New features: - You can now close your own lobby to prevent other players from joining (for this you have to be on "online" on Steam). - the ChangeLog is now visible in the game
Changes - ghostbox now only works if the creature is in your room - fingerprints disappear after a certain time - range of UV lamp shortened - Orbs are now no longer visible all the time - Balancing adjusted (evidence & clues adjusted to aggression level of creatures) - Aggression level of creatures adjusted (Sometimes it happened at the difficulty level "Rookie" that the creature didn't hunt at all. Now the probability is a bit higher, depending on the player's behavior) - more trigger words to provoke the creatures - the pentagram now lights only if the creature was really caught (before it only showed if the pentagram was activated/seen by the creature) - animation for katana reworked - The statistic is now also visible on the start screen
Bug fixes: - Fixed a bug that caused the game to crash after returning to the main menu - Fixed a bug where it was not clear in the loading screen which level needed to be loaded (Error Loading Level. Returning to Main Menu in 10 Seconds.) - Fixes in both levels of Bradfordshire Street (things, ceilings and walls no longer magically disappear) - Creatures can open doors completely again - Asian creatures no longer look different to players - Edited pentagram (sometimes it was not synchronized correctly between players) - fixed a bug where the selected language was not loaded correctly - other fixes to the doors - creature was sometimes visible although it was not hunting
Wedgie Simulator will feature in this year's Steam Next Fest! During this event only, you get to play the latest early access build as a demo (same as the full version). This includes access to the character customizer!
Give this relaxing game a try on this final week of February! Found in the "Physics & Sandbox" and "Casual" sections.
After 3 years of development, Every Day's Different is Officially on Steam!
Every Day’s Different Started Development on Wednesday, November 14th, 2018 with some really crappy character drawings and depression. I’ve grown tremendously as an artist and a person while working on EDD. It’s crazy how much has changed since then! EDD has been the longest and hardest Project I’ve ever worked on in my life. Getting to create games, stories and characters is all I’ve ever wanted for my future path. EDD has given me the confidence to finally be happy in life. Whether it succeeds or fails, I'm so proud of myself and my wonderful Team.
I really hope you all enjoy what we have poured so much love into; this Visual Novel is for you<3