Quick overview of game additions, bug fixes, and improvements:
Snake! The game now has snakes, so watch your step! they are indeed aggressive towards gnomes.
Hedgehog! Not only new evil, because we now have friendly hedgehogs walking around!
Day Night Cycle works properly now, it sometimes got stuck at midday, works well now.
Crafting and buying has been made a bit more accessible by making some things cheaper to buy, and they now require a less high level to be bought/crafted.
A few animations have been improved, more will be improved throughout Early Access.
The strange black patch on the main characters back has been removed, and some of its textures have also been improved.
The game has had further optimization and will continue to be optimized throughout its Early Access stage.
Some gnome foods and items in some of the gnomes houses where not responding when E was being pressed on them, now fixed.
Some in-game messages have been made to appear when nearer to the object, to make clearer what object the message is revering to.
Ravenwoud has seen more optimization and will receive more in future updates.
Falling stars have been made to fall a little less frequent.
Some tutorial messages have been improved and made more clear to understand.
Some parts of human buildings didn't have proper hitboxes or collision, also fixed.
The remaining bugs and improvements are currently being worked on and should soon be fixed in update 0.1.3
If any of the above mentioned bugs did still appear for you, after updating the game, please let me know and I will find out what is going on and fix them. If you find any other bugs be sure to let me know!
Happy Halloween, everybody. What a day to bring you another juicy update, right? Buckle up, it’s going to be one hell of a ride!
Meet Percy and Blake, our new heroes!
All Hallows Eve is getting brighter and sexier as our new friends decide to hang out at the local fair. Percy is a very curious person indeed, so how can Blake say no to him? He’s here to win a nice souvenir for his beloved, and he’s also here to pleasure him when there’s nobody to see their naughty behaviour.
But is it so?
There’s something lurking deep in the Room of Fear. Blake dismisses all the weird sounds, surely, it’s but a recording. But Percy is scared. And horny for some reason. He’s a bit scorny, if you will, and his ass is just asking for it.
After all, it’s all just a game for two, our friends think, nothing bad ever happens on the carnival, look, even chthonic creatures are nice and helpful, and, by the way, this hypno-puppet seems fun, too! Here, have some more sketches from the early development stage:
Thank you for your support! I’m so happy to see you guys enjoying our games and leaving your feedback and fan arts. We do our best to improve your experience, that’s why we keep you updated on almost every milestone. Leave your suggestions in Community Hub, talk to us on Discord and Twitter, and don’t forget to add Furry Shades Of Gay 2 to your wishlist!
changelog: -firewood depot now spawns with filled stacks of firewood by default, it can be refilled by unloading logs, cordwood, lumber and beams on it's delivery platform
The update comes with many changes and fixes. Thank you everybody for your feedback! I will keep improving the game <3
Oh! I also enabled the Global Drop Rate Buff +50% for 5 days!
Have fun!
NEW - Halloween Event! - Added Particle Set Pins on the stuff that reset on Seasoning - Added an overlay detection on the shop to hide the processing screen and notify when the overlay is disabled - Added a button to preview Slime spawn alert sound - Saving Text screen after clicking YES to quit the game - Added tooltips with the material name on each craft - Now you can see Leaders stats in its info screen - Added info on the Help Pina bout the small T and formation levels - Clicking the Derium amount on the Black Market will update the amount. 10 min cooldown - Added 1440x900 resolution (also experimental)
CHANGES - Now leaders will drop special pins - Removed 6 month saves info text from the Shop and Options menus - Removed logarithmic graph for tuned stats - Removed the -1 on (level-1) in Pins dmg formula - Improved daily rewards, daily max increased from 600 to 1,000 - Daily login streak will never be lost - Updated Checkin screen Derium rewards - Removed Achievements and Tower Leaderboards - Improved Season menu Souls and Cells information - Enemy names will show the zone number and format changed to [zone-mob# name] - Season points per fuse decreased from 5 to 3 - Season points per craft increased from 10 to 20 - Season points per tune increased from 10 to 20 - Season points per kills increased from 0.01 to 0.02 - Season points per material increased from 0.003 to 0.004 - Buffed first Leaders drop table, now they drop more special Pins and from lower levels - You cannot dismantle Pins for cells anymore when you already have the cap
FIXES - Fixed material ????? tooltip when the amount is 0 after getting some - Fixed Live Stream achievement from Steam - RCap text updates after using a code - Improved some connection stuff - Some typos - Fixed Tracker pins amount - Fixed level up formations tooltip visibility when you dont have more FP - Pins charge will update right after buying event completed pins from the Black Market - Fixed Collection Pins autofuse toggle button tooltip - Now you can rest wehn Pins are not at full HP - Leader 1 stats update when fighting him - Leader 6 resistances fixed. Good Luck lol - Aftershock damage text arrows - Damage text critical hit color and size - Synthlab time left formula - Fixed Global Buffs anchor for different res. Report moved menus or elements when usign different resolutions to fix them
its time for another patch. Important: this patch is not an optimization patch. That will happen in the upcoming 1.0.7 patch.
In 1.0.6 we focused on the long awaited Chapter Selection (that ultimately helps people that have bricked saves from older versions) as well as adds more easy replayability. The game now also saves in the Library and Office in case you want to stop to play when being in one of these environments. On top of that we added the ability to skip cutscenes for those who play the game through a second or third time and dont want to wait for the cutscenes to play through. Aside that we fixed a number of smaller bugs including a game breaking one where a roll up door in the Institute would not save and lock you in when loading the auto save.
Here are the patch notes for 1.0.6:
BUG FIXES:
Fixed Rollup doors in Institute which did not save and would lock the player inside the Steam Room
Added missing collisions to walls in the Library
Fixed swaped RIlfe/Shotgun Achievements
Added missing collisions to walls in the Library
Removed Autosave from the restaurant near the second relay on the Rosendal Plaza (which would spawn you next to enemies leading to a quick death again)
Updated the Turkish Localization
Fixed Diary Entries getting mixed up after loading a save game or after completing the game
Removed a random door in the Library floor
Made Spotlights in the Theatre brighter
Made sound and image fade out correctly when leaving the Institute
Fixed a typo in the Forest diary entry (number 17)
Added missing collisions to walls in the Library
GAME CHANGES:
Added the Chapter selection (can be accessed from the Load Game Menue and Continue Menue
Added the option to skip cutscenes (press ESC in a cutscene will skip it along with the dialogue)
The game now saves in the Library parts and in the office
Added multiple loot objects in empty corners throughout the Street level
PERSISTING BUGS (not yet fixed!):
Brightness/Contrast settings sometimes dont want to properly save
On low shadow settings a very blue fog appears everywhere
Graphical light glitches (flickering) in DX12 mode
Performance in the streets level is still not where we want it to be
Some sound design and music additions to the canal
Some visual upgrades to the underground part in the Canal
Adding Japanese translation
Adding Chinese Translation
Hardcore will allow autosaves
Auto saves on each new level start (even in hardcore)
We still want to drop at least one more patch concerning performance and try our best to make it run a little better, especially in the Streets section of the game.
As we saw some more frustrated and very demanding comments in the forums we want to be honest with you: we are not able to make this game run perfectly on all systems, otherwise we would have did this before the release. We are doing our best to improve performance while we have to go back to our day jobs. Bare in mind that we are not swiming in INDUSTRIA revenue money. The little amount that will come through after all cuts wont be enough to pay our rents anyway, so for now our development situation does not change at all. Still, we are just a handful of people doing their best in their freetime. The look and feel of INDUSTRIA has raised expectations that we cant deliver. This is not a smart marketing trick but something that organically happened over the years of us just trying to get the best out of the Unreal Engine. This is not an excuse, but rather the attempt to talk to you dear players at eye level.
With this out of the way, have fun with the latest patch and let us know what you think in the forums, wer are listening and answering <3
Cheers and all the best! David, Steve & The Bleakmill Team
-I am an independent game maker. At present, this game is a game made by MV alone for one year. The materials in it and the SV battle map of the demon mother are all drawn by myself. Although there are many places that are not excellent, they are really doing the game with heart.
-But just yesterday, when I was browsing the video at station B, I saw someone make a video of this game. I began to be very happy, because my game can let more people know, but after I saw the video, I found that he only paid attention to the free Android version of Sanlian Jiaqun after cracking my game, which made me very sad and was cheated by my family.
-Because I released the game for the first time, I didn't know much about some things in steam. As a result, the selling game was locked in countries and regions, and some regions could buy it for 3 yuan. After knowing that, I still created the Japanese version and the English version. Because I didn't understand language switching, I made DLC, all of which were translated by Baidu.
-Moreover, the author is really poor. He owes his drawings to the painter. At present, the sales volume of the game is also very low. In line with the idea that CG must be supplemented in the follow-up, he is also insisting.
-Until I met this event, I really didn't know what power to support me to continue to update slowly.
I hope the people who saw this announcement can understand and support it. I'm really poor.