- Jump-Assist is now acivated by default, when you start a new game - Blitzblow can not be used anymore, when you don't have suffificant MP - the Pigheads AI was kinda broken, which made them use "Shatterer" only - Chloe does not get time damage anymore, when she's flying - space worms don't attack you anymore when the map is on fullscreen - Melings Mod Vengeance (Vergeltung) does not cause selfdamage anymore after the turn, which hopefully makes it a bit more valuable - I added some reminders, for instance to actually call the mod table in battle or on the fact that you can let the damage trigger bounce 2 times - more reminders on jumps: don't spam enter/A or the jump is being canceled and an explaination on the first roll-jump you have to do - Chloes MP consumption should be displayed correctly for all possible cases (fury status, doublespell)
If you own the game, please consider leaving a review, that would be awesome!
Hi everyone! I'ts that time of year again! The Season of Pride sale is upon us and we have a bigger than ever discount on Kitty Powers' Matchmaker and Kitty Powers' Love Life!
In advance of the Steam VR Showcase launching in a few days, we are posting a new version updated based on feedback from the Steam Summer sale. Thanks again for all of your feedback. Sometimes making small changes can make a huge difference.
Here are some of the changes:
Collision improvements on certain items
Minor visual improvements
Improved Radio Puzzle usability
Fixed item gravity bug
Improved certain key usability
Changed noise when putting key into backpack
Fixed being able to teleport with certain items you were not meant to
Minor performance improvements
Added some clarity to tutorial
If you have any (spoiler free) feedback for the Top Right Corner team on The Atlas Mystery, please let us know! We love making VR games for you!
I'm not sure if you're aware, but I've been working on a sequel for Sweetest Monster these last couple of years called Sweetest Monster Refrain. The sequel is in a pretty decent state right now: it's only missing 3 pieces of artwork (which will take maybe 3-4 months to be finished), and then it'll be done.
I submitted a WIP build of the game to Steam a few weeks ago, but the game was banned because the content was deemed inappropriate for the platform. I wasn't given any means to appeal the ban, and I was told I wasn't allowed to resubmit the game even if I censored parts of the story (which I don't want to do anyway, because that would defeat the purpose of the story), so the sequel will not be available on Steam. I'll still release it, but I can't release it here.
If you want more updates on the sequel, you might want to follow my Twitter account, @ebihimes. I don't think I should post about Refrain when it's out, or provide any links to the storefront I mean to host it on, because I don't want to risk getting in trouble. I'm not going to say more on the subject than this on Steam, so you should keep an eye on my social media accounts if you're curious.
I'm sorry to the people who were waiting for the sequel, and who wanted to buy it on Steam; I hope this isn't too disappointing!
Last week I alluded to some upcoming travel and now we can officially confirm that the Moonana Team will be attending Bitsummit X-Roads 2022 on August 6-7 in Kyoto, Japan. We will do our best to bring back something interesting from this trip!
Now, onto the Developer Interview!
What's your favorite Keylocker character?
Rocket!! He's just a funny guy having a good time, and hell, so am I.
Which class are you picking and why?
I'm picking Hacker, the electric attacks are objectively the coolest and Hacker gives you a bunch of options to power them up. Also you get to wear a TV as a hat. What more could you want?
What's your favorite part of your work for Keylocker's development?
Seeing everything come together. Most of what I'm working on are just systems and tools and stuff devoid of context, and being able to see all of the things we've all worked on getting put into place to form an actual Game is the coolest thing in the world to me. When we were getting the demo put together, getting to actually play it without staring at a debugger, without teleporting all over the place and skipping everything, without all the crazy debug text visible, like actually stepping back and getting to experience it like a player would, it's just like, "damn, this game is sick as hell, huh?" Just a really cool feeling.
What's the toughest part?
Localization. :( It's easy to think that it's just switching the scripts out for each language, but having to do localization work gave me a new appreciation for it in other games. Making sure every part of the UI looks right for each language and even just making sure your systems can handle these other languages at all, it's an absolutely enormous amount of extra work. It's definitely worth it though, I love seeing people across the globe who would otherwise not get a chance to enjoy our games being able to get the full experience.
What are you most looking forward to working on in the future for Keylocker's development? Now that a lot of the base systems and all the other boring stuff is mostly out of the way I'm excited to work on stuff to make the game come alive the way we want it to. For RPGs specifically, the core gameplay like fights and things like that are important but everything in-between is what you end up experiencing the most of, I'm looking forward to making sure everything feels great and looks as good as we want it to.
That's it for this week, next week we will have Elektrobears Interview and after that we will be in Japan!
Hello everyone! We have just released a new small update fixing a number of bugs and adding some smaller additions. If you have any feedback or suggestions, feel free to join our Discord Server!
Battle Cry of Freedom Sale!
Battle Cry of Freedom is currently on sale! For a limited time, you can pick up Battle Cry of Freedom with a special discount of 42% ($7.99/€7.99) off of the retail price of $19.99 (€19.99).
Every Monday at 8pm EST we will be hosting a weekly Official Event. The Event will rotate between different game-modes and maps every week. Anyone is welcome to attend. The Event will be open to the public.
Signups will be done on our Discord Server. in #event-signups 20 minutes prior to the event. All Regiment Leaders or Reps. must be present at minimum 15 minutes prior, so that we can figure out team balance in a timely manner and can start the event on time. Specialist roles such as Sharpshooters or Artillery will also be assigned then.
To get notified when the event is starting, click here!
The Mod Team of the Mexican-American War mod for Battle Cry of Freedom is currently looking for talented 3D Artists and anyone willing to help with the creation of the mod.
Here is a message from their Lead Mod Developer: "Members and friends of the Republic of Texas Regiment are looking for model makers and mappers interested in helping them develop a Mexican-American War mod they are working on. Currently, we have a handful of mappers creating maps for the mod, but the more the merrier. As for model/uniform makers, we only have a few. If you are interested in helping out in the creation of this mod or have any questions, please contact either Scotty#2318 or Lord Glorfindel#4251 through Discord. Thank you, and God Bless Texas."
Full Changelog
New Features:
New Player hitbox system that takes player up-down rotation into account.
Added a server setting to disable buckshot and buck and ball on all regular rifles.
Enabled admin tools in single player.
Reduced memory usage of the game.
Changes and fixes:
Increased Jump height by 15%.
Decreased jump cooldown from 1.67 seconds to 1.25 seconds.
Fixed a bug with jumping, sometimes making it impossible for a player to jump.
Reduced ALL melee stun timers by 0.05 seconds.
Maybe fixed accuracy issues of the Baker Rifle.
Fixed white textures on the Baker Rifle.
Fixed that players would collide with trigger zones in single-player.
Fixed that Milita NCOs were scattered in between non-Milita troops in Commander Battle.
Should have fixed that falling down and taking damage wouldn’t play the proper animations.
Fixed a variety of bugs in single-player.
Are you interested in attending huge organized Linebattles with hundreds of players? Then join our Discord and enlist with one of the Regiments (Clans) hosting organized events!
Thank you! Stay tuned! /Flying Squirrel Entertainment
The Sydney Update includes a new map, 8 new airlines and 2 new aircraft types.
Also, the same runway separation has two changes:
The same runway separation no longer considers wind conditions as a factor, since it's seems too unpredictable and caused too much confusion. Thus, it's now only determined by the wake turbulence category.
Largely reduce the time of same runway separation of arrivals.
As always, thank you all for your support and feedback. If you have any questions, suggestions or you want to see specific airport, feel free to start a new discussion or contact me. I hope you enjoy the new content!
2.02a Changelog
Added Sydney Airport (YSSY).
Added 8 airlines.
Added Boeing 717-200 and Bombardier Dash 8 Q300.
The Same Runway Separation no longer considers wind conditions as a factor.
Reduce the same runway separation of arrivals.
Fixed: Aircraft type window potentially causing the game crash.
Thank you so much for all the support, congratulations on reaching 10,000 copies!
Idol Hands 2 is currently in development! We'll be using Live2D technology to animate all the H-scenes. This sequel will feature two heroines, independent storylines for both girls, as well as new and improved gameplay mechanisms. Please look forward to it!