Alien Scumbags - monsterfingergames
Hello again,

Initially this was meant to be a small update, however it turned into something much bigger.
As always I will run down the list of improvements first, followed by the bug fixes.

Unleash Jason Moorcheese
If you play Alien Scumbags this Halloween you will able to unlock Jason straight away, this is only running until 31st of October so jump in!



Radboy mode
If you complete the game on "Taste My Boomstick" or above you will now unlock Radboy mode so you can enjoy what Alien Scumbags would look like with CGA graphics. Finishing this mode is what took the most time as I have redrawn several enemies just for that mode.



Improvements to Air Boost
You can now boost while falling making the Air Boost mechanic much more fun

Lockers are no longer safe!
I have made some fun changes for anyone playing above "I'm Fragile"/"Pussy"
If you get into the locker too late while an Alien is chasing you down they will now destroy it and eat your face, makes the experience of using lockers much more tense.



Fixes
  • Bug fix for running sfx when paused
  • Shooting through wall fix on L4
  • Fix for creating too many sparks on L12
  • Fix for L2 vending machine collision
  • Fix for L12 zombies dying randomly

Happy Halloween and I hope you have a great time with the new update.
Oct 28, 2021
First Day - BadWolf Games
IMPORTANT!
After downloading the update, old saves will not work! Therefore, you should clean the game worlds separately or reset all game progress in the settings menu!

Due to some unpleasant developments, work on this update did not go according to plan. The main problem was hard drive breakdown and loss of a lot of project data.

Also, a user showed up who received an exclusive set in a dishonest way.

ATTENTION!
Henceforth, any attempts to obtain game items by dishonest means will be tracked and suppressed! And the perpetrators will be punished!

Due to the disrupted plans and deadlines, I decided to release in this update what is already ready to give you the opportunity to adapt to some of the innovations that will be listed below.

So what's new ?!

Work on the Pioneer kit is complete!
(bonus kit for players who bought the game)
To receive the kit:
  1. Download the game update.
  2. Download the special game add-on for old players.
  3. Check if your add-on is enabled in the game add-ons section of the incentive.
  4. Start the game!


The work on the location "Suicide Island" is completed!

Moving across locations occurs through the global map.
To access the global map:
  1. Find one of the green areas located at the edges of the location.

  2. After clicking on the green area, in the pop-up window, form a detachment for travel by selecting several members of the group from among the survivors in your camp.
  3. After the group is formed, go on a journey by pressing the appropriate key.
  4. On the global map, select the desired location from the list of available ones. (at the moment there are 2 locations available, the starting location "Desert of Death" and the new location "Suicide Island")


Note!
The ability to transport resources between game locations will appear only in the next update! At the moment, the system for changing locations does not provide for the transfer of resources! Therefore, when you first move to a new location, you will have at your disposal the basic amount of food.

The character stats are almost complete!
Now you can track the status of your characters and meet some of their needs!
Keep track of your survivors' hunger, thirst, fatigue and temperature levels! Don't let them drain and overheat, or you risk losing them!
At night, the temperature in the desert is much lower, so survivors who are not busy with work or occupy a guard post can freeze! To prevent your survivors from freezing, let them bask by the fire!
Note!
During the daytime, the temperature is extremely high, any work will overheat your survivors, and being around a fire or any other source of heat can cause critical overheating!
Other stats and character needs need to be tweaked and balanced, so they'll be available in the next updates!



The work on viruses is complete!
Now you can completely control the incidence and spread of viruses among your survivors!
However, more detailed information about viruses and the consequences of infection by them will be available in the update dedicated to viruses!
At the moment, there are 3 types of viruses available, all you need to know about them now, viruses are the most evil and dangerous of all your enemies in this world!



New skill for survivors!
The "Wolf Stamina" skill has been unlocked, which increases your survivor's stamina!

Description of the characteristics of objects!
Now you can read about the characteristics of items in stock!
Lists of item characteristics will be updated in the next updates!

New shaders!
Now the appearance of game locations is even more attractive, and their loading is faster!

Extension of the LOD system!
An additional level of detail has been added to almost every game object, which should have a beneficial effect on the speed of the game on many devices!

I will be glad to receive your messages in game discussions!
Report bugs and suggest your ideas for what you would like to see in the next game updates!
Have a nice game! I'll go work on new locations and try to release the next update as soon as possible! Thank you for being with me!
The Trader - Dan
I've been coming across a lot of great VR games, and it's inspired me to think about how VR could work in The Trader. I have many ideas, most of which I would love to implement.

Let me know what you think about VR for The Trader, if there is interest in it, I will likely look further in to adding it when I have time.
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Neverout - ⚡️Gamedust_Red⚡
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Best Forklift Operator - ⚡️Gamedust_Red⚡
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Spuds Unearthed - ⚡️Gamedust_Red⚡
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Yupitergrad 🚀(Virtual Reality Adventure) - ⚡️Gamedust_Red⚡
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Punch Planet - Early Access - Sector-K Games


Version 0.7.3 is now released! Animation and Gameplay updates!


This patch brings updated animations for a number of characters and substantial gameplay balances.

Read the full detail changelog here.


Character Animations
Roy and many character animations in the game have been improved.

Turn Animations
Characters now turn when they are crossed up.


Start Distance
Decreased the distance that players start from each other, still generally out of strike range.

Push Back
Decreased push back speed factor, characters will push back slightly slower (same total distance, spread out over more frames).

Damage
Adjusted damage scaling:
  • Old: [1.0, 0.8, 0.6, 0.5, 0.4, 0.3]
  • New: [1.0, 0.85, 0.7, 0.55, 0.4, 0.3, 0.2]
Falls off slightly slower but has a greater max reduction.

Camera
Adjusted battle camera movement for less vertical movement (when characters are airborne) but while also tilting up a bit more, should be an improvement and look more smooth.

Meter
T-meter is no longer gained by a constant amount. First bar comes faster than before, second bar slightly faster, third bar slower.

Attack Translation Scale
Increased the attack translation scale value from equal push, to favoring the attacker. This is a value that determines how far to push both characters when they come in physical contact while one is in an attack. Previously set to 0.5 so that both characters are pushed the same (effectively disabled, same as normal behaviour). Set to 1.0, the non-attacking character will be pushed for the full amount and the attacker will be pushed none. Will look substantially improved using moves that have a lot of movement point-blank.

Throw Stun Invul
Increased throw stun invul from 3 to 4 frames. Characters coming out of hit / block stun, air resets, or getting up from a knockdown will have an additional frame of not being able to be thrown. Because of this, using a 4f move while being pressured should always allow the defender to defeat a throw instead of losing to it.



Resets
  • Decreased juggle value to zero - resets will always hit
  • Decreased corner push back - easier to stay in / cross under in the corner
  • Adjusted reset arc - slightly more frames higher up but harder to cross under low
ATC
  • Now moves slightly forward on use during active / followthrough, has no net movement change if fully recovers
  • Increased meter gain on success
DTC
Now moves slightly forward on use.

JTC
  • Restricted input to only MP + MK, can no longer hold a direction
  • Adjusted movement for both hop / dash versions
  • Adjusted active frame hit boxes and duration
  • Adjusted hit boxes
  • Adjusted advantage
Air Normals
Disabled lower-body hurt box during startup state of all airborne normals.

Ground Normals
Rebalanced frame advantage for many normals (DTC included) in order to significantly reduce the amount of -4, -1, +1, and +4 situations. These moments are a bit of a grey area at the moment where the advantaged player is forced to choose their fastest attack (4f attack) in order to get the punish, interrupt, frame trap, or combo. Most of these situations have been adjusted into -5, -2, +2, +5 so that 5f moves can be used more effectively and not trade as often.

Sweeps
Adjusted all sweep frame data so that when blocked, cannot have their extended followthrough frames punished by 4f moves.

Throws
  • Decreased throw range
  • Standardized leniency for DTC input on most throws
Jumps
All characters have had their jump frames reduced by one and jump arcs slightly lowered (Tyara lost 3).


Roy
  • Throw.Forward: -kd frames
  • Throw.Backward: +kd frames
  • St.LK: +pushback
  • St.MP: -pushback
  • Cr.MP: +block adv
  • Fw.MP: -pushback
  • St.MK: -hit box range, -pushback
  • Cr.MK: +startup frames
  • St.HP: +pushback
  • St.HK.Both: +super cancellable
  • St.HK.Fast: -pushback, -followthrough frames, +hit adv
  • St.HK.Charged: -recovery frames, ++block adv
  • Gunshot.All: +unique fake animations
  • Super.Gunshot: Adjusted recovery movement
  • Super.Punch: -hit box range

Cid
  • Dash.Forward: -total frames
  • Walk.Backward: -speed
  • Throw.Forward: -kd frames
  • Throw.Backward: -kd frames
  • St.LP: -hit adv, +block adv
  • St.LK: +startup frames
  • St.MP.Both: -pushback
  • St.MP.Fast: -block adv
  • St.MP.Charged: +followthrough frames, -hit adv, +block adv
  • Cr.MP.Fast: -pushback, -hit adv, -block adv
  • Cr.MP.Charged: +pushback, -hit adv
  • St.MK: -hit box range, -hit adv
  • Cr.MK: -pushback, +hit adv, -block adv
  • St.HP.Both: -pushback, -hit box height, -hit box range
  • St.HP.Fast: +hit adv
  • St.HP.Charged: +block adv, -hold frames
  • Cr.HP.Fast: -recovery frames, -hit adv, +/-block adv
  • St.HK: +hit adv, -block adv
  • KnifeRush.L: +hit adv
  • KnifeRush.M: -hit adv
  • KnifeWheel.L/M/H: -hit adv
  • KnifeWheel.EX: +hit adv

Tyara
  • Jumps: --total frames
  • St.LP: +chain->cr.lk no longer true block string
  • Cr.MP: +block adv
  • Jp.MP: -soft kd
  • St.MK: -pushback
  • St.MK.EarlyHit: +doesn't hit crouching, +hit adv, +block adv
  • St.MK.LateHit: +hit adv, +block adv
  • St.HP: -pushback, hit box broke into two
  • St.HP.EarlyHit: +doesn't hit crouching, -hit adv, -block adv
  • St.HP.LateHit: +hit adv, -block adv
  • Cr.HP.Charged: +block adv
  • Jp.HP: +animation, - hit box bottom, +knocks back
  • St.HK: -juggle value
  • HeadLopper.All: -pushback, +block adv
  • BreakYourBones.All: +active frames
  • Super.MeteorGoddess: +active frames

Dog
  • General: +abc normal chaining, -health, -damage
  • Dash.Forward: -total frames
  • Throw.Forward: -kd frames, -kd distance
  • Throw.Backward: -kd frames, -kd distance
  • Throw.Air: +kd distance
  • St.LP: --hit adv, -block adv
  • Cr.LP: -hit adv, -block adv
  • Jp.LP: +juggles
  • St.LK: -hit adv, -block adv, -hit box range
  • Cr.LK: -block adv, -hit box range
  • Jp.LK: +juggles, +/-hit box adjust
  • St.MP: -pushback, -hit adv, -block adv
  • Cr.MP: -pushback, -hit adv, -block adv
  • Jp.MP: +juggles, +/- hit box adjust
  • St.MK.FirstHit: -pushback, +hitstun, -blockstun
  • St.MK.SecondHit: -pushback, -startup frames, +hit adv, +block adv
  • Cr.MK: +move distance, +frames between hits
  • Cr.MK.FirstHit: +pushback, +hitstun, -hit box range
  • Cr.MK.SecondHit: +pushback ob, -hit box range
  • Jp.MK: -juggle value, +frames between hits
  • St.HP: +hit adv, -block adv
  • Cr.HP: --pushback, +move distance, +additional hit box, +hit adv, -block adv
  • St.HK: -juggle remove value, -corner pushback
  • Cr.HK: -startup frames, -recovery frames, +block adv
  • Jp.HK: -juggle value, +hit box top
  • PinWheel->Dive: +juggle value, +hit adv, +block adv
  • PinWheel.EX->ComboGrab: +hit box range
  • Run.EX->MidStrike: -corner pushback

Agent G
  • Dash.Forward: -total frames
  • Dash.Backward: -distance
  • Throw.Forward: -corner pushback
  • St.LP: -hit box range
  • Cr.LP: +startup frames, +hit adv
  • St.LK: -pushback, +airborne hurt boxes, +distance
  • Cr.LK: +pushback
  • St.MP: +startup frames, -pushback
  • Cr.MP: -pushback, +hit box range, -ch adv, -block adv
  • Fw.MK: -pushback, -distance, +adjust followthrough / recovery frames, -hit adv, +block adv, +hit box moves, +adjust cancel into followup
  • Fw.MK->Followup: -startup frames, -recovery frames, -hit adv, +ch adv, -block adv
  • Cr.MK: -hit adv, +block adv
  • St.HP: -pushback, -hit adv, -block adv, +hit box range
  • Cr.HP: -pushback, -hit adv, +block adv
  • St.HK: +pushback, +block adv, -hit box range, -juggle range
  • CrescentKicks.All.FirstHit: -hit box behind, -juggle height
  • CrescentKicks.All.LastHit: -juggle height
  • CrescentKicks.All: -juggle value
  • CrescentSplits.All: -pushback ob
  • CrescentSplits.H: -airborne startup frames
  • CrescentSplits.EX: --block adv
  • LunarDisc.L/M/H: -followthrough frames, -hit adv
  • LunarDisc.EX: +block adv
  • Super.Geyser: -pushback ob, -corner pushback

Maxx
  • Throw.Forward: -corner pushback, -kd distance, -recovery frames
  • Throw.Backward: +kd frames, -recovery frames, -move distance
  • St.LP: -hit box range
  • Cr.LP: -hit adv
  • St.LK: -startup frames
  • St.MP: +forces stand, +pushback, -hit adv, -block adv, -hit box range
  • Cr.MP: +followthrough frames, -hit adv, -block adv
  • Fw.MP.Hold: -frames
  • Fw.MP.Fast: +hit adv, +block adv
  • Fw.MP.Charged: +hit adv, +block adv
  • Jp.MP: +hit adv
  • St.MK: +startup frames, -pushback, -recovery frames, -hit adv, +block adv
  • Cr.MK: -pushback oh, -hit adv
  • Jp.MK: -juggle value, -juggle velocity, +changes jump arc
  • St.HP: -pushback, +recovery frames, +/-hit adv, +block adv
  • Fw.HP.Fast: +hit adv, -block adv
  • Fw.HP.Charged: -juggle velocity, +block adv
  • Jp.HP: +causes ground bounce, +juggle value, +juggle remove
  • St.HK: -pushback, +hit adv, +block adv, -juggle velocity, +juggle value
  • Cr.HK: -juggle velocity, -hit box range
  • HookSwing.All: +movebox top
  • HookSwing.L/M/H: -pushback, -hit box top, +hit box range, +followthrough movement, +juggle value, +late hitbox that extends, +hit adv, -block adv
  • HookSwing.EX: -juggle velocity
  • GAP.L/M/H: +active frames
  • HornyToad.All: -juggle velocity, -corner pushback

ARN-01D
  • Dash.Forward: +total frames
  • Dash.Backward: -distance
  • SquatKicks: -pushback ob, +hit adv, -block adv
  • St.LP: +chain into Cr.LK, -hit adv, -block adv
  • Cr.LP: +chain into Cr.LK, +hit adv, -block adv
  • Cr.LK: +chain from St.LP / Cr.LP, +hit adv
  • St.MP: -pushback, -hit adv, -block adv
  • Bw.MP: +hit adv, +block adv
  • Cr.MP: -pushback, +hit adv, -block adv
  • Cr.Bw.MP: -startup frames, -hit box range, -hit adv, -block adv
  • St.MK: +frames between hits
  • Cr.MK: -hit adv, +block adv
  • DiveBomber: +height requirement, +movement adjust, +hit adv, +block adv, +crossup, -hit box adjust
  • St.HP: -pushback, +hit adv, +block adv
  • Jp.HP: +startup frames, -active frames, -pushback, -backwards distance, -hit box range, -hit adv, -block adv
  • St.HK: +super cancellable
  • EnergyTurret.Projectile.All: -hit box behind
  • EnergyTurret.Projectile.L/M/H: +hit adv
  • EnergyTurret.Projectile.EX: +damage, -block adv
  • BatteryDischarge.All: -pushback
  • BatteryDischarge.L: ++startup frames
  • BatteryDischarge.L/M/H: +extended invul frames
  • JetPack.All: -startup frames
  • RapidTaser.All: -no dtc on block, +pushback, -hit box range, +damage
  • RapidTaser.EX: +ex armor priority
  • Super.Drive.All: +damage

Gat
  • General: -standard juggle velocity
  • Dash.Forward: -distance
  • Cr.LK: +pushback, +hit box range
  • Jp.LK: +hit adv
  • St.MP: -juggle value
  • Cr.MP: +hit adv, +block adv
  • Cr.MK: +special cancellable
  • Jp.MK: +crossup, +hit box adjust
  • St.HP: -startup frames, +hit adv, +block adv
  • Jp.HP: +juggle value
  • St.HK: -startup frames
  • Fw.HK: +new move, +airborne, +overhead, +startup cancellable into fly, +some grounded strike invul during startup
  • Cr.HK: -recovery frames -block adv
  • Jp.HK: +hit box top
  • Levitate->Punch: +hit box top / bottom, +active frames, +movebox top, -juggle velocity
  • Levitate.EX->Punch: -juggle value (-1 => adds juggle), +hit box bottom
  • Levitate->Kick: +hit box range
  • Super.Pillars: +damage
Read the full detail changelog here.


Oct 28, 2021
Super High Ball: Pinball Platformer - Poupito (Dev)
Hey everyone! Yeah still updating the game I know. While I was on holiday, got a few bug reports from users so I decided to quickly fix them so I can carry on working on what I wanted to add to the game.

There was an issue with the resetting of some assets when using the "press A to respawn" option (The thing that waits for your input after each death).
Well, this is now fixed!

I was previously saving the achievements progress with a save file "ach.sav", the game was checking if the achievement was unlocked, and if not, it was sending the unlock command to Steam. I had a few reports from a few players where achievements were not unlocking, this was probably coming from a miss connection with Steam at the moment I send the instruction, and because the achievement unlock was saved on the file, the player couldn't unlock it again.
Anyway, I am not checking this file anymore before sending the instruction to Steam, so hopefully, players having issues with achievements will not be blocked by this bug anymore.
Very difficult to test on my side, so if you still got issues, please let me know!

Have a great Friday! I'll go back to work on some new things for the game :)


Michael.
...