We hope you'll join us tonight at at 4pm PT/7pm ET for a drunken live stream to celebrate BoneTown's release.
D-Dub's Lead Developer, Hod, will be playing through the game, chatting about development, answering your questions, and throwing back a beer or five, possibly a bottle of whiskey, and why not champagne -- we are celebrating! -- this evening at 4pm PT/7pm ET.
Come watch, chat, play along, or ask any of those questions you've always had for the drunkest development team to actually get a game out!
Bone your way to the top, and then bone your way through the galaxy! In honor of BoneTown's release on Steam today, we are lowering the price of BoneCraft by 25%, now down to $14.99.
Wasn't 100% sure what to call this update. Even though I've made many changes, I was half tempted to call it a special edition but there's not a vast amount of new content to qualify as such. Best call it a remix for now.
Key changes
Cutscenes
- Chloe, Bella, Rupert, Sally, Jake and Sandra now have more facial expressions in story segments.
- The moon ellipse from the trailers is back in the game. Was originally removed before launch due to early game pacing issues.
- General wait time between dialogue has been cut down by 75%. Now measuring at 0.25 seconds.
- Small dialogue change in the subway and prior final boss.
- Slight extension to the subway crash.
- Screen text on Chloes thoughts after exiting the radio station.
- Small grammar fixes.
Gameplay
- New gameplay segment in the Radio Station. Be quick on the movement keys!
- Three of the side buildings in between the Church and the Hotel have been moved elsewhere. Purely to help with early game pacing.
- Some of the bigger side buildings have unlockable shortcuts back to their respective entrances, reducing instances of backtracking
- The Door Store has been completely removed, served no purpose.
- New requirement to gain entry to the Radio station. Wanted to have another ladder section.
- New requirement to gain entry to the School. Wanted to have another bed section.
- Running stamina lasts a little longer.
- Handgun damage has been reduced slightly, most enemies require one additional shot. Help encourage the player to use other weapons more.
- Added slightly more 9mm ammo early game to help compensate for reduced handgun damage.
- Added a couple of shotgun shell pickups.
- Three new enemies. Introduced in the nightclub, sewers and the first house on the way to the Hotel.
- Baby spiders now have an accompanying sound effect to warn players that they’re in the area.
- Reduced Donald and Ruperts firearm damage late game.
- Reduced the Headteachers hit points for her respective boss battle.
- Other small changes I can’t recall off the top of my head.
Music
- Music volume has been increased by 30%.
- Replaced almost all the interior music in nonstory areas, every building now has their own theme. Beforehand there used to be only one song that was played. Please note it is existing music repurposed with different speed/pitches and not new recordings.
Quick Outro
Most of the changes have been done in relation to feedback in the last few months, hopefully it’ll turn out to be a much better experience in the long run.
WARNING This new patch will likely break older saves. They may still work and just report null values, but there is a chance your client will crash. I highly recommend a new save, but you may use old saves at your own risk.
I consider supporters of the game a part of my dev team, and as such I like to give detailed patch notes. I realize this is not everyone's preference. Thankfully, a GDM Discord Mod named Digital Frost has kindly offered to write a concise list of changes for those who just want the short version. Please view the discord / patch_notes channel to see the simplified version. https://discord.gg/WfbXE4cDVA
If you are still here then lets get into it. I will attempt to not ramble.
Changes
-Fixed an issue that caused the delay target for the default design to display a 0
-Changed the color bar for the hype meter
-Fixed an issue with the archive menu showing incorrect engines after you salvaged old engines.
-I have added some different calculations to your company valuation. It will now include subsidiary assets in its calculations. I have also added a minimum to the valuation for each office that allows you to always have one use of a company program if you are not doing well in revenue.
-Fixed an issue that caused long term interest returns to display incorrectly
-Fixed an issue where visual novel was not showing as researched in the deep dive
-Added a gains for the delay to the post delay menu. It will now tell you how much you made over how many weeks, this should help give players a better idea of what there worker is currently capable of. Mind you there is some RnG on this, but its a good metric to judge delay length.
-I have changed the way topics degrade. They were causing quality loss for every game beyond 3 increasing in severity, until you couldn't use them. I have removed this affect. Instead I have added a quality increase to new topics, as well as better exp returns. This should drive players to use more topics, but allow players who just want to use 2 back and forth to do there thing.
-I have changed the check order on bankruptcy. It was previously possible to go bankrupt just as your money went into the green. This was do to the order of checks, I have now set the bankruptcy check to be the final thing that happens that month. I will be adding the ability to take a loan or sell shares when you go bankrupt in the future.
-I have added hype on sequels. Sequels when you begin them will now generate hype based on the game size and the quality of the first game. This hype comes up-to 10% on small 25% on med 50% on large, based on quality.
-I have added a minimum clamp to the milestones. No matter how slow you progress you will always get more than 0.
-Variety of spelling / typos fixes, much love to the players reporting these issues to me in discord. I really appreciate the help with this area.
-DLC has been reworked to require much less work to score high. I am still looking at reducing the weeks increase based on features, but this is WIP balance issue. I believe the new balance is better, but I feel it needs more love in the next pass.
-I have made it so that subsidiary companies you own stock in have there holdings colored green. This should make seeing which companies you are working towards at a glance much easier.
-I have fixed 5 broken milestones. I believe this should be 100% milestones working, I will be verifying after this patch with my own play through. The create 10/50 hire 3/6 experts and have 1billion in the bank were broken but now working.
-When you do special work it will no longer lock out every button. It will only lock out things you cant double up on such as contract / engine creation / house changing / game creation. The rest of the menus re now accessible at all times.
-I have added a quality increase for games with total design / tech that reach double or triple the minimum. There is now more of a reason to crank as much tech and design in as possible to get more quality towards 10/10 games.
-I have added a few more variations for terrible and good games. They are no longer just dumpster fires, there dumpster fires and some other things.
-I am no longer doing any rounding for reviews, I am instead showing the decimal value for each review, this will yield more accurate results and it looks ok. I original was rounding to whole numbers for looks, but it lead to weird averages that confused people. It is now a lot cleaner.
-I have added a new feature called "Delay Empowerment" You can now on delays empower the bubbles you will make from 1-20 for $10k per. In the late game delays could be huge, and no one wants to run a year long delay. With this feature you can easily super power your delay bubbles, and get thousands in the time you would of gotten 100s.
-I have added the ability to rename your games during each Stage HUD. Instead of being a text they are now editable text boxes, and you can at any time change the name of your game.
-I have removed accelerate time and slow time skills from the game. I plan to add fast forward by default to the game instead of using these skills. I replaced these skills with 2 all new skills. "Design Override" and "Tech Override". As the name might suggest these skills override the stage section bubble type chance Ie 90% tech etc. If you use a "Design Override" during a 90% tech chance section of a stage, you will only make design bubbles for that period of time. The same is tru for tech with the "Tech Override". Combined with other things such as crunch these skills could drastically change your balance, while respecting slider rules.
-Archive HUD rework. I have added a game dev recap to the archive HUD. You can now see what the weight was for each section / stage, as well as the amount you put into that stage, and finally a good or bad tag based on what you did. This should help new players especially to see the errors they made more clearly. I hope it helps people understand the sliders.
-E-mail System Rework. I have completely reworked the mail popups. Instead now you have a mail section in the studio commands. From here you can save / delete messages as you want as well as dismiss all messages. With this system I have also pushed almost all messages through the email system. There will be hardly any time stopping popups with the exception of new research gained, and bankruptcy messages. Everything else such as game reports, game sales, subsid sales, mile stone messages everything now goes to this new mail system. With this new system I will be re writing some stuff to be more detailed. Such as the current game feedback only tells you 3 things you did wrong even if you made 10 mistakes. We can now tell you all 10.
-Train By Doing. I believe that was a name of a mod that did this for other game dev sims. Basically as it sounds your workers will now gain stats based on the work they do. This will make getting to specialties easier, as well as require you to make less training to improve your workers. They work as follows: -Training yiels speed and focus based on the level of program -Research yields research -During game dev every 10 crits = 1% more crit gain -During game dev based on the % of workload and size of the game workers gain endurance -During game dev bubbles made by each worker are now counted. After creation you gain stats based on the game size, and the ratio of bubbles you created. smalls 15 stats / med 30 stats / large 50 stats / aaa 80 stats These are then split based on your ratio of tech and design per worker Ie. A worker who made 200 tech and 100 design would get 10 tech and 5 design from a small game.
This will now add a tangible benefit to using a specific worker for specific areas. If you plan to be a TECH based specialty you would want this worker in charge of TECH heavy stages.
That about wraps up this patch, I hope you enjoy it.
I will be running a procedural based play through after turning this patch on in an attempt to dominate that side of the leader boards while also testing. In the next patch I have a few great ideas I want to work on such as locking sliders / marketing rework / platform research rework and others. No promises, but I can promise you that I will continue to drive and improve GDM with your help. Please come share feedback / suggestions and help me create the most immersive and complex tycoon game to hit the genre.
Pigs fly again, in the return of the long-awaited Pigformation event! Now live until July 8, the Pigformation re-run has been updated with new rewards including lovable new pig forms for the Flying Red Barrel characters!
Cows!
The assault of the farm animals is further bolstered by the appearance of moo-cows! In the year of the ox, every character gets a cow kigurumi! The bovine outfits can be purchased in the shop for 80 Oranges each.
During the Pigformation event, finishing a game will give you a free cow kigurumi for the current character, or a random character if that one already has it.
Card Visual Update
Had a hard time reading some cards? You're not alone! This update has been a long time in coming, but we have now updated the card design with new high definition frames that look just a little bit snappier and more importantly, optimize the space for card descriptions! This allows an entirely new readability level for the descriptions, and we hope you'll love it just as much as we do!
In-Lobby Friend List!
We've added a cool new button to the lobby screen to invite Steam friends from directly! (Note: requires Steam overlay active to make use of).
Other version 3.6 changes
Changes:
Added a "now saving" notification whenever the game is saving data.
Removed thumbnails from the mod menu.
Dev note: it was detected that thumbnails would take a lot of memory if you had a large number of mods. As we don't have a proper solution to keep both the scrolling system & thumbnails, we decided to remove them for the time being. Thumbnails are still required when submitting your mod to the Steam Workshop, however.
Lobbies running an incompatible version of the game are now grayed out on the lobby list.
Added alternative versions of Guidance of the Weathercock in Bounty Hunt and CO-OP.
All event-exclusive fields that weren't previously available in the Shop (Icy Hideout, Ocean Dive, Sakura Smackdown, Fungus Cave, Beginner Town (Winter)) can now also be purchased in the Shop for 30.000 Stars each.
Users who for some reason have lost access to Beginner Town (Winter) but meet the conditions should now be able to unlock it.
Added a distinct card art for Invisible Bomb and Dance, Long-Eared Beasts!
Multiple instances of Scrambled Eve can now be executed in succession with a separate effect each.
Graphic improvements to improve performance for some users, and avoid potential crashes.
Pig Hearts can now be earned in single player as well.
Players can now reset camera zoom by pressing the space bar.
Clarified the description of Blazing! and Pet Snacks.
Fixes:
Fixed Guidance of the Weathercock with Dash causing 4 move dice to be rolled instead of 2.
Fixed the coordinates for the player portrait of Tomato when joining a game in progress (finally!)
Halena's achievements can now only be unlocked when playing Halena.
Fixed Teotoratta's passive being ignored while under the effect of Safe Journey.
Home Improvement now works even if the user was KO'd when the effect triggers.
Fixed a popping sound where sounds should play if the master volume is at minimum.
Fixed a scenario where discarding a norma-restricting card while holding onto Lucky Sevens caused the player to circumvent the Norma-restriction on rolling a 0.
Maynie no longer treats Bloodlust as damage to gain Rage counters from.
Fixed the text on Cook's passive in English.
Fixed the cost on the graphic of the Expansion card pack.
Arthur's Shops are now the correct color.
Fixed the roll display not showing up for RoPoChi when it rolls a 0 due to delusional numbers.
Fixed an issue where having the pause menu open while the Bounty Hunt shop menu is open would let both menus be highlighted.
Witch Hat and Palm Tree home mark icons no longer have black lines.
Halloween + Chocolate Flying Castle's cannons are now grey.
Mimyuu no longer levitates in game countdown transition.
Hello dear players of Serial Cleaner, I hope my message finds you well!
June's upon us and as the series of industry events we'll participate in is getting closer, we're also pleased to let you know that we're receiving more and more support from platforms holders, because, as you may know, Serial Cleaners, the sequel to Serial Cleaner is a multiplatform title, ready to launch by the end of 2021.
While the assets for events such as Guerrilla Collective 2 are being baked, we encourage you to read a blog post, dedicated to the specific area of the game's design: inspirations and research we've done to better understand all the shades and layers of the 90s'.
The blog bost goes in-depth on the very idea behind Draw Distance’s sequel to Serial Cleaner. It takes a look back at the 90s', talking how we came to the conclusion that it's a perfect setting for Serial Cleaners[/b and how the 90s' are not always as we remember them. If you feel intrigued, please go through the blog post HERE.
As always, you're more than welcome to take a look at Serial Cleaners! The sequel lets you re-live Bob's and three other cleaners' memories from disturbing New York City in the 90s'!
Also, please join our Discord channel, where you can talk directly with Serial Cleaners' and Serial Cleaner's developers.
Hello dear followers of Serial Cleaners, I hope my message finds you well!
June's upon us and as the series of industry events we'll participate in is getting closer, we're also pleased to let you know that we're receiving more and more support from platforms holders, because, as you may know, Serial Cleaners is a multiplatform title, ready to launch by the end of 2021.
While the assets for events such as Guerrilla Collective 2 are being baked, we encourage you to read a blog post, dedicated to the specific area of the game's design: inspirations and research we've done to better understand all the shades and layers of the 90s'.
The blog bost goes in-depth on the very idea behind Draw Distance’s sequel to Serial Cleaner. It takes a look back at the 90s', talking how we came to the conclusion that it's a perfect setting for Serial Cleaners[/b and how the 90s' are not always as we remember them. If you feel intrigued, please go through the blog post HERE.
As always, you're more than welcome to take a look at Serial Cleaners' predecessor: Serial Cleaner! Our first game lets you explore Bob's beginnings on the US West Coast in the 70s'!
Also, please join our Discord channel, where you can talk directly with Serial Cleaners' and Serial Cleaner's developers.