Calling all Booty Callers! We’ve got a fine feline in search of a master who will give her his full attention in exchange for cozy cuddles and kinky sexy times!
Welcome Lulu, the hottest pussy of Naughty Beach, here to shower you with love. She hates mean people and loud places, but loves spending a night in with her master
Lulu’s got it all: the looks and the purr-sonality, so make sure you get the latest DLC and enjoy some sweet lovin' from this gorgeous glamour puss.
Q: What? A: I am not a Monster - Multiplayer Version is officially going free to play. You - new and old players - will be able to play the game as it currently is, no in-app purchases will be added to the game.
Q: Why? A: I am not a Monster Multiplayer is designed to be played with real people, not bots. So to reach out to as many players as possible, we want you all to be able to just play the game for the fun of it. We are not doing this to bother anyone, but to benefit the game and the community. We hope you understand.
Q: When? A: The Multiplayer will become available for free on the 24th of November.
Thank you for your support! We really appreciate that you deemed I am not a Monster to be a game worth playing.
It was a bit unfortunate that Dungeon looter missed out the October Steam Demo month, so it missed a lot of chance to get the feedback.
The original plan was to add another "Final boss" floor, on top of 3 themes that full version will offer, forth class Knight, and then launch the EA at the end of 2021. But that's has changed now, the early access will have to wait.
Difficulty issue
The demo is now live for 2 weeks, With suggestions and comments from Steam discussion and (secretly) reddit. I see the uncomfortable difficulty pacing in the demo version, which I were not get it at first, because I always see it with my eyes which already familiar with the game.
Here is the plan for Demo version for November 2021
Adjust the difficulty pacing of entire 3 floors.
Some player played it in laptop without dedicated GPU and FPS will be wonky. So on first launch, the game will try to measure FPS in menu screen, if it is too low, it will auto switch to LITE graphics mode.
Will see if I can add the keyboard+mouse control without any technical problem.
The plan for Early Access (EA) release will become Q1 2022
More features will be pulled in from the roadmap and will be included in EA early on
Above changes from demo.
The original plan of 4 themes. (prison, plain, lava, final)
The original plan of 4 classes. (adventurer, ranger, mage, knight)
(new) Inclusion of hard mode. Whatever you have in Demo will become 'normal' mode. The 'hard' mode will be around what in early Demo build was plus something more. It's not just about clanking up the enemy stat, but will add new moves as well.
(new) Continue attempts, similar to Back4Blood, you will have 3 continue attempt to restart the floor, while running through that 10 stages campaign.
(new) Basic bot player, I cant promise much on this one but I realize most of the player will go solo on this game, and they will miss much of the chaotic fun side this game has to offer. if I can at least add some stupid bot as an option that can follow player around. At least it can let solo player experience this chaotic dog-fight side of the game. I remembered had fun playing HL or CS1.6 with bunches of bots alone, and I want to deliver that.
Another non relevant info (for now), is the EA launch will be priced around $10~12. (With some launch discount, of course)
As closing, currently the Demo difficulty is a bit high, it assumes you already know how to play the game. Until there is patch to fix the demo, I will drop the footage of my run here for whatever reason you can use it for. (To just watching rather than playing it, or as a guide line to how to tackle the game)
Huge congratulations to our Weekly Showdown Grand Final Winner, SilverDiamond01 who wins with a great round! This week produced a very competitive Grand Final, with only 0.066 separating the top 2! Congratulations to everyone who made it through and did so well :)
Hello everyone, it’s time for a new devlog! We have some more things to share with you from the upcoming City Building update.
More roads
Fire system improvements
Buildings upgrades
New navigation system status
More Roads
Road system was improved a lot and we can now share how it looks in the game. We’ve decided to use stone roads to create a nice medieval / fantasy style. What do you think about it?
Buildings can be snapped to the road. Decorations like lanterns and signs are being generated along the road. Road placement system is still being worked on, maybe we will be able to show how it works next time.
Fire system improvements
Our fire system also was improved, now fire can start from lightning and spread through grass to a building. Units also can catch fire if they cross it.
Now we are working on ways to fight fire. Villagers will be able to extinguish it, wells will help a lot with that. And also we are adding a firefighters guild for the best possible protection against fires.
Building levels
We’ve added visual levels for old buildings that didn’t have it originally. Our goal is to make visual changes for every upgrade in the game. This way you can easily see the current state of your city.
New navigation system status
We’ve made some good progress on the new navigation system. It shows great performance improvements. Unity’s DOTS tech is amazing and allows us to create very optimized and well performing code, giving us more possibilities.
Feel free to share your feedback in the comments and until next time!
As usual, we’ve been blown away by the number of undead slain since the latest Zombie Army 4 update. A huge thank you to The Resistance for your response to Season 3 and for feeding back to HQ throughout - the development team have heeded the call to arms!
Full Patch notes:
The progress Block on Rotten Coast, Survive Hitler's Trap has now been resolved
FG 42 SMG Stat Card Error has been rectified
The Damnedbusters achievement now unlocks after completing the mission
The progress block on Dead Zeppelin Heartbreaker objective has been resolved
In Deeper Than Hell, Episode 4 Ancient Temple, the 'Stop Schweiger Completing the Occult Engine' objective now gets completed after destroying all 7 batteries during coop play-through
The Blowtorch Weapon - VFX of weapon attachments now disappears after consuming it
The 'All of this has happened before' achievement now unlocks
Tarot Charm Pack - The ‘Judgement’ charm no longer clips with the ‘Blowtorch’ during gameplay
Occult Karl Outfit - No longer clips with certain Pistols and the holster of the Occult Karl Outfit
Occult Karl Outfit - Certain headgear no longer clips with the head of the Occult Karl Outfit
The Strange Brigade Headgear Pack - Eyeballs of ‘Occult Karl’ character now glow after equipping the ‘Mummy Head Mask’
The Progression block on Zombie Zoo Nightmare mode has been resolved
Progress Block on Hell Base, Chapter 4, Survive the Zombie Horde has been resolved
Hell's Cauldron - Walkway B - Overly dark texture is no longer observed over the metal platform present near the Fire trap located on Walkway B
PlayStation 4 – Players can now view the text messages in lobby and during gameplay sent from self or other players that are also in Simplified Chinese
Hell's Cauldron - Walkway A2 - Black texture is no longer observed in the gap of the metal beams present near the Tower A door located on the Walkway A2
Cross-play - In a Lobby or in-game the player's own "Mute" button is now disabled If Voice Chat is disabled in the Options
Cross-play - When disabling Voice Chat via the Options in a Lobby or in-game, the disabled comms icon failed to appear. This will appear correctly after leaving and re-joining
When using a Gamepad, PC players are now able to use voice chat due to initial issues with it currently only working as "Push to Talk" via the keyboard
Blowtorch Weapon Bundle - The visuals for the first, second and third damage upgrades are now unique
Cross-play - PC platforms are now currently able to switch between Push-to-talk and Always-On when using Voice Chat
Ambient, menu and zombie sounds are now at the correct levels
As always, we appreciate the community contacting us with any issues that might arise. Please continue to do so, so that we can investigate any queries as soon as possible.
Many of you requested a mobile version of Will Glow the Wisp and now it is finally available on google play. In celebration I added a new character, that will let you get to the top of the leaderboard if you are able to handle it. But that's not all, you will also benefit from performance improvements made for the Android version and I finally found the bug that caused some players to not be able to start the game. So I hope to see a ton of new highscores from all of you.
There is also a new version of the demo that gives you 15 lives. So if you're good enough, you can play the game completely for free.
Thank you to our Crows for spending your precious time on the Beta Test. We have received valuable feedback regarding the beta test, and promise to provide an improved gaming experience at our official launch. Among the opinions and questions you sent us through various platforms (surveys, official community, etc.) regarding our beta test, here are some answers from the developers of CROWZ about major questions.
1. Graphics ▶ We received a couple of feedbacks on graphic options such as DoF and blur that they seem strange in the game. The issues that may be relevant to the regarding matter have been fixed. More resolute and improved display will be shown in the next version.
2. Latency ▶ We opened a US server only to test high latency. As a result, we spotted issues such as – abnormal vehicle maneuvers, various lags, characters teleporting and/or being buried underground, etc.) caused by high latency among players in Asia and Europe. ▶ Any downsides occurred by latency will be improved by adding main regions through multiple tests to make sure that players do not experience bad gameplay due to network issues.
3. Weapon Balance ▶ The overall weapon balance will be renewed. The main fixes are as follows. - An extreme horizontal recoil of particular weapons will be fixed. - Detailed fixes on damage depending on the distance and body parts will be done. - Detailed fixes on the projectile spread of particular weapons will be done. - Particular weapons – DMR, SMG, and some AR) will be re-positioned to reflect the feedback that some do not show any merits to be used.
4. Sounds ▶ The overall sound balance will be renewed. The main fixes are as follows. - Footsteps: direction and volume balance will be fixed. - Weapons: distance, volume balance, and some weapon resources will be replaced and fixed. - Vehicle Weapons: vehicle weapon sounds will be replaced and improved. - Projectiles: ballistics and FlyBy sound resources will be replaced and improved. - Hit Sound: sounds of the character and the vehicle being hit will be replaced and fixed. - Helicopter: volume by distance will be improved. - Vehicles: volume by distance will be fixed and some resources will be replaced. - Voice Redundancy: the guide sound output priority will be changed. - Explosion Sounds: volume, distance, and resource replacement will be done. - Destructible Object Sounds: sounds of some destructible objects will be added. - Falling Sound: the sound not being output when falling will be fixed. - Other Sounds: more detailed change to the sound output priority and volume by distance will be done.
5. Optimization ▶ GPU and Framerate optimization will be made and improved.
6. Others ▶ Features other than the above will be renewed. The main fixes are as follows. - Character Animations: Vaulting will be improved to look smoother. Additionally, Landing and falling animations will be improved. - Blood Zone playstyle balance will be improved. - Map optimization will be done by improving objects and some terrains in Sellain Valley. - Freezing and/or abnormal shutdown during and/or after gameplay will be fixed. - Characters buried or teleported underground at some areas will be fixed. - Some untranslated messages will be fixed (translation in multiple languages will be provided). - The damage balance of A10 will be fixed. - Some HUDs and UIs which do not deliver the information clearly will be improved.