3. Assassin 40 Level Equipment set effect has been changed [Attack Speed → Skill Damage].
4. In order to avoid confusion caused by the random stats shown as examples in the dress item preview, the phrase [Options are randomly determined at the time of purchase.] has been added.
5. The Auction House fee has been reduced from 20% to 10%.
6. Highlander's [Steel Cry] skill has been modified to give a buff to all team members.
7. Improved the stats of the 1st level weapon item given after creating the character.
8. We have improved combat fighting.
More opening hours have been added [2, 8, 14, 20 → 2, 6, 8, 14, 18, 20].
3:3 [Battle Match] has been added during rotation matches.
9. Fixed the issue that the equipment grade border was not displayed in dungeons, in inventory, etc.
10. When linking an item in the chat window, it has been improved so that it can be displayed in color according to the grade.
11. Changed the item on the Ananshi to be transparent.
12. Fixed a problem where the game crashes when making a box or recipe using an item with a trading ban.
13. The achievement reward for clearing 50, 100, 200 times of Subjugation Battle has been changed from [Key of Loki] to [Chain Arts Booster].
14. Corrected a problem in which the descriptions for each class were displayed incorrectly in item descriptions in Thornwood Dungeon.
15. Improvements have been made so that the trading ban is removed from the [Intermediate Elixir] item received as a play reward.
16. When sending mail to another character within the account, the trading ban has been removed.
17. The [Death Coin] item that can be obtained when clearing the death dungeon is changed to a binding item.
18. The dice function has been added.
If you enter "/dice" in the chat window, the dice results from 0 to 99 are randomly output.
19. New content [Territory War] has been added.
You can apply through the Territory war icon at the top right.
You can apply from level 21.
Teams are randomly assigned, and the team with the opponent's flag's HP set to 0 or with more HP gauge at the end wins.
Team Red moves to Ellein Territory, and Team Blue moves to Esther Territory to attack the opponent's flag.
PVP between users is also possible, and if you die, you will be moved to the forgotten island for 20 seconds.
Check out the brand-new trailer of the game and read about improvements and enhancements of the VR version. 👇
In the Car Mechanic Simulator VR, we've added a number of mechanical improvements to the game such as the ability to manually operate tools, certain machines, and jacks to help us work on the car more efficiently. Most of the car parts have physical properties and once unscrewed we can take them in our hands just like in the real world. 🥽
The assembly and disassembly of parts have never been so accurate and fun! The sense of immersion is enhanced by being able to interact with over 300 elements in the game world, such as computers, phones, boxes, barrels, bottles, and much more. CMS VR also puts a number of maps and a race track at the player's disposal where we can test the cars we have repaired. 🚗
Fully interactive and functional locations such as a junkyard, airport, barn, multi-level garage, movie set, and car showroom give almost unlimited spaces and possibilities. CMS VR provides the player with many innovative features - hands in VR have never been so accurate and intuitive. Also, just like in the original version of the game, expect over 10+ professional tools, 40+ detailed cars, and 1000+ different parts! ⚙
Check out the brand-new trailer and add the game to your wishlist right now! ✅
I am pleased to announce that new languages are now available in the game, namely German and Spanish (Latin American). Thanks to Julia Rathjen, Manuel Solaberrieta and Pinar Kuvvetli for this incredible opportunity.
Also in this update:
Fixed the bug with the no recovery of Hunger when you take a meal;
The cost of all food products is reduced by 50-80%.
Also feel free to inform the misinterpretations in the translations.
Sir Stretchalot - The Wenches in the Well - Apple Tart Games
Hi everyone!
We just want to give a quick status update on episode 2 of Sir Stretchalot and just Apple Tart Games in general.
HOW DID EPISODE 1 GO?
We launched the first episode with no real following or marketing at all. We had 3 or so twitter followers and the game had under 50 Steam wishlists at the time.
We had never done anything to do with Hentai at all before, having only worked on normal, mainstream games. We didn't know what we were doing, if we'd done it right, and we had no clue if the first episode would be a success or not.
So we released the first episode and . . . it did really well!
We've sold just shy of 2.4k copies, and hardly anyone has refunded it which is nice. Within a day of release, a couple hundred people had wishlisted, and more keep adding it all the time. As of right now, 3.6k people have the first episode on their Steam wishlist. Our twitter following has only grown by 50 or so, but it's better than the 3 we had, and we haven't been active enough on their yet anyway.
So, the first episode did way better than we expected, all things considered.
We just want to say a massive THANK YOU to everyone who took a chance on our little game, and if you left a review, thanks for those as well. Money so we can keep making this stuff is obviously very good, but so is the motivation - and laughs - that comes from reading those reviews, 92% of which have been positive!
We wanted to wait a few weeks and see what sort of reception episode 1 of Sir Stretchalot received before we sunk time into episode 2. The first episode has now made enough that we feel confident going ahead with more games like this.
NOW FOR SOME BAD NEWS:
There's only 2 of us on the team, and the artist has decided to leave and pursue other things. There's enough profits for me to hire a new artist, which is what I'll be doing. I'm in talks with some incredibly talented artists already, and will decide on someone very soon. A close friend of mine will be coming on to help out in other areas as well.
For the art, I'm looking at to hire someone who uses a more styilized, cartoony style which I think will suit the pixel art and types of stories that I want to tell in Sir Stretchalot, so be prepared for a bit of a change of art from episode 2 onward. Later on, if things are going well and the profits are there to do so, I'll probably even make a separate version of episode 1 with re-done CG and bust artwork so it's all cohesive.
WHERE IS EPISODE 2, YOU ASK?
A for an ETA on episode 2, there isn't one yet. Sorry. With us waiting to see how things went + now having to find a new artist, I can't give a time-frame. That said, once things get rolling, it will get done very quick. The first episode really took less than a week or two once we sorted out a heap of stuff. A lot is already figured out now, which means they'll be so much quicker to create. I'm hoping to eventually be able to release 2-3 new episodes of a series per month.
Another thing: I read and save every single bit of feedback that you guys have given us about episode 1 on the forums and in your reviews. I hope to address everything - slightly too short, not enough character busts, too simple combat, and more - in future episodes. I played it really safe with episode 1, but I'll strive to keep making them more entertaining. I know I can do better next time around.
DISCORD AND PATREON
Also, there's no Apple Tart Games discord or Patreon set up as yet, but we plan to do that soon. I love the social side of game development, so chatting on discord with you guys would be great. With Patreon, I won't be setting that up until I'm absolutely sure we can deliver enough stuff to make it worthwhile. Maybe initially it will be just more for small tips for any one who wants to help support us a bit more. There'll be art sketches, and I'm also thinking we can have Patreon's names in the credits. Heck, maybe we can let you guys help name NPCs and stuff like that. Later on, maybe we could provide early releases and special episodes there as well. I'd also like to be able to have people vote on different things for upcoming episodes as well!
AND STUFF
A quick thing about the structure of Sir Stretchalot: it costs $100 USD to release a game on Steam, which they give back if you make over $1000. We thought we might just have to release new episodes as DLC to avoid this $100 fee each time. See, we weren't sure if it even would make $1000. As you can see from the numbers above, we did, so we'll likely release new eps as full games unless people really hate that.
It would be nice to have all the eps of a season under one game in your library, but then, for us it means we'll get no real exposure for each new episode on Steam. Only you guys that have episode 1 will really see the new eps as they're released and it'll make it hard for us to gain more of a following on Steam.
I think that's it for now. Sorry for really long write-up, heh. I'm a writer and I like to write, I guess + I'm also freaking excited about all this! Knowing I can make this thing actually work now thanks to you guys really makes me want to bring all these crazy ideas in my head to life!
Thanks again to everyone who bought episode 1 of Sir Stretchalot. I hope you'll be back for the next one, and many more afterwards!
Time for another look behind the scenes of Good Night, Knight. If you missed my previous devlog about the beginnings of my game, feel free to catch up HERE. Now, let’s get down to business.
PIXEL ART! I believe beautiful 16-bit pixel art is one of the most soulful art styles a game can have. It was obvious to me that I’d like to create my game based on it. Many of us grew up appreciating this style, so surely there’s also a twinge of nostalgia or something vague that just whispers in our ear: "you love it".
But why?
Of course, I picked pixel art not only for the love of it. It is a more easily accessible style to develop with when you’re a solo developer or on a small team. And it frees up more time to work on game design, procedural generation algorithms and all the stuff that makes the gameplay fun.
Besides, it’s great to watch how much your game is changing during the process of development. And you can see it perfectly by comparing old sprites with the latest ones. In pixel art every pixel matters, so even the slightest changes can make a difference.
STOP!
Game development is a process. Your project evolves. Not only because you get new ideas during it or you just want to try something different. It’s because you learn. You become better. And you need to be careful not to improve your work indefinitely. It’s tempting when you look back at the stuff you made at the beginning of the development. But you can’t work on your game eternally ;) At some point, you need to say “stop! no more adjustments!”. It’s not easy when you’re a perfectionist.
Creativity through limitations
Of course, pixel art has its limitations. It’s not realistic, there are so many things you just can’t do with this style. I know the greatest artists who use this style can do magnificent stuff. But still, you can’t make realistic facial expressions for example. BUT… the limitations of pixel art drives creativity. The more obstacles in your way, the more you have to think about how to overcome them. And it’s just great fun! As I mentioned before EVERY PIXEL MATTERS! Sometimes you want to achieve something and you just can’t. You don’t know how to do it. It doesn’t look good or just doesn’t work well. And suddenly you just rearrange some pixels, maybe you add something, maybe you delete something, and BOOM… it worked. Your brain starts to see things in those big pixels. It is amazing, but also requires a lot of creativity. And this is what I love in pixel art.
That’s it for today. I know it’s a little bit less than the last time, but I just wanted to express my interest in pixel art and explain “why the hell I chose this style”.
Currently, I’m working hard so everything tick-tick like a Swiss watch on a release of Good Night, Knight in Early Access. The launch day is coming! Don’t forget to save the date - February 16th! Nevertheless, I’m already working with my friend on the next devlog, so… stay tuned ;)