Before I go into details let me make something clear, it's not that the game is bad or broken exactly. It's more that upon release, based on what people have said they expect and how the game has been presented. As things are Our Apartment may disappoint people on the initial launch, not meeting expectations set. Not simply expectations by what I've shown, but of the genre in general.
Also I'm sorry this announcement is coming so late, this realization kinda hit me hard and I had to sit on it a bit to figure out what to do. I also needed to get some work done to prepare for those changes.
So that said, the Steam release of Our Apartment won't come until next year. Considering the changes needed and time for those changes, it simply won't be ready by any acceptable release window this year.
What's missing
This is the key point, what's missing. And when talking with the publisher and other people what's missing is a sense of progression. And while it is sort of there it's long been background. In my mind these things weren't quite necessary at least for Early Access. They're there, but compartmentalized, and largely hidden.
I did this to try to stay within the boundaries of what's feasible development wise. More global use would require more conditions to be factored, more balancing, more play throughs, more programming, more testing. This might have been over caution.
But originally Our Apartment was supposed to be a "trainer" game. And still the reality is Our Apartment presents itself as a "trainer" game and is likely generally expected to be a trainer game. Not a VN with scattered compartmentalized sim and trainer elements. And both as the release was planned, and as the release would have been betrays that perception.
Additionally, my plan to scale back for the initial EA release to start in Act 4 further betrays the perception of the game.
I can understand if people are disappointed, I know I said I would announce a proper specific release date soon. And I fully had intention to do that, and pushing the release back is one of the harder things I've had to accept. But hopefully people will see it's for the best.
Cause releasing it as it is, and not meeting expectations even in early access could legitimately harm the project long term. And the game may never become what it is intended to be or what people want it to be.
What's being done
I know before I talked a lot about content and I actually did meet most of those goals. The main goal missed was having the game start from the beginning. But even if I pulled that off as intended this delay would have happened regardless.
So besides those goals, the major focus is bringing progression elements to the forefront and making them more global. Bringing more importance to daily events and other sim elements. As I said we already had some of this, some progression in sex sim, stuff like blow job training evolving over time. But now these elements will inter-connect more.
Before basically no stats were visible, only the results of those stats, so we'll have to add that. And overall this will be done with the goal of having a more objective and tangible progression than just story progression.
And if you read that and think "wait that wasn't already there" then all the more reason to hold off on this release. If not, then maybe for now consider getting the game on Itch.io .
Conclusion
Hopefully this brings some clarification to the delay. Once again I'm sorry for all this, For now the release is planned for 2022 and no further details will be given until a release range is for certain.
It's been a while, but I decided a ways back I would step away from the cluster that Subterene had become and take a break to learn how to properly code games for a bit.
Now that I've returned to it, I can happily say that yeah, I've improved a lot, but also, wow.
This thing is a complete mess.
What was supposed to be a quick 2 week October update quickly spiraled into nearly a month of code work, asset construction, and complete codebase overhaul for a tiny game about a tank and some rocks.
I still wasn't able to add all the features that are missing from the game, but quite a few have been put in, such as a Radar Pulse to help you find your way, as well as map waypoints and many missing map assets.
Map system overhaul; should use less space and load faster
Probe system overhaul; easier to load, has visual indicators to who what they're doing, and now can repeat their dialogue with a prompted keypress
Jammed Drill indicator now appears over blocks
Added a silent Overheat indicator over the Jam Indicator so you can tell when you're cooking the engine even with override active
Adjusted Override / Overheat. Override now unlocks an additional 20% of overheat meter, letting you burn the engine in exchange for a damage and speed boost
Tank top speed increased
Tank turn speed increased
Tank drill speed increased
Tank vent rate increased
Adjusted tank slowdown behavior when pressing into walls; should no longer drop all your speed when tapping a tunnel edge too hard
Steam: Integrated steam achievements!
Added in a new feature: The Radar Pulse Charger (RPC). Holding the radar toggle key instead charges a powerful sonar pulse that will show all drillable rocks and air pockets in a small radius around the tank. This is a feature mostly to help lost players along; now you have both this, the general map layout, and the probes / relays to help direct you.
Kind of basic, but the Escape menu now also pauses the game.
Audio now initializes properly. Will probably still not be perfect but will be better than before.
Reduced Rockswimmer speed
All maps updated; they have been reduced in size and should now have far less dead space. At the same time, new points of interest have been added.
Cockpit damage; getting hit now causes a visual effect to better immerse the player.
New tutorial layout and opening area. While I wanted to have the "metroid-style" open tutorial, I realize the game is a bit too complex for that. So I've made things more explicit, given more direction, and added lots more dialogue to peruse.
Fungal area has had a major overhaul with new mission objectives and a much smaller, more maze-like layout.
Tank now has a turret! You can aim your bombs with the mouse or right stick. Bombs also have kickback and can be used to move the player in short bursts.
Writing overhaul! The story should now make a modicum more sense but I will be continuing to review it in my spare time as I think it's still missing something.
Misc. visual updates, including tank sprite being changed for readability.
Added Green Gem as 'want to buy' in several markets. Updated Green Gem's rarity.
Reworked Small Stranger, Poisoned Beer event. Instead of permanent Charisma loss the character now suffers a disease which can be cured. Turned Poisoned Beer event into a one-time event.
All quests now display the completed text in the Quest Log when completed instead of the initial quest description. Quest status in the Quest Log is emphasized more.
Fixed exploring the plaque in the Spine of Harkun resulting in no immediate choice to map the area forcing the player to return to the location and take the other choice. Improved which choices should be disabled and which active. Added explanation for losing progress when you attempt to map the eastern location of the Spine.
Fixed Estragon quest and Bakhan quest not updating their quest descriptions in the Quest Log accordingly.
Fixed Ghastly Treasure invalid quest marker area.
Fixed having severed head not disabling the choice that you don't have one.
Fixed wrong road label used in southern Golnir.
Fixed typo at Castle Orlock.
Incremented version to 0.16.1b
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Fixed chasing the Assassins of Sig and successfully dealing with the Outlaws being broken for pre-Golnir saves.
Fixed Parley with pirates resulting in Game over.
Fixed Castle Ravayne dungeons not altering Stamina correctly.
Fixed critical bug with Slippery Oil causing an endless enemy turn.
Fixed some Rubble terrains taking 4 AP to cross but not listed in the tooltip.
Fixed some spell slots in combat making no action on click.
Mars Colony Builder developers here! We’re pleased to welcome you to our first Steam post, presenting concepts for the buildings that will be at our colony on Mars. We wanted to assure you that the work on the game is ongoing and going really well. In our content on Steam, we want to show you a little bit of this process.
In this material, we’ll show you some concept art depicting the Command Center. It will be the place in our Martian colony where the most important decisions will be made. Take a look at these shots below:
Let us know how you like it!
More interesting materials will be available soon.
We are excited to announce that in partnership together with Yoodo and Matchroom, we are rebranding the tournament officially to R3KTNATION Eximius - Open Championship 'Asia'. We hope that this partnership will bring the quality of tournament to a higher standard, and to bring a more enjoyable viewing experience for all non-participants
The tournament will run on the 27th - 28th November, with first match starting from (MYT/AWST) 6:00PM / (UTC) 10:00AM / (ET) 5:00AM. For anyone that do not follow the stated timezone, feel free to follow this link to find out what's the event start time in your local time. Every Time Zone
Round 1 will be in BO3, while Finals and Runner Up matches will be in BO5. All matches will be live streamed on Ammobox's Youtube, Twitch, and Facebook, aswell as Yoodo Esports
Make sure to set event reminder so you wont miss out on the matches!
Hey there everyone! Today we would like to announce more details on the upcoming DLC for the game. As you might already know the DLC name is: "The Hidden Room - Pyramid", and as the name says, it will be set in a pyramid. The DLC will contain a new map, new puzzles and much more! We also have plans on releasing multiplayer that will be included in the DLC, but nothing is confirmed so stay tuned! We will be running some playtests sessions a few weeks before the release of the DLC to receive feedback. We will open playtests registrations, and give more info on them soon.