The Dressed To Kill - Cosmetics Pack is a paid DLC with exclusive cusomization options linked with the Beauty Will Remain Update which contains a new customization feature for the daughters.
The update and paid DLC are now available on Steam and GOG.
Expand the variety and flair of your daughters’ looks with the Dressed to Kill - Cosmetics Pack including outfits, eyes and weapons skin variations. Tailor each Daughter’s appearance before sending them to battle the Suffering.
The Dressed to Kill - Cosmetics Pack includes:
5 Outfit variants for each Daughter archetype
18 additional eye variations
16 weapon skins for each Daughter archetype
The new customization feature is available in the daughters overview thanks to the free Beauty Will Remain Update. Don't forget to update your game! Linked with this new customization feature, new design options are available in the paid Dressed To Kill - Cosmetics Pack, have a look:
🩸 Some eye color modifications only in the DLC:
🩸 Some weapon skins for the three main classes only in the DLC:
More to see in the DLC!
Thanks for your support and really nice messages after the announcement of the update and DLC. We hope they will meet your expectations.
The Beauty Will Remain Update is now live on Steam and GOG.
This update, containing a new customization feature and bugfixes, is accompanied by the Dressed To Kill - Cosmetics Pack, a paid DLC with exclusive design options for the daughters and their weapons.
🩸 A new customization feature:
A whole new feature has been added to Othercide: a customization tool. You will now be able to modify your daughters' appearance as much as you want. The weapons are also customizable now.
To do so, you will have to go to the daughters overview. You just need to click on "R" to customize your daughter. There, you can either rename your daughter or change her appearance.
🩸 Customization options in the update:
Hairtcuts: 25 variations common for all archetype (base game content, but ability to choose between them)
Eyes: 12 variations common for all archetype (base game content, but ability to choose between them)
Clothes: Base game variation + 1 additional : 2 variations in total per archetype
Weapons: base game variation + 4 additional : 5 variation in total per archetype
FX around the daughters: - Shards FX : base game variation + 2 additional + disabled = 4 variations - Mist FX: base game variation + 2 additional + disabled = 4 variations
Some clothe variations for the daughters:
Some weapon and FX designs:
🩸 Bug Fixes:
Enemies no longer fall under the level on some maps.
Some maps' areas were erroneously inaccessible, despite being supposed to be accessible. This is now fixed.
The AOE feedback of Maid “Destiny Shift” now correctly moves with the maid when she teleports.
Saves made on the last day of an era no longer create issues with the boss mission in certain cases.
Timeline should no longer show the wrong values under certain conditions during missions.
Othercide also gets a paid DLC that includes additional, more elaborated customization options, for Clothes, Eyes and Weapons:
Clothes: 5 additional clothes variations per archetype
Eyes: 18 additional eyes variations common for all archetypes
Weapons: 4 colored variations per additional variation of weapon, per archetype: 16 additional weapons color variations per archetype
We really appreciate your enthusiasm around the update and DLC. We hope you will like them as much as we enjoyed developping them. We would love to know what you think! Share your thoughts on the Update and DLC in our Discord: https://discord.gg/jFN7Q35D3Z
We mentioned previously that the crops system will receive a major overhaul. Let’s talk about what we meant by that.
To plant cabbages, carrots, beets, herbs, and flax, you will need their seeds. Yeah, seeds will be parts of the crops now. You will be able to buy them from merchants, but some, like redcurrants, you’ll be able to find in nature.
Also, the phase at which you perform the harvest will affect what type of resources you will get. For this to work, the harvesting phase has to have more control - you will be able to adjust when harvesting occurs. Will you go for the ripe phase, or when it’s flowering?
Let’s take cabbage, as an example - if you want to harvest your regular cabbage piles, wait for the Ripe phase. If you want to harvest seeds from cabbages, you will have to wait for cabbage to go past the Mature phase. Other crops like apples, however, have different rules.
We’re working on apple trees, but also maple, pine, and oak trees. To plant those trees you’ll need saplings, which you’ll get from cutting down young trees. With their resources, you will be able to produce things like pies, ciders, etc.
Harvesting and cultivation are expanding, folks - More resources, more control! You could say that it will be a… fruitful update, once it goes live.
While you wait, we invite you to join our Discord server (if you haven’t done so already!), and share your settlements, game experiences, tips and tricks, partake in photo challenges, show off your heraldry and give feedback on the existing feature, or even suggest a new one. Once in a while, we also offer you a chance to take part in the naming of new songs we are working on for the game.
Added: 8 new skin items (skin set ‘Winterdream Sentinel’) Added: Option to switch off the timer for automatically starting the match in custom games Added: The skill chicken wears a christmas hat during the Winterdream Festival event
Changed: A group in Creative Mode no longer gets unselected if shift is held and the ground is clicked Changed: Reselecting a group member in Creative Mode no longer unselects the whole group but removes that prop or structure from the group instead Changed: Performance optimization for the ‘Dunes ground tile’ structure Changed: A warning has been added to the skill selection screen to inform mid-game joining players that they cannot earn achievements during the ongoing match
Fixed: Mode toggle in Creative Mode now possible again without placing prop first Fixed: Mini cannon can be fired multiple times again Fixed: Light of spotlight prop can now be toggled Fixed: States of action props like Lantern lights turned on or off set back to their usual look on all maps Fixed: Removed useless K input possibility in Creative Mode Fixed: Second player entering Fly Mode in Creative Mode no longer visually changes the host’s HUD to Edit Mode Fixed: Third person view back in Creative Mode’s Default Mode Fixed: Negative props and structures count in Creative Mode Fixed: Popcorn prop effect
Martha is Dead is our second project. It has many more horror overtones than its predecessor, The Town of Light, even though that game also presented some very disturbing situations.
The use of disturbing images and situations is a topic often discussed in the media. "Why do you use these kinds of images?" This is one of the questions that I have to answer most frequently.
Before I go any further, changing my point of view for once, I will answer this question once again:
The use we make of disturbed situations and images is functional to the narrative of the game. They are not images used for the sake of creating a shock, but to accompany the narrative. The protagonist is going through terrible experiences and in order to communicate her emotions we create these situations and images in an attempt to convey to the player some of the discomfort that the protagonist is experiencing at that moment.
This is nothing new. Cinema has been using this language for years and has given birth to true masterpieces through it. But video games are something else, there is less tolerance and more attention.
Is this fair? Is it not fair? I can't say exactly. I personally believe that asking and understanding why violence and disturbing scenes are used is never wrong. If the author can't give an answer, maybe something is wrong!
Having said that, however, no one ever asks what the people who make these scenes suffer. Perhaps people think that those who work on this kind of production are a bit sadistic and are inclined to enjoy seeing, or rather, to make, the most horrendous and disgusting things. Nothing could be further from the truth, at least in our case!
Personally, I'm fond of horror language that is aimed at describing inner suffering... and it's quite obvious since I'm the one writing the script. But the others? The ones who create the mangled, amputated models, who create the bloody, putrescent and disgusting textures, who animate the whole thing giving it life, who create the mechanics to interact with this disgusting material? Are they all fans of this genre? Do they seek out the latest and greatest horror film in their private lives?
Obviously not.
They are modellers, animators and programmers first and foremost. Within LKA, apart from me, only a couple of guys are used to following the horror genre and they are the ones who least work on the "horrors" of Martha is Dead. And the others? The others don't watch horror movies because... yeah, because they're scary. Imagine having to work all day on horror!
Actually, it's very different to see a finished scene once in its context than to see it born and grow for weeks, months. Somehow you lose sensitivity.
And here comes one of the great difficulties in developing a video game. Maintaining sensitivity and judgement towards what we see every day, for years. Sometimes it's necessary for me to step away from the game for a while. I continue to work on the game of course, but without playing it! Maybe I make a trailer, or go on a live shoot, or maybe I write a blog! After a few days there is a reset, even if only partial, and you can have a clearer view of what you see.
Finding the balance is difficult.
One must not become a victim of what the team is doing, perhaps noticing every little thing that only we will ever notice (who said 3D artists?) while perhaps losing sensitivity to the whole. This is one of the most challenging roles of art direction, and it is something you cannot expect from someone who is immersed full time in the creation of assets, animations and effects. You need a bit of detachment from the technical and production issues in order to maintain an objective overview. Critical, but not hyper-critical, careful, but not unnecessarily maniacal, and above all not linked to the specific problem of the moment, but to how everything works as a whole.