Desecrators 0.6.0 features rival desecrators and a reworked star map. Watch out for sudden deadly incursions from rival factions. The star map has been reworked into a shorter more clear run-based structure. Older saves are not compatible and will be overwritten.
Welcome to yet another update to the rhythm game that refuses to die, this is the single biggest update in terms of technical stuff we've done since the game was released over two years ago in March 26th 2020. A lot has changed and a lot will change and I'm super proud of this one.
Shout-outs as always to lino for taking care of ensuring the editor doesn't blow itself into pieces and adding a bunch of nice new features.
Some of the things here might sound familiar, this is because some (like the song) were released in minor updates for 0.13, but they are still listed here as they were part of the development process for 0.14.
New song: Love sacrifice
This is Love Sacrifice, the new song featuring in Project Heartbeat and the first new song of the year. As it's tradition it's a Touhou cover from the Takanashi Koubou creator's circle. The song is composed by SaiNa, sang by Queue, composed by BeatCharger and charted exclusively for Project Heartbeat by resident meme master Yahoo.
The artwork was made specifically for Project Heartbeat by the great Guinii featuring Touhou Project girls Renko Usami and Maribel Hearn of the Girls' Secret Sealing Club lying in a field together in slightly lesbian fashion.
Hopefully you will enjoy this new song release! A few more songs are in the works, including a special non-eurobeat guest artist from Spain.
Big changes
The Shinobu audio engine
One of the biggest issues Project Heartbeat has faced is the Godot audio stack, while sufficient and good enough for most games it really isn't suited for use in rhythm games.
For this reason I spent worked on a new audio engine specifically for Project Heartbeat, it's called the Shinobu engine. It's the biggest engine customization I've done yet and it really does fix many of the issues you guys had with the game.
This new audio engine is based uses the excellent miniaudio sound library. If you need a good library for all your audio needs miniaudio is the king, it's beautiful.
Here's what shinobu does:
Better performance
No more desyncs
Less battery use and better thermals whooo steam deck!
Latency should be lower
You can now configure the buffer size in options -> audio
More smooth note movement
Ability to adjust your buffer size
Shinobu is a game changer, I believe it has turned PH from a weird janky rhythm game your weird friends played to a more serious piece of kit that should be up there with the big names.
Audio just like video, has frames, these frames are composed of instantaneous samples for all possible channels, unlike video however the frequency is much higher, while a typical video might have 30 frames per second a typical audio file might do 44100 frames per second, which is quite a lot..
(In case you are wondering the reason why it's ~40 kHz is because of Shannon-Nyquist telling us that "If a system uniformly samples an analog signal at a rate that exceeds the signal’s highest frequency by at least a factor of two, the original analog signal can be perfectly recovered from the discrete values produced by sampling." and as human hearing caps at around 20k kHz it is enough for us).
This means that there has to be an intermediary buffer that gets filled with a bunch of frames, this is the main source of audio latency, as telling the engine to play say a note SFX as soon as possible might take a bit until the OS asks for samples again, reducing this buffer is important to reduce latency, however this must be done with care as CPU usage goes up the lower the buffer size is (for example, at 10 ms the mixing happens 100 times a second).
Timing is then done by using the amount of samples consumed by the audio system every time it asks for it.
Another issue is your operating system, sometimes your audio driver might not allow smaller buffer sizes, Shinobu will try the lowest possible buffer size the operating system gives it (but always bigger than the buffer size you set in audio->buffer size).
As the audio buffer might sometimes be higher than the frame time i.e it might be >16 ms worth of samples timing from that might be jittery, this is why it now uses an internal high precision clock to interpolate the time between updates. This is an alternative to just lowering Shinobu's internal buffer size which increases CPU usage and doesn't give us any benefit in terms of playback latency.
DJA finally the default
Direct joystick access has finally become the default method for analog input in the game, there are still some quirks with heart sustains multis, but it should now be ok for the great majority of people.
New workshop browser UI
I've changed the workshop browser from the grid design you are used to to a less cluttered design which I feel doesn't feel as claustrophobic as the old one, it also has some extra space we can use for other things, talking about other things...
Romanized title support in the workshop browser
The workshop browser will now show the romanized title of the song if it is available, funnily enough PH was already uploading the romanized titles, but I forgor to implement actually being able to view them, whoops.
Do note that searching the workshop by romanized titles is not available, this is a limitation imposed on me by Steam and there's nothing I can do about it.
Random song button
The random song button has been added, a highly requested feature, I also made it pretty looking (and also pretty gay, which is nice). Yes it even works in folders!
Song list sorting changes
The workshop section of the song list has new sorting options available, they are exclusive to this section, for this reason the sorting mode on the workshop is now separate from the other sections.
Chart sections
You can now specify chart sections inside the editor, these are shared between charts of the same song just like lyrics are. Sections can have a name and a color given to them, currently they are only visible in the editor and practice mode, but soon they will be used to give you more detailed information on your scores.
Practice mode rework
Lino has reworked practice mode, you can now switch between modes to adjust latency options, playback speed and other information.
Additionally, a lot of new information is visible in the practice mode information section to the right.
Editor changes
Search
When selecting a chart, you can now search for it by name instead of having to dig through the list
DIVA F2nd edit importer
Lino has made an importer for f2nd edits, these have to be decrypted for them to be read by the game, but I will be looking into how to load encrypted files in the future.
This will allow people to preserve their edits in case Sony wants to pull a fast one on the community again.
Song settings editor
There's now an editor settings section for song-specific settings, you can also use this to test your song variants.
Sync toolbox
Lino added a toolbox with a bunch of tools to aid in syncing songs, fancy.
Minor changes
Make combo reset in practice mode whenever stats get reset
Add 1440p to desired video resolution options
Enable wrap around in options menu and main menu
Add CPU-based fallback for slide particles in GLES2
Use fancy two pass gaussian blur for the pause menu instead of the current textureLod based solution which doesn't work in GLES2 PokeKMS
Save the last selected folder in file dialogs
Search for the original title and the romaji of songs when searching in the song list
Editor: Add a "Reset position to default" button
Editor: Add more shortcuts and separate a lot of them
Editor: Add a hold graphic to the editor
Editor: Queue notes placed during playback for better consistency
Added a button to change the multiplayer host
Bug fixes
Fix random quotes not being random (???)
Fix workshop upload form replacing metadata when downloading a song while it's open
Update YTDL
Fix various menu focus issues
Fix godot focus stupidity
Fix joypad prompts breaking changing from keyboard to controller
Fix gamepad keyboard prompts breaking when forcing a prompt type and returning to auto detect
Fix background music player not using preview_end at all skull face no space
Release drag even if _gui_input doesnt catch the event and allow cross-chart copies
Remove video requirement from variant sync & add warnings when using non audio only variants with video
Fix song list focus loss issue
Fix minor focus bug when selecting custom SFX
Disable forced VSYNC in the editor
Release focus on all editor inputs upon pressing accept or cancel
Fix focus issues on pregame screen
Fix editor scale not updating when using control+scroll wheel
Fix visualizer in GLES2
Fix GLES2 title bar in-game
Disable menu FPS limits when using the latency tester
Fix song list engine regression
Disable forced VSYNC in the editor
Fix lyrics not appearing after restart
Reset input manager on restart (Fixes issue with input carryover)
Fixed most multiplayer issues and weird race conditions
Other stuff
Project Heartbeat on Steam Deck
It's been reported that PH on deck works fine by various parties, such as Liam from GamingOnLinux and some people on Reddit. If you are the owner of one please give it a go.
I will receive mine this week, so if there's any rough edges I'll take a look at them when I receive mine.
Project Heartbeat @ Sarrià Manga & official merch
I together with Guinii will be attending a local event known as Sarrià Manga, we will have a demo booth of the game using the event edition.
We will be selling posters of the game! These will optionally come with a Steam key for the game, so if you happen to be a local and are interested in it please come visit us! We will be at stand number 3, near the entrance.
Besides the PH posters we will be selling postcard-sized prints of Guinii's Remilia Scarlet artwork. I originally wanted to also sell the nsfw version of this but this idea was promptly shut down. We live in a society.
There are no plans to sell these online (yet) but I might one day, let me know if you are interested.
Future
It's not over yet. I will probably resume work on the mgs3-inspired game next week (after the event) but I have a few ideas of the things I want to see in PH in the future. These include replays and an optional life bar, more info soon.
Professor Crackbrain - And the awakening of the weredog - Broken Cell Games
Hi all,
today I've released a new version of the demo. (V4.0)
Main features added: - Now you can toggle between full screen and windowed mode in the main menu. - You can now name your savegames.
Other changes: - Improved English localization - Fix: When saving & loading savegames in the livingroom some states where not stored. - Improved the size of some hotspots.
Hope you enjoy it! Let me know in the comments what you think and if you find any bugs or issues.
I was travelling last week, so haven’t been able to do as much optimisation as I had hoped - but we finally finished upgrading the last assets for the last biome: the Rich Lake. So without further ado, let me introduce this new area!
The Rich Lake area comes directly after the Iron Plateau - and when players have access to the final tier of buildings and soldiers. The biome is dominated by tropical pine trees and a big lake in the middle, with very little vegetation below the canopy.
The result is a very open area, which does not hide a great deal of loot, while being host to a vast amount of pirates, as well as a large amount of possible mineral vein spawns, which give the area its name.
The Rich Lake area is largely designed to be a final push for the players - after receiving access to all technology, fighting their way through the Rich Lake will get them face to face with the final Pirate Fortress, which will hold the artefact that needs to be retrieved to win.
This means that it will be necessary for players to fight their way through the Rich Lake against increasingly large groups of pirate attack waves (assuming they are switched on), and every metre ground gained will be hard fought over. Any ground you do gain, however, will be rewarded with extra mines that may allow you to bolster your forces or establish a final fortress of your own from which to stage your attack.
Lost and found - What if I come and find it - Gadir Team
It was about time that we brought you up to date, players!
We wanted to make the most of the game being a few months old to recap where we come from, what we have nowadays and where we are going to (roadmap below for impatient readers). Since the game release in October, we have released four content updates (and a new one is coming), all of them with their own achievements, new items and upgrades. Some of them were a petition from the community, like the 'Ducky pack'. We appreciate from the bottom of our hearts that you guys throw yourselves into the game!
'Lost & Found - What if I come and find it' is constantly evolving, and that's why it offers now (and will offer in the future) a lot more than what was released in October 2021, when we released the game at a very reduced price. We did that to show our gratitude to all those who trusted us, Gadir Team, to develop the game and to encourage players to try the experience and to give their opinion about it, making them part of its development.
At the end of April 2022, we will increase the game price to adapt it to its content and balancing it to other Early Access games which are being developed and have an interesting projection. This will allow our team to consolidate our position as developers over the course of time and to be able to devote more resources to its development'.
Having said that, where is the game going? How much is left to develop? Well, next we show you a roadmap 2021-2022 with which we hope to clear up any doubts and which shows the game evolution. During 2022 we will release more content updates (items packs, helpers and some new mechanics) for the Arcade mode. During those months, we will be working on the story design, levels, script... and we will give you more details through sharing artworks and updates in the Steam library.
(Click on the image for better resolution)
The last update for the Arcade mode will take place at the end of 2022 (unless further changes are made, as long as the community shows a great interest in them), and we will gradually devote our efforts to develop a narrative story mode made up of chapters and with a deeper and more interesting experience, which we can't wait to develop with all the ideas we already have in mind.
Without further ado, we can't wait to keep updating the game, to see you enjoy it and that you let us know it through our social media. Here you have a couple of sketches from the story design of Lost and Found.
Lilium now has Achievements! We consider it a nice little addition to the game. It might encourage some players for a second playthrough. They show some of the more interesting things you can do in Lilium. So jump into the game and get some of the coolest Achievements now!
Hi! Hope you're doing good. We've been silent for quite some time, but that's because we're working hard on our next project.
New Websites
Not too long ago we updated our main website, as well as https://dundunvr.se/. Check them out and let us know if you have any feedback. Don't forget to sign up for our mailing list to keep updated and to receive recommendations for 6 surreal paid and free VR experiences. You can do that here: https://anananasstudio.se/?signUp
New Project
Since releasing DunDun VR we've been working on a new VR title within the horror genre. At the moment we haven't announced anything, but if you join our mailing list you'll be the first to know when we eventually do. We're excited to share what we've been up to, and hopefully we can do that soon.
Thanks for Playing DunDun VR!
We truly didn't expect such a positive response and as I'm typing we're at 9,709 lifetime unique users. That is insane! ːsteamhappyː We've received almost exclusively positive feedback, which is great. We truly appreciate it.
Have a nice day! If you want to get in touch with us, the quickest way is to Join our Discord