Submit button on a controller from a game over screen would instantly select new game again. - There was an incorrect navmesh in one of the hallway rooms with the railings that (non-incorporeal) Specimen would walk right through. - You could get stuck in Otto's spawn room if you had specimen off. Now you can eat the floor pizza and move on, as is intended. - Specimen 9 can no longer get you in Specimen 12's area while you're hiding. Enough people complained that we changed it. - You can't get stuck behind the doors in the white room in the ending sequence anymore.
6/25/2019 Evening Quick Fixes Pushed a quick patch with some stuff reported by the community: - Tirsiak doesn't make dark fish rooms in Endless too dark to see. - Specimen 6 no longer counts some time between room loads as time you not looking at him so he could attack you randomly in the next room rather than descending from the door. - The Spec 9 boss cannot be walked through in his vulnerable form anymore. - Fixed multiple duplicate specimen using the new LUT (Tirsiak, Lisa) clearing the LUT too early when one despawned but one was still active. - Fixed a really weird navmesh on one of the ramp halls - Changed the lower bound of target fps to 30 in the options when vsync is disabled. - Fixed Monster 2's glitch effect (it had the wrong sprite). - Fixed the 3d model of the whale popping in weirdly. - Fixed a high FOV problem on Specimen 9's killscreen - Fixed you being able to pause during the Specimen 9 boss fight intro - Fixed Otto running through the door before breaking it - Fixed the material on the fish tanks losing its shininess. - Fixed white face breaking the game again if he "killed" you while a room was loading
07/08/2019 Patch - Fixed ability to open the menu & be in control of the game at the same time (which was allowing for a lot of other really weird behavior like duplicate room loads). - Fixed (a slightly different reason for) the issue where Spec 9 could come after you unexpectedly after hiding in Specimen 12's area. - Prevent you from being able to swing your weapon while hiding in Specimen 12's area. - Changed Unknown Specimen 1 (White Face)'s teleport to prevent him from teleporting directly on top of you (giving him a free hit). - Fixed some misaligned stuff that was causing floating Specimen 2 puddles in Unknown Specimen 1's second phase. - Fixed the Endless version of Monster 2's spawn room so if you skip spawning him or his sequence doesn't finish he still chases you as normal. - Changed some of Endless Monster 2's logic so that he has a short cooldown between teleports - reducing the chance he gets a free hit on you if you have to walk close to the spawn door. - Replaced the "50/50 Room" with an Endless-specific version that has a short hallway to make it less fatal. - Now your Endless score is written when you save so the leaderboards should be easier to track your progress on.
07/22/2019 Patch - "No Escape" text in endless is back when you're being chased (it was a text bug - the button still didn't work) - VR menu un-broken in options - Spec 9 Boss fireballs do damage again
Good luck out there all you fleshy live ones! :spookycloseup:
Thanks for all your support towards Stay Silent Early Access version! We have fixed several bugs occurred during the launch time.
1. Fixed a problem that players could not continue tutorial due to an error on friends' profile photo display. 2. Fixed a problem that grenades could not detonate in certain circumstances. 3. Codes optimized. The error reports are decreased.
Thank you again for all of your suggestions! If you are facing any problem when playing the game, or have anything that would like to share with us, please feel free to leave your comments in Steam community, or in our official Discord channel: