Hello survivors! We are proud to announce that HumanitZ is now being published by Freedom Games. For those of you who may not know, a game publisher can take care of a lot of the business and marketing side of releasing a game. That includes managing our store pages, marketing and advertising the game, helping showcase the game at both digital and live events, PR, and a lot more. Really it lets us totally focus on working to make the game the best it can be, and provides us with the resources to do so.
Thank you all so much for your support throughout development so far! We couldn’t have gotten to this point without all of you. We can’t wait to show you all of the awesome stuff we have coming (like maybe some beta tests 👀). If you want to make sure you hear about all that, you should follow us on Twitter and join our Discord!
Meowllo everyone! How are you? You may have noticed this devlog is a bit late. We were visiting family and have just returned. I thought about writing the devlog while I was away since I did bring my laptop, but recording videos and GIFs on a smaller screen is a bit sus.
So anyways, I figured it’d be worth the wait for me to get back on my work computer to do this.
Before we begin, here’s a reminder that the Wholesome Direct will be tomorrow!
You should show up. Because I’m telling you to (there’s gonna be Snacko news).
🎬 …AND ACTION!
Miguel has been helping us implement all the NPC friendship events! There’s a lot…26 NPCs, x3 because there’s 3 friendship events per NPC…
Sometimes, when I complain about the amount of stuff the game needs, I remember that I made it this way, so I shouldn’t complain.
Anyways. Can you imagine testing these all either manually by spam gifting poor Frits to raise his friendship level? Or typing in the console command? Imagine typing.
So, we added a little panel with all the buttons that will run the console command for you. Which means I did have to at least type it once, unfortunately.
It’ll be good in the near future where we’ll have to test everything, though.
📝 LEARNING THE ROPES
Outside of friendship events, we’ve also been implementing other tutorial or onboarding quests and cutscenes. There’s a couple outside of the main storyline that will teach you the basics of farm life, like ranching, fishing, and more!
If you’re already a farming pro, you can skip most of these lectures, but you’ll make Nobu Jr. sad. So really, who wins?
📸 THE CAMERA HAS LEGS!
Well, not really. The camera floats. So maybe wings? But it’s a stable camera, don’t worry.
We added camera controls to build mode!
Amongst a bunch of other improvements. Recursive has been turbo-working to improve and streamline the building process. We started the redesign a few months ago, but prioritized wrapping up the main storyline so it fell to the wayside. It looked something like this:
If you’ve been subscribed to our Ko-fi or Patreon, you probably remember us talking about something like this a few months ago in more detail. But the gist of it is combining the old place and edit mode into one, and “auto-triggering” the states depending on the status of your cursor (if you’re holding something, etc.)
It’s easier to see, so I’ve recorded a video:
If you’re unable to watch, here’s a quick rundown:
Toggle the inventory tray whenever to easily swap what you’re holding
When your cursor is empty, you can freely select already placed objects to put them away, dye them, or move them. Fences will reconnect!
You can now pan, rotate, and zoom the camera freely
Amazing! Hopefully, this will make decorating a lot more fun and easy with the added freedom. This just means a lot more extra bugs…can’t wait……..
With that, that wraps up what we’ve been up to in May. The end of the build mode marks the end of the last major system that needed big changes, which is a pretty big milestone in itself.
We’ll keep you updated as we slog through the mountain of loose ends and terrifyingly random bugs in the near future. You’ll be updated through my tears.
First off, we want to thank you all for being so patient with us. It’s been quite some time since our last update, so we have lots to update you all on. Let’s just dive right into it.
Development
So you may remember from our last update (although quite some time ago) that we showed off some of our new 3D lighting aspects. Adding this in has taken quite a bit longer than we originally thought it would but we have finally gotten into a good process with it!
As we just mentioned with getting into a good process with the 3D lighting, our processes needed a little bit of reworking. To be completely frank, we were in what is known as development hell. Having to rework practically the entire game, while going with almost an entirely new art direction, and just not having great processes in place to help us accomplish all of it really had us in a rough spot.
With all of this being said, the game is quite a bit different from the alpha that our Kickstarter backers have had access to. Different in a very exciting way to say the least! We aren't quite ready to show off the new stuff just yet, but we will have something for you all soon!
We cannot wait for you all to get to your hands on it and finally play it! Speaking of, let’s get into some timeline updates.
Timeline
So our timeline has definitely shifted a little bit as I’m sure you’ve noticed. We are now targeting Q4 for our Early Access release.
Besides the Early Access update, we know the next big question you all have about timelines is when the beta will be released. Fret not! We have not forgotten about it. With all of the reworking we’ve had to do, we’ve had to push the beta back some. We plan to have a better update about when exactly it will happen. For now, we mainly wanted to give yall a better look sort of behind the curtains as to what has been going on and why we’ve been delinquent on updates for the past almost yr at this point.
Rectifying it
Now that you know all of the struggles we’ve been working through, let’s dive into how exactly we’ve been getting ourselves back into the proper swing of things. So, to help get us back on track and really working towards our Early Access we’ve made quite a few new additions to our team! Emmanuel Floret - Game Director Johan Balan - Art Director Alexander Samarin - Senior programmer John Gilette - Senior programmer Gerald Gombrio - Junior programmer Gabriel Lucena - 3D programmer Daniel Harris - Senior artist
With all of those additions, we want to give a special shout out to one of our Discord mods, RaveMonkey, who we have now brought on to help Kerri out with community management. If you have any questions in the Discord, her or Kerri will likely be the ones to help get you those answers so that the rest of our team can continue focusing on development.
With all of these new folks and the new processes that they’ve helped us implement, our development train derailment has been placed back on the tracks and is now properly chugging towards EA!
Again, thank you all for supporting us, believing in us and being patient with us through all of this. It’s definitely hard to make this update, but in order to be the most transparent with you all, it must be done. We hope that you all will continue sticking around with us. If you want to join our (not so lonely) outpost, you can join our Discord (where we may be running some emoji contests 👀) or follow us on Twitter!
While we’re preparing a new build, we’d like to tell you more about the things we’re working on right now and what changes await you in the game — and not only there.
DISCORD
Especially for those who like to follow the process of development we publish unique updates in Discord almost daily, in #devblog channel. There we share the freshest works and will be happy to get feedback or an interesting idea from you. You can also get some answers to the questions about the game right from the development team.
DEVBLOG
We work hard on the Edge, adding a lot of new content and we also improve assets that already exist in the game. And at the same time we work on a considerably bigger location with the town and a canyon.
We make a lot of small changes that improve the general look and atmosphere of the game.
Working on the sky—creating clouds and working on their interaction with the sunlight.
A bonus for those who love watching the stars. We’re improving the night sky of K’Tharsis by adding nebulas and constellations.
We’re creating new concepts of plants to make biomes richer.
You already can see some of them in the game, not in the final variant though.
We substantially redo mobs of K’Tharsis giving them a more alien look. That’s how, for example, crucas will change:
Remember the shark from our old demo?
We also considerably changed it and are ready to show you new concept arts. This monster will go to the desert very soon!
We have also added a new powerful monster called alpha to the game.
We’re thinking of putting more difference into the population of K’Tharsis—looking for new shapes and styles for abori.
One of the most important processes is the work with colours. So we’re trying many variants of painting for different assets.
We’re also working on the replacement of the UI for a long time and experimenting a lot, trying to find an interesting combination reflecting both sci-fi setting and a cowboy theme.
Within this change we also did some work with the dialog box and made it more stylish and qualitative, and also more comfortable for the eyes.
A great deal of work was dedicated to compiling icons with new UI—here are the first attempts of stylization.
This is just a part of changes—the team is adding new content into the game all the time. To stay in touch join our Discord channel, leave feedback, subscribe to our page on Steam and—the main thing—add the game to your wishlist!
Hi everyone! Slaughter League is over. I’ve witnessed too many painful decapitations to carry on… Well, not quite. We’re beyond excited to announce that Slaughter League will now become Against All Odds and I want to discuss today what this means for the game!
You might be asking yourself “why the rebrand?” While the game itself isn’t changing one bit, there’ll still be all the gorey humorous deaths as before but, unfortunately, the word “slaughter” got caught in profanity filters a lot. For those of you in the community last year may remember our alpha playtest and how awkward it was to name streams and content. Twitch out-right didn’t allow streams to be named “Slaughter League”. We view Against All Odds as a social, community-driven multiplayer game, and we want everyone to have fun with it. We felt that the name hampered its potential so changed it up. For a game like this to thrive we need to ensure that there are as few barriers as possible for our community to grow!
As we were deciding how to handle the name change I really hated the idea of completely ditching the name Slaughter League as I’ve worked on this project for over two and a half years now and it's like a child to me… A very strange twisted child, but a child nonetheless. For this reason, Slaughter League will remain the in-game name of the sports game show in which players participate. Announcers will still refer to it as Slaughter League and visuals in the game world will still champion the traditional SL logo. The only major change here is anything non-diegetic in the game such as menu logos and external store branding will show Against All Odds.
Thank you all for your support so far through development, it has been one hell of a journey. We have more exciting announcements coming soon so definitely join our Discord so get hear all of these announcements first!
Hi ! We have been working the last 2 days on fixing some issues regarding UpGun !
-Fix a bug where the laser sight didn't appear -The sensibility is ajusted sooner -Fixed an issue where the ammo displayed wasn't correct while using "Reset" -Fixed an issue where a wall int the lobby wasn't replicated -Fixed known crashes -NetCode optimizations
Steam Next Fest is nigh, and we're excited to announce that we will be LIVE June 13 at 8:00 PM Eastern and June 14 at 3:00 PM Eastern with Interference: Dead Air! We'll share with you some insights into our game's features and gameplay, and we'll be answering questions in the chat.
Steam Next Fest June 2022 Edition runs from June 13-22, and during this time you'll be able to check out an updated demo of Interference: Dead Air.
So be sure to mark Monday, June 13 at 8:00 PM EST (5:00 PM PST) and/or Tuesday, June 14 at 3:00 PM EST (12:00 PM PST) down on your calendar. See you there!
The dotAGE demo is playable during the Steam Next Fest! I am going to stream playing it and talk about how the game works. Let's play it together and see what happens!
Hi everyone! We have some very exciting news for you all! 👀 In case you missed the IGN Summer of Gaming stream:
🥳 Neon Blight will be launching on PC in just a few weeks on July 11th, 2022! 🥳
Thank you all for your support so far as we finish development! We couldn’t have made it this far without you all and can’t wait for you all to get to play!
While you wait for launch, feel free to join our community on Discord, or follow us on Twitter and TikTok
We love the many NPC's of SunnySide and would struggle to pick a favourite if asked, which got us thinking, who might be your favourite NPC?
We thought we'd have a bit of fun with that and pick 10 of the NPCs to duke it out in an elimination tournament to see who will be crowned the fan favourite! We'll share bios and images of all the characters so you can see which one you like more.
Starting Monday 13th of June we'll share the first battle on the SunnySide Twitter account and put it to a public poll! This will run for a few weeks whilst we whittle down one overall winner. We may even have a little something special planned for the winning NPC to celebrate their victory, watch this space!
Here's a sneak peek at our first battle coming on Monday...
If you don't see your favourite NPC in the running then let us know! We may bring this back in the future, maybe after everyone has moved into SunnySide and got the know the NPCs even better...
Please do add SunnySide to your wishlist if you haven't already!