Hello employees! Welcome to our second developer blog for Under Contract! We have a lot going on with development that I wanted to discuss. Hold onta ya butts!
After releasing the demo and doing the Steam Nextfest we received a lot of feedback, and numbers are our jam! So let's break down our audience and what our reaction to that will be. First, you should have some knowledge about how we value our customers and their types.
Type A: These customers are after the smut, they are here to enjoy the porn. They are also the easiest to please, serve easy to access porn early and often. Type B: This customer enjoys narrative and porn, and is very likely the largest consumer of visual novel products, or low-complexity games. The way you serve these customers is via titillating narrative and themed content. Type C: These are your grinders, they will willingly kill 100 skeletons to unlock all the lewds in a game. These types are served by creating rewarding gameplay loops or offering hidden/grindable rewards.
In order to make the game more appealing to more customers, we need to even our representation of each of these audience groups. We estimate our audience to be made up of the following for the demo/first release.
Type A: 2% Type B: 33% Type C: 60%
So how do you make all of this more appealing to each group? Just good old hard yakka, that's how! We need to build more content for each group, Type C we have in the bag, we are game developers by trade, so making something fun and engaging goes without saying. The B and C types need more care.
Let’s first approach the gameplay content and jazz it up! Currently, we have our protagonist, Richard, in the gameplay scene being a normal guy. It works fine for gameplay but we need more appeal for our core. Our answer to this is to build a companion system instead.
Companions
As you play Under Contract and rescue your co-workers from damnation these fine ladies will team up with Richard to take on the underworld managers! Each companion will offer a unique power to use within the gameplay sections and will take time to charge. They will also be present in some cut scenes with unique dialogue lines for the situation.
Your default companion will be the lovely Frida, your guide through the Dreamscape and other things. After you’ve freed a co-worker you’ll have the option to swap them anytime you’re on the map screen.
They not only offer unique gameplay elements with their powers, and offer more narrative elements. The companions will also cheer Richard on during gameplay and present themselves on screen for your enjoyment!
Hopefully, this will better serve our audience looking for titillating content, the higher the combo you achieve the more sexual her reactions will become!
Narrative
The other element that will be overhauled is adding in narrative breaks during the Dreamscape exploration. These will come into play as “reality” nodes, which, once activated, send Richard back to the real world for another grueling day in the office. The exception here is that every single reality node will offer a unique sexual encounter with characters.
An example of this: “Tracy being spanked on her bare ass by Dominque during her employee performance review as Richard peeks in” or “Bliss asserting her dominance over the unruly Richard using her feet”.
Lastly, we wanted to offer quick rewards for winning a VS battle with Minions, so a quick sex scene with Richard and a Minion as a reward for besting them in combat. We are not sure how best to implement these, but the idea is solid for sure.
All of this requires more art, more narrative, not to forget easy methods of re-watching unlocked content. Just more things to work on, for sure.
Those are our plans, I cannot wait for your feedback on all this.
War Hospital is not your typical military strategy game. While supporting war effort is present in the game, its focus lies somewhere else. In each soldier’s life. As a major Henry Wells, revered and experienced military medic your role is to do everything possible to save as many soldiers and civilians as possible. But then again, it is not possible to save everybody.
You will have to carefully manage scarce resources and overworked medical staff, facing constant difficult moral choices to do as much as possible. Each patient comes with their own story and in different condition requiring different treatment. It’s up to the player to meet both gameplay challenges and morally difficult choices.
World War I in the eyes of Hospital Crew
Hospital Crew consists of doctors, nurses, medics and engineers. They all have a unique role to fulfill in the medical cycle. Out of all of them, doctors are most involved in patient treatment. Each operation consumes their energy, time and takes a toll on their mental health. Dealing in constant uncertainty of patient wellbeing is not a mere accomplishment.
And in this cycle there is winners. Rehabilitated soldiers go back to the front to face a new danger of death and physical or psychological harm. Each success of saving life is only temporary in the grand scheme of things, that’s why medical effort is so difficult to endure for Hospital Crew. But despite the uncertainty and inevitable doom of the future, one can only do what’s best in their effort to bring temporary respite to those in need.
Because medical assistance is not just about statistical results. It’s about bringing a light of hope to those in need, and sometimes this is what matters the most. In War Hospital player will micro manage their crew and one of our goals was to display that hardship throughout meaningful narrative elements.
Medical Equipment and healing methodologies in War Hospital
World War 1 was a breaking time when it came to innovative ways of harming enemy soldiers. Deadlier machine guns, artillery and even chemical weapons. There were no boundaries in sinister effort during that time. Because of that medical discipline had to catch up rapidly.
During that time medics had to come up with a variety of effective, yet cost efficient methods of treatment. Throughout playing War Hospital, you will have to smartly put into use a broad range of medical devices and methods of operating patients for best possible outcome.
Each of them brings different modifications, not always positive and introduces a variety of possible complications. Risk management and tough calls are present in each patient operation.
Why British Hospital? How we approach to nations diversity in War Hospital
War is a hellish phenomenon. It brings destruction and suffering upon all people involved. The reason why we decided to set up a War Hospital in Britain is due to the fact that British allied forces had the highest diversity of soldiers among them.
Our goal was to show that war tragedy is common for every human, regardless of their nation, age or their history. No matter where does one originate from, the suffering is universal. And that hardship is universal for everybody and in some way it brings people together. They face terrible horrors together and that brings them together. Small acts of kindness, honorable actions, unity.
Interface as key part of narration
While the game revolves around the tragedy of wounded soldiers, player faces gameplay challenges on both micro and macro levels of managing the whole hospital complex. Managing patient operations, assigning best doctor in a given situation and proper tools while under constant scarcity of resources is the core of War Hospital experience.
In order to make all elements as clear and accessible to the user as possible we emphasize iconography, color coding and best design practices to offer a smooth experience for all of you.
Ordinary day in War Hospital
No day in War Hospital is ordinary. Each day brings new challenges and obstacles to overcome. Constant warfare at front lines, incoming ambulances of wounded soldiers, hunger among citizens and never ending threat of death are present in every moment of gameplay. Player will have to manage all the different systems to keep things going to succeed, to the best of their ability in these harsh conditions.
Finally, we are pleased to share that development of the game is moving forward & well, we shall give you a glimpse of War Hospital gameplay during at Nacon Connect (the conference of our Publisher) on July 7 at 7:00pm CEST, be sure to follow them on their YouTube channel to be notified once the conference starts!
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Summer is here, but the whole Jutsu Games team is working hard on the Infection Free Zone. Regardless of that, we have come up with the idea, that it would be fun to have a game where our community is presented with 3 screenshots from different cities and have to vote, on which one out of them looks the best. Let's take a look!
Thurso - Scotland
Thurso is a town (and a former burgh) in northern Scotland. In the morning, the city has a calm, sleepy aura, inviting you to stroll through abandoned streets. Fortunately, at this hour, the infected are already hiding from the light. You're safe.
Weihai - China
Weihai is a prefecture-level city in the Shangdong province. What's very interesting, it's also the closest Chinese city to South Korea. In the midday sun, the city's contemporary architecture shimmers with a blaze of colors. It's the perfect time to roam through the city and scavenge for the materials.
Paris - France
Paris in France seems to have always had a worldwide reputation as the most romantic city in Europe. The harmonious architecture of the city looks amazing at sunset. However, remember to stay cautious. When the sun goes down, the infected will go hunting.
Which one do you like best?
Let us know! And if you like this little game, where we share the current look of some cities with you, feel free to suggest the next places that you would like to see in the future. We will look for the most common requests and do our best to provide you with some nice views!
The Bolivar Update brought many important improvements to Humankind, but we still have a lot of ideas how to make the game better in the future, and we’re sure many of you are eager to hear about them. So it’s time for us to talk about what’s coming in the Ibn Battuta Update in late July, starting with a feature that we’ve been working on for a while: the Immersive Empire Names.
“Immersive Player Names” may actually be a more accurate name for the feature. Giving consistent names to the empires in Humankind honestly turned out more difficult than expected, and we went through several iterations looking for a version that worked well in all supported languages. In the end, we decided to move the spotlight from the empires to the avatars themselves.
So, why is this important? Well, while changing and adapting your culture to the shifts in your situation is a core part of the Humankind experience, it could honestly get pretty confusing (as many of you were quick to point out). “The huns have declared war on me? The who? Oh, they used to be...” And referring to the other players as “the green empire” or “that pink $#?@!” isn’t much fun, either, and robbed the avatars of a lot of their personality, as they were just not very present while playing.
Now the game will focus on the avatar name for most interactions (with their culture usually added in brackets), so you should feel much more like you are interacting with the same leaders throughout your game, rather than a string of different cultures. You’ll probably notice this most with the various notifications, where you don’t get the benefit of seeing the other avatar as you do on the diplomacy screen. Now it’ll be much easier to keep track of who is who and what they’re up to if they’re properly addressed by name.
Hang on... Priest-King? Supreme Ruler?
Yes, now that the names of the avatars are featured more prominently, we have decided to give them titles as well. Unlike the names, these titles will shift over the course of the game as they enact different government civics, so you may deal with kings and queens in the early game, but presidents and great leaders in the late game. Some of these government civics also take into account your ideologies, so even an aristocratic republic might be ruled by an emperor if their ideology leans towards authority.
As with most aspects of Humankind, we still have many ideas on how to improve this, but we think this new focus on the avatar names will already add a lot of flavor to your diplomatic interactions and allow you to build lasting alliances (and bitter grudges).
And if you want to know more about the other improvements we have coming with the Ibn Battuta Update, stay tuned to our announcements in the coming weeks.
The next update is bringing two great changes to your favourite game: Specialist Partner Fusion and Wing Fusion!
Learn more details about what to expect below.
Specialist Partner Fusion
To make sure your partners stay the distance and don’t wilt at the first sign of danger, we’re introducing a new system to the game in the form of the Specialist Partner Fusion. This allows you to make use of those specialist partner cards you don’t need, whilst simultaneously strengthening your favourites!
Simply open the Specialist Partner Fusion menu, and drag in the partner card you want to improve and the one you want to use as a material. The only other thing required is a bit of gold, and some additional materials, depending on the current level of your card.
The fusion works best if you use the same cards, but other partner cards can be used to give your favourites a boost up to a certain level. Certain levels will however require that you use the same card for upgrading. The maximum level you can reach through Specialist Partner Fusion is level 100.
Fusing cards gives your specialists more HP, better defence, reduced damage from crits, and other powerful bonuses, depending on the level and experience of the specialist partner card you use as the material.
Wing Fusion
Similar to the system for Mysterious Hair Dye, in the future you’ll find a new item in the NosMall – the Wing Changer (Random)! This gives you a certain chance to transfer the appearance of your wings to another pair, allowing you to benefit from the powerful effects of one set of wings, while enjoying the appearance of a different set you prefer.
There’s a button on your specialist card allowing you to reset the original appearance for free, in case you ever have second thoughts about your choice. Please note that the wings newly added to the game will not be available for Wing Fusion.
Todays update focuses on quality-of-life improvements after I spent the day going through some menus ensuring everything controls well; specifically targeting gamepad menu and choose profile menu with a few others also seeing improvements.
Please let me know if you find any issues, however small or minor as these can be hotfixed. If you are enjoying playing the demo then please add the game to your wishlist :)
Fixed an issue where gamepad glyths were not being stored correctly in gamepad settings.
Added PS5 monotone style button Gylths and renamed existing to be PS4 etc. A dark variant has been added too.
Added switch monotone style button Glyths with a dark variant added as well.
Fixed an issue where pressing the input button on gamepad menu when not highlighting a button remap could cause a problem.
Fixed the default selected widget in Gamepad settings being handled incorrectly.
Fixed an issue with customization from creating a new profile being incorrect.
Added ability to edit an existing local profile via pressing Y or equivalent on controller. You cannot edit the primary profile here as name is taken from Steam and you have a full set of options in the settings menu making this action redundant. This option is contextual, so will only appear when you can actually edit a local profile.
Added additional category for applause sounds splitting off from interface as part of freedom of choice to disable some elements.
Interface
Fixed Input remapping button icons not reacting to Glyth changes.
Fixed the visualization widget for controller thumbstick missing since recent update.
Added new glyths for playstation controller bumper buttons when mapped.
Fixed a sound feedback issue where potential for more than sound to play occurred when navigating some menus.
Added detection method for if a controller is used, if so then controller glyths will be used, if not, then keyboard buttons will be displayed instead.
Fixed an issue relating to the gamepad thumbstick visualization not respecting inversion mode correctly.
Added additional Glyths option to gamepad menu, this will force either gamepad or keyboard Glyths always, or automatically switch between.
Fixed an issue with the icon for sounds menu having weird alpha masking.
NOTE: If something doesn't work properly, message me directly on Discord or Twitter! I'll fix it ASAP!
Patch notes: - Aligned stat numbers and descriptors better - Added scrolling combat text for many item effects - Highwaymen Shoot Location is now a bit smarter - Fixed some units sometimes getting their animation stuck when flipped (still has some cases, will keep looking). Fixed intro guard not playing animation. - Fixed Inspect button not actually toggling inspect mode - Fixed the Block number being on top of everything - Fixed Infected spells and Rooted buff not displaying correctly on spell icons - Fixed arrows weird trajectory - Fixed HP bars being offset for some units - Fixed tiles remaining highlighted in the Captain Stashton boss fight - Polished the Captain Stashton cutscene a bit - Fixed Void Crystal particles looking off - Fixed monster description panel sometimes flickering - Fixed unit attachments (e.g. rooted, silenced) going behind the unit - Removed an old placeholder in a Marceline cutscene - Fixed some items not fitting in the loot scene - Removed 1 pixel from the Spiked Barricades (lol)