Now that the catgirl is out in the wild we’d like to take a moment to update you on the state of the game and what to expect going forward.
Without further ado, it is our pleasure to introduce our new designer, Bangkok!
My name’s Bangkok( ͡° ͜ʖ ͡°), and I’m the Lead Game Designer on Subverse. It is an absolute pleasure to have been given the opportunity to work on this title. First and foremost, I am an avid gamer and hentai enthusiast, much like you, and so I will strive to make Subverse the incredible experience it was originally envisioned to be. I hope I can make all of you proud and happy.
During my first two months, I familiarized myself with every nook and cranny of Subverse's design and finalized certain areas within March's patch. I can confidently say that this project has enormous potential to leave a long-lasting footprint as an authentic AAA adult experience. I am currently working on establishing the way in which to achieve this. We all know that we’re in the middle of early access, so the fans are not seeing the full picture coming together yet and there is some concern over where it's all heading. Hopefully DC and I can allay some of those concerns in this blog.
With Bangkok onboard the FOW train, we’re stoked to talk about some of the design philosophies of Subverse moving forward.
BUILDUP AND FOREPLAY
We as a team recognize that the build up to the critical recruitment sex scenes is lacking in eroticism and are too abrupt. They definitely need more fleshing out. For starters, we will be going through all the previous content and adding in foreplay videos to tie it in with what is happening. These short videos should establish some atmosphere and bridge the gap between the novel sections and the abruptness of the initial sex scenes.
The current dating sequences in the bar are also very limited with only barebones gifting being currently available. Dating your crew members is supposed to be a more intimate experience compared to the Pandora framework and it is in the process of a major overhaul. The connection between waifu and Captain is not really present in the current iteration of dating, and we are aiming to gradually implement some more interesting interactive features to help alleviate this.
SEX
The payoff for all your hard work needs to be porn. Lots and lots of porn. Titties, ass, splooge and big fat meaty balls all coming together in unholy unison. As of now, there is indeed not enough porn. But fear not, the porn is coming.
Sidequests not ending with some kind of porn is a crime. Luckily with the help of our inspirational artists we are going to try and remedy this in an exciting way.
Part of the overhaul of the Dating module means that it must be intertwined with sex in some way. To complete the intimate, one-on-one experience requires some intimate, one-on-one POV scenes. More on this soon.
The aforementioned foreplay videos tying the recruitment together and introducing more buildup.
The interactive scene in Taron hasn’t landed quite the way we hoped considering the amount of effort required to make it work, but we will reuse its components to give existing animations some more variety and shelf-life
The main storyline starts getting darker in a couple blocks time, so its extremely difficult to intertwine random sex scenes into it without it feeling completely jarring. Sex for the sake of sex is just going to exacerbate the problem of it not meshing with the story. Having said that, once the drama is resolved we are looking into giving the player and the waifus some much-needed downtime via supplementary story beats.
One of these beats is the Devotion Quest rewards (more on this below) which sees the return of StudioFOW’s famed cinematic eroticism within the context of a tightly-waifu-focused epic questline.
CLIMAX
For those of you that have been talking to the ladies on the ship (you HAVE been talking to them, right?) you’ll notice that they’ve been gradually revealing more about their backstories. These stories will be carried through to their glorious conclusion with a Devotion Quest for each Waifu.
Devotion Quests are inspired by the Loyalty Missions in Mass Effect 2, where you buddy up with a specific party member and help them out of a bind. Since the Devotion Quests are the culmination of a lot of invested hours into a waifu we want to make sure they are amazing. We want to do this by
Giving you ample opportunity to interact with the waifu during her quest. This means talking with them, discussing the quest problems and their environments (each quest will take you to a place special to that particular waifu)
Creating an environment that immerses you both romantically and contextually. The performances of the voice talent are incredible throughout these sections. The atmosphere must match their intensity and do them justice
ROMANCE ROMANCE ROMANCE
The payoff at the end of the quest has to be amazing and cinematic, as well as feel like a seamless part of the story - something StudioFOW will no doubt deliver
Give you some cool rewards at the end thematic to the waifu for investing all that time into the romance
We are actively developing DEMI and Lily’s devotion quests at the moment and as soon as one of them is ready, we will make an announcement about the release dates.
BREATHING LIFE INTO PRODIGIUM
World-renowned gameplay designer and shortstack-butt-afficionado Halfpint had some great ideas on this topic, which we are totally going to steal. In a December 12 video, he suggested that the galaxy should be reacting to the revolution in some way. Right now everything feels too static, too dead, you don’t feel like the disruptive force of change that the Mary Celeste is supposed to represent. A great idea he came up with was a simple reputation system, that keeps a track of all the battles you’ve fought against a particular faction. When you’ve killed enough Fuccbotts for example, a reward depicting a short 30 second cinematic would unlock showing Fuccbotts mobilizing to hunt you. If you slay enough Kloi, Landervoo and the council could react in some way to your extermination of their forces. Introducing reactive elements such as this will make Prodigium feel much more impacted by your actions. This is but one of the improvements we are aiming to make to Prodigium feeling more immersive.
STICKY GLUE
The main problem right now (and this is a common part of narrative games in Early Access phase) is that the story is still being released and therefore the connective glue is not live yet... So what is this glue we are talking about?
Devotion levels being a meaningful part of multiple modules
Having a Dating system that makes use of the galaxy
Resources playing a bigger part in collectibles/upgrades
More waifu interactions with each other and the Captain across all modules
These elements working together in harmony will make the experience of managing your own crew feel more cohesive. But as we keep saying, our focus right now is on delivering the story first and foremost and then leaving the glue elements for later releases to tie everything together once the building blocks are in place.
SUBVERSE IS NOT A MOBILE GAME
Things like gold stars and meaningless grinding have no place in a supposed top-end story driven product like this. The original philosophy of the Kickstarter and the no-bullshit stance of the StudioFOW OG’s were successful in capturing the imagination of the gaming public. Introducing artificial progression elements and psychological tricks at this stage would be a mistake for the brand. Our design philosophy for avoiding the mobile trap is as follows:
Retool the way player performance is measured by utilizing more of the waifus and less gold stars and badges
Remove replayable story missions. Do you replay Virmire in ME1, do you replay Ostagar in DA:O? No, these are climactic story set pieces, so why would you replay Temple of Defilement, especially after what happened there? Not only does this make no sense from a narrative design standpoint but it’s a huge resource sink on the dev team
Reduce the sheer quantity of same-y missions and focus on making them memorable by increasing their quality
Introduce elements that facilitate replayability through dynamic design, instead of mobile-like repetition
Make upgrades and collectibles feel part of the world. Having to help someone or find a rare component to make your ship better should be an essential part of an RPG dealing with space exploration. We will have more on this in a later blog.
SUBVERSE IS NOT A SIMULATOR
The original vision for Subverse was that it is not a sex simulator. It was not designed from the ground up to be a sandbox style sex simulator. There appears to be some misconceptions out there that this game is supposed to be the next big thing to supplant Honey Select. This will never be the case because Subverse is a story driven narrative RPG with sex. There are plenty of well-designed sex simulation games out there like Honey Select and Koikatsu that focus on endless customizability, sandbox elements and interchangeable parts. These games have mastered the art of being a simulator and have years of experience and much bigger budgets than ours. There is no point in competing with them. Our design philosophy has always been the complete polar opposite of that, and while the introduction of some interactive elements and things like outfits are planned, they will never be the lynchpin of the game.
CONCLUDING THOUGHTS
We understand the game is not in an acceptable state for many of you currently. Quite frankly, Subverse (in its current state) is so far away from our personal standards that it’s not even funny, so there is a lot of hands-on work to be done here. This is a long marathon process and it will take time. We are not promising every single thing listed above will make it in. Subverse has a lot riding on it so we have to test every design decision internally. A lot of people are looking up to the game and we have to make sure we are delivering the absolute best product we can. Thank you to the fans for sticking with us and for reading!
Fixes • Fixed a rare bug where the game wouldn’t start up when running on an uncommon operating system configuration • Fixed a bug where Guild War didn’t tally scores
King • Health buffed by 10-15% on waves 2-14 Encouraging workers and reducing long saves in the early and mid game
Seadragon & Lifebinder • Reduced mana regeneration by 5% • Fixed a bug where Leviathan’s Aerial command increased their heal amount • Fixed a bug where they showed up in rolls less frequently than average
Centaur • DPS: 188 -> 195 — Damage: 92 → 84 — Attack speed: 2.04 → 2.33 Now higher DPS and more efficient at killing cheap (10-25 gold) units
Mother's Arc - Added AK47 + Ammo in starting zone - All Super Zombies removed - 5 AI Zombies removed - Safe Zone secured + Upgraded balcony - Foilage lightmap resolution + Colliosion fixed - NPC Voice acting + Cue sounds fixed - Auto map loading error totally fixed with optimized loading times in between each map
Dynamite is the most appropriate mining tool for this job. In the future, the survival of humanity depends on a group of miners who venture into the bowels of Earth to extract a unique resource called Lumen, also known as the last hope of humankind. But digging equipment is not enough, as the dark tunnels are infested with swarms of nightmarish creatures. There will be no time to rest. Prepare to protect your underground base from the invasion of bloodthirsty creatures at all costs. Dive into the dark underworld and experience the struggles of futuristic miners on April 13th, when Lumencraft enters Steam Early Access.
Our game is a combination of a top-down shooter, mining and tower defense game. Dynamic lighting and almost unlimited environment destruction allow to build a unique atmosphere in Lumencraft’s survival and tactical gameplay. Fans of the classic Alien Breed or newer titles like Darkwood or Riftbreakers should feel at home in the dangerous mines of future Earth.
Watch Lumencraft’s EA date announcement trailer:
The year is 2221. The planet's surface became uninhabitable over a century ago. Today the remains of humanity struggle to survive without electricity and light. Dreams of a better future had withered a long time ago, but a recently discovered mineral brought a spark of hope. Lumen, a crystal of high energy potency, can be the last chance for the struggling civilization. This mineral can drastically increase humanity's odds of survival.
A team of Scouts, highly specialized miners, has ventured deep below the ground. It’s almost impossible to survive there. They established a settlement near the estimated deposits of Lumen. Their mission objective is seemingly simple: excavate and collect the precious mineral. However, getting back with it to the surface alive is another story altogether. And no one has lived to tell that tale yet… Impossibly hostile caverns have proven to be a nearly impenetrable barrier so far, but they hold the key to rejuvenate the fading civilization.
Game Features:
Dynamic lights and pixel-perfect interaction with a fully destructible terrain.
Atmosphere of dread created through impactful sound design and unique 2Dynamic lighting system.
Defending an underground settlement by direct combat and turrets.
Highly efficient and immensely satisfying digging mechanics.
Various futuristic technologies will allow to improve both your digging and killing potential.
Map editor and full Steam Workshop support.
Local co-op with Steam Remote Play support for online sessions.
Steam Deck support.
Lumencraft is now being presented during the European Game Showcase at GDC in San Francisco, CA.
Lumencraft will be available for all players in Early Access on April 13th.
Remember: to help us survive in this unwelcoming environment wishlist Lumencraft and give us a “follow” on Steam⚙️, join our Discord 🎧 server and follow us on Facebook 👍 and Twitter 🐦
It's been about 6 months that we've been receiving feedback and discussing with the community about the Energy System. We finally decided to remove it! But this triggers some holes in the game design, so we had tweaked other mechanics to better fit the new system and keep the game challenging and engaging.
Basically, we'll not force the rotation of your creatures anymore. It'll totally depend on you and how you handle your creatures.
Cursed Creatures
Now your creatures can be cursed! We merged the old Critical Health + Exhaustion system together and simplified them.
If your creature reaches 1 HP, they will get cursed. As you know, the world of Gaterdrik is suffering from a curse that is spreading through all the creatures. So take care of your creatures.
A positive point against the old exhaust system is that now your creatures, even cursed, do not lose attack power! They can still use their Special Ability normally and costs 1 bar of Stamina to summon.
While your creatures have 1 HP, the adorer will still absorb the damage to prevent the creature from dying, but now you can't heal your cursed creatures.
So, how do you remove the curse? There are two ways:
Leave them purifying at the Sanctuary.
Apply Divine Protection to your creature.
Divine Protection
You can find Divine Protection in holy fruits. Just give them to your creature and it will purify them.
Divine Protection can also be applied beforehand. Preventing a creature from becoming cursed during combat, bringing more protection to your creatures.
Balance, Changes and Bugfixes
- Now Player also drops fragments on death. You can recover them just like the gold lost. - Fruits and Honey now have Divine Protection instead of Energy. You can cook them to boost the protection. - Reduced creature heal in the sanctuary from 25 to 20 HP. - Added new food combinations to cook: Bug and Honey and only Honey. - Gryin's defensive orbs speed increased. - Gryin's defensive orbs now explode on hit. - Gryin's defensive orbs damage decreased. - Soft Reset: Removed all consumables from old saves. - Now Obyx will also perform his basic attack after using the special attack. - Now each creature armor is shown in the creature tab/bestiary/sanctuary. - Legendary creature objective description changed.
- Fixed: Player stuck after skipping dialogues too fast. - Fixed: Remaining quest alerts in the screen in some situations. - Fixed: Player able to interact with map objects while capturing a creature, causing the player to cancel the capture. - Fixed: Shop losing navigation in the controller in some situations. - Fixed: Gryin's trail from orbs were appearing on screen - Fixed: Temple sound during the game load and introduction clip. - Fixed: Some errors when trying to update an artifact to the maximum quality. - Fixed: Player unable to select the last trait when a creature had 3 extra traits and four traits to select - Fixed: Daros was not receiving armor when Carapace ability was activated - Fixed: Meecra wast not increasing special energy on the next attack after recalling without completing the set of attacks - Fixed: Aquin's Expansion ability description - Fixed: Damage generic ability bonus was not being correctly activated - Fixed: Stamina generic ability bonus was not being correctly activated - Fixed: Legendary creatures' health bar would deactivate if they were turned into sheep. - Fixed: Error at the special attack description of Breor. - Fixed: Player was able to select header buttons from creature panel without opening it. - Fixed: Player unable to use the Energy Hourglass artifact at the maximum level. - Fixed: Player unable to see the upgrade cost of an artifact with four different types of materials to upgrade. - Fixed: Player would continue the capture animation after enraging a creature. - Fixed: Melkran would get stuck if the player hold the right mouse button during the summoning. - Fixed: Old saves would not unlock the new rune. - Fixed: Azuno would not teleport to the attacked target with the special in some situations. - Fixed: Zarkee's special attack text.
You can follow the development more closely at our discord server: Cadabra Discord. Also, feel free to talk directly to the devs and send us any suggestions or critiques.
Please, If you encounter any issues, send to us at #bug-report at Cadabra Discord.
As announced during The MIX showcase, publisher Graffiti Games and developer Fervir Games are excited to confirm that they are joining forces to launch Creature Keeper on PC. We’ve released a new trailer in celebration of this announcement, so take a look at the link below to see this monster-taming RPG in action.
If that’s not enough to tame the beast within, check out the demo of the game, which will be available here on Steam throughout the two-day showcase. If all of that got you nice and excited, please throw the game in your Wishlist and follow Fervir Games on Twitter. It’ll make our wild Nokobo and Canvulf friends quite happy, we promise. If you’re feeling generous with your clicks, be sure to follow Graffiti Games on Twitter and Discord as well.
If you've ever tried to enjoy multiplayer only to find that P2 cannot use their left trigger to switch characters, you should find this is fixed in a tiny addition to yesterday's v1.4.2 patch. A handful of other issues too small to mention have also been smoothed over.