Shane here with more news about stories in Furry Shades Of Gay 2. This time, we’re going to hang out in the gym and find out who’s the boss of the gym.
Meet Billy and Vance!
Once the lockers start to become your best friends, there’s always someone who decides to show you who is born to serve. That’s how Billy and Vance meet, and maybe that’s not what they expect from each other - to fight for the right to be the boss. Quickly, their fight turns into a night of hot stinky sloppy sex to fulfill their DEEP DARK FANTASIES.
Rock-hard muscles, sweat and heavy thrusts is what Billy and Vance need. They test out each other’s endurance on the ring, lift the weights and show off to one another to finally decide who’s the main buff boy of this gym.
It’s a challenge worthy of THREE HUNDRED BUCKS - go sweat and suck some dick, take care of your DUNGEON MASTER, put this bubble ass to the test, it’s all you want - right here, in our newly presented story.
Let’s spice things up with more sketches of the boys, no doubts they’re one of our favorites so far, we hope you’ll love them, too!
We’re racing towards the release date like crazy, so don’t worry and don’t panic - soon we’ll be able to tell you when the game is going to be released. Thank you for your support, I’m glad we’re building such a strong and responsive community.
Subscribe to our Twitter to get a hold of more exclusive materials, sketches and shots from the future games, join our Discord server, make friends and have fun with us! We’re always glad to hear your feedback, it helps us improve our future games, so don’t hesitate to comment once in a while.
Don’t forget to add Furry Shades Of Gay 2 to your wishlist, it’s here, waiting for you, and, besides, it really helps the devs do their job on the daily basis.
This update includes various improvements. Key changes include:
- Provides a new special system: Progressbar Nepbar - Provides a new game mode: Progressolitaire (solitaire) - Provides Calendar to plan your weekly activities
So it turned out the last experiment with the HUD was kind of controversial, about half the people who replied liked it and the other half didn't - particularly those who were used to the old UI. In this patch I'm making it an option in the Graphics menu so you can choose the old one or the new one if you prefer, and I've also added options to turn the grass and tree quality up and down. Grass and trees are big contributors to the frame time.
Previously these grass and tree options were available in the F8 debug menu (and they still are), but they weren't saved when you changed them - now they will be. You can also now turn the grass and trees up higher than you could before, so that the grass looks lush and thick like a proper post apocalypse.
Here's the default grass setting, with the old sidebar back:
Here it as at the highest grass setting, and with the new HUD:
Here it is with grass turned off, and the tree quality turned down:
I've made the PiP background and the sidebar layout independent settings. (The thing that's expensive is the PiP background. The sidebar layout is more a matter of taste)
I've also made some changes to the action menu - in general you won't have to equip things like the axe or wood in order to see options like "Chop Tree" or "Add Wood to Fire".
Here's the full change list:
Options in Graphics Settings menu for Sidebar, PiP Background, Grass Density, and Tree Quality
For options in action menu that require equipment, such as using an axe to chop a tree, show them whenever the equipment is in your inventory, even if it's not currently equipped
Korean Update
Fixed some crashes
EDIT - released a patch to fix a crash, v133. Here's the changelist for that:
Added tooltips to Graphics Settings menu
Fix for crash when holding a sealed container in snow
EDIT - another one, v134, to fix a crash and to fix the ordering of the grass and tree quality tooltips.
What's this publicbeta thing?
v134 will be in the "publicbeta" branch for a while, before pushing it to the main game. If you want to try the latest features as they come out (and help test them!) it's a good idea to start using this branch. But keep in mind:
Because it's the bleeding edge it could be less stable
If you want to be able to play online co-op with someone you'll need to be on the same version as them
If you go back from the "publicbeta" branch to the main branch you may not be able to load savegames created on "publicbeta".
To use publicbeta, just right-click on Survivalist: Invisible Strain in your Steam library and go to Properties, then Betas and in the drop-down select "publicbeta".
Electro Ride Systems won their bid for the deployment of spaceflight simulation software to Enceladian Shipyards, replacing the well-known Nakamura Dynamics spaceflight simulators. Spokespeople for ERS assured us that their 3.0 simulation software is as accurate as their competitor’s, and features a comparative simulation mode. Nakamura has challenged the validity of the bid, citing insufficient resolution to meet the contract parameters.
Subcontractor records leaked
An anonymous hacker leaked all Enceladus Corp subcontractor records, including estimated excavation yields, financial status and other private documents. Local ATLAS operatives launched a full-scale investigation hinting at possible AI connection. Enceladus representatives refused to comment.
Updated salvage policy
An investigation into the reckless endangerment of crew health and safety found a surprising resolution, as an Enceladus Corp Board of Inquiry exonerated a captain who permitted a crewman to perform EVA repairs on a derelict to prepare it for intralunar transit. While experts from Enceladus shipyard regard such operations as near-suicidal, this new precedent opens up new opportunities - and new risks - for unlicensed salvage operations.
The release is soon here! Tomorrow at around 7pm CET the game will be available for purchase. So make sure you are ready and get your name in the top of the leaderboards. I have added some graphics options to the game since the demo and made some optimizations, so even if the demo did not run as well on your machine, it might do so now. I have updated the system requirements on the store page accordingly. Hope to see your names on the leaderboards tomorrow!
Ok, so we've been live for two days and here's our first update for all the little bugs and usability issues flagged by our amazing community so far!
This patch update resolves a number of bugs and addresses a few QoL issues:
Bugfixes
Bakery UVs on door being roof colour
Broken state from guild hall destroyed during active quest with no other buildings This one (while a real edge case) was a bit nasty because it would mess up your save file so if you're a victim of this one you may have to reset your save file.
Guild hall being destructible during tutorial Big oversight, because you'd have to start the tutorial again, but with no way to ensure you'd be able to progress - also if you did this, you'll may have to reset your save file.
Guild hall destruction not playing sound
Terrain regeneration on end-game causing loud "pop" Basically EVERY tree playing its pop sound at once can be deafening.
Click playing during loading screen
"librarys" not pluralised correctly in guild requests
Controller input fighting with keyboard People with a controller device plugged in may have found they had sluggish mouse or keyboard controls.
Book canvas disabled on start
Broken game state from multiple input sources
Diviner request events missing copy
Improvements
Escape key now deselects selected buildings and cards
Some updates ahead of controller support for UI navigation
Again, thanks everyone so much for your patience and we're so fortunate to have players that take the time to report bugs and give us feedback.
If you see something, say something, and we'll get to fixing it as so as we can, so join us on Discord where you can chat with us directly! Keen to hear any of your feedback!