Over the past 2-3 months I have been working on a massive update that changes everything from remaking the open world mall to heavily optimizing the game. If you have not played the game now is the perfect time to play and if you have played the game be sure to check out all of the new and improved stuff.
I will list the major changes below:
Patch notes
Levels: 1. Shadow detail has been improved in the time nexus 2. Mayhem Mall has been completely redesigned with improved graphics, level design, and color. 3. Foliage has been added to mayhem mall 4. A new waterfall and river has been added to mayhe mall 5. Shadows have been greatly improved with them appearing all over the level with much greater detail. 6. The stores can no longer be clipped through the walls 7. The level has been heavily optimized and can have 100+ fps consisitntly 8. The scale of mayhem mall has been improved to be more realistic 9. Other small changes have been made as well
Menus: 1. The menu buttons have consistent visuals when clicking on them. 2. Other small changes have been made as well
Hud: 1. A new wanted system hud element has been added. 2. Crosshairs now animate when shooting 3. Other small changes have been made as well
AI: 1. The pedestrians no longer walk crooked 2. The pedestrians now have improved intelligence and will no longer wander in random directions 3. The police will now patrol the mall instead of being spawned in. 4. The NPC will no longer spawn/despawn in front of you. 5. The invasion system has been improved to feel more intense and intimidating. 6. The police now have more advanced behaviors 7. The pedestrians will now do different tasks such as text or talk on the phone 8. Pedestrians will react with the player with a new shoving behavior 9. The psychopaths have been improved to appear more often. 10. NPC will no longer pop in and out 11. Police will no longer tank FPS 12. Ai will now be knocked back when killed 13. Other small changes have been made as well
Sound Design: 1. Guns now have more impact when shooting 2. police now have dialogue sounds 3. Killing police now has improved sound effects which provides more feedback 4. Shotguns now have a much louder shooting sound 5. Bullets now have impact sounds 6. Audio now uses spatialization vs being heard anywhere in the map 7. Combat music has been added when wanted by police 8. Other small changes have been made as well
Player Movement: 1. You can now dash in mid air creating flight movement 2. You can now move while using the flamethrower 3. You can now move while using the sonic punch 4. Overall player movement feel has been improved 5. FOV now moves with your movement speed 6. When dashing camera shake has been added for a feel of jet thrust 7. You can now combine the dash with other movement abilities like the thruster jump 8. Other small changes have been made as well
Abilities: 1. The feel of the flamethrower has been greatly improved to feel like a mandalorian 2. The sonic punch can now be used with sprinting for a juggernaut like movement 3. The dash can now be used midair to fly short distances. 4. The super jump has been adjusted to better suit the level 5. Other smaller changes and bug fixes have been made as well
Graphics 1. Colors in the game have been drastically improved with more natural shaders 2. Textures have been greatly improved with physically based rendering 3. Rendering system has been improved with better lighting 4. Other small changes have been made as well
Weapons: 1. When shooting the bullets will always hit in the crosshairs regardless of distance 2. Muzzle flashes have been added 3. Camera shakes have been added to improve the impact of firing a weapon 4. Bullets now have tracer effects 4. Hitmarkers have been improved to feel more impactful and satisfying 5. When bullets hit a object such as a wall they have a sound effect for more feedback 6. When bullets hit a object they have impact particles that play where they hit 7. Recoil animations have been added to the game for all guns 8. IK has been added to the guns to improve the animations 9. Police AI now have sparks when hit 10. Auto reload has been added to the game 11. Dashing through enemies has been improved and rebalanced 12. Crosshairs now animate with shooting
Animations: 1. Movement between animations has been improved 2. Recoil animations have been added 3. Hands will now properly animate with the guns 4. A new running animation has been added to make it less stiff and feel more “weighty” 5. The AI now will all use different walk styles 6. The player now has multiple sets of idle animations 7. The flamethrower animations have been improved 8. The dash animation has been improved 9. The sonic punch animations have been improved 10. The thruster jump animations have been improved 11. Other small changes have been made as well
Bug fixes: 1. A large amount of bugs have been fixed to prepare the game for release from early access 2. Game has been fully optimized 3. File size has been reduced from 6gb to 3gb.
Thank you to everyone who played the game during early access and provided feedback, it was very helpful in making the game the best it could be!
I’m thrilled to launch Sapiens into Steam Early Access. It’s time to lead your tribe!
Early Access Roadmap
This Early Access release is only the beginning. The above shows you some ideas of what’s next in terms of content and features. As I will be taking on board community feedback and suggestions, the roadmap isn’t set in stone and the order may change, but it should give you a good general idea of Sapiens moving forward.
Feedback & Community
I’m excited for you all to play what I’ve been hard at work on and hear your feedback. I really do want to hear your ideas and hear about your triumphs and struggles in Sapiens.
Feel free to post here in the Steam forums, or better yet, drop by the official Discord to join our community, where I regularly post progress updates. I’m just one man making a big game, so I expect the days ahead to be crazy busy, yet I’ll be hard at work to make my way through all your feedback, reports, and suggestions.
Thank you so much for your interest and support. I hope you enjoy my game! If you do, it would mean the world to me if you left a review or comment. More news and updates from me coming soon.
The game has now released into early access. A lot of feedback has come through, most good but some of course bad. All feedback is appreciated so thank you for that.
Seems that many of you are having issues with controllers. While I'm looking into the issues and working hard solving them, you might find solutions in the Discord server where others have faced similar issues. Some of the features, such as the track database and multiplayer are experiencing quite heavy loads from the player influx, they might be performing slower than usual. I'm looking into this issue as well. https://discord.gg/deRKaXCPxA
Thank you for your patience.
I also wanted to share the near future development roadmap here, so you can get an idea what the future holds.
V0.2.8 <-- We are here now Fixing Issues that have come up during Early Access release Improving AI Optimizations Adding ability to upload custom car skins
V0.2.9 Adding a new vehicle Improving sim racing aspects, such as adding configurable cockpit driver position and improving interior quality Adding daily and weekly challanges
While I was away in Western Australia, I managed to write up an update on concept art. Since being back in England, I unfortunately got hit with covid, and haven't been as productive as I would have hoped. However, the last couple or so days haven't been too bad, enabling me to keep working on the game!
Recent developments / backdrop design
The above scene has been a fun environment to create! I would like to go into more detail into the process behind setting up an interior like this over on my Patreon sometime soon. You can also check out my last dev log on Youtube, before I travelled out to Australia, which focussed on setting up lighting for this scene (in it's early stages of design):
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While I develop this interior, I have also been equipping the Neyyah build with new scenes to explore within Visionaire Studio 5.
Screenshot from Visionaire Studio 5
The particular scene I'm focussing on is an environment which I had originally finished back in 2018, and was also featured in a couple of test build playthroughs available here:
Neyyah - Demo Walkthrough / Test Build 26.11.18:
Neyyah - 'Felitsu Island Walkway' Test Build 21 05 21
You can already see an evolution in this scene between the two videos. However, I decided to push it even further. A lot further. Neyyah's story had developed and strengthened, and also having worked on Neyyah for so long, I had built up skills in which to work more effitiently and effectively. Neyyah's aesthetic was a lot more cemmented than it was back in 2018! I only started using Blender in July 2018, and Felitsu Island Walkway (now Felitsu Island Fuel Station) had only been completed by late 2018.
So, changes were made! Here's a few examples:
Before: After:
Before: After:
Before: After:
Hope you enjoyed this update! There are a couple of other locations which will be going through 'ground=up' revamp to fit in with Neyyah's more current updated world style and look. Be sure to check out my Patreon for more in depth detailed BTS content, as well as updates on - as mentioned previously - the recent backdrop scene I am developing, plus a new upcoming 4th Year Neyyah Dev Anniversary Patreon Special I'll be announcing very soon too! Explore more over on www.patreon.com/defyrealityentertainment.
Thanks for continuing to support and follow the evolving world of Neyyah! I'm really excited to share this world with you :)
We're thrilled to announce that we've joined forces with Fangamer to bring you a new line of official Hades merchandise, ranging from plushies to pins, and from artwork to apparel!
Like all the merchandise we've offered in the past, these items were designed in close collaboration with our team. And, Fangamer has years of experience delivering great game-inspired merchandise to customers around the world, so these items will be easier to get a hold of than items we've offered in the past. Here are some of the highlights!
This notorious hound of hell is somewhat smaller than the real thing, measuring about 12" long from heads to tail. For maximum softness, the monstrous creature is filled with polyester cloud stuffing and covered in baby minky material. Designed by Nina Matsumoto and prototyped by Eyes5.
Bask in the dark beauty of the Underworld of Hades in this stunning set of three original full-color art prints by the game's environment artist Joanne Tran and art director Jen Zee. Each piece in this run of 1000 measures 18" by 24" and is printed using the highest quality inks and materials. Perfect for framing, and designed to be displayed together.
This plush of everyone's favorite House of Hades custodian / floating gorgon head is about 10" tall, wields a felt feather duster, and features a squeeze-activated voice box that emits one of dozens of generally anxious voice lines. Powered by three replaceable AAA batteries, included.
Now you can always go the painful way in this long-sleeved shirt by Nina Matsumoto. The original design is printed on the chest and both sleeves by Forward, on the 100% cotton PC61LS from Port & Company.
...And More!
Browse the full catalog for enamel pins, the original soundtrack CD, T-shirts, and more -- and stay tuned, because we expect to have new items available down the line! We've always wanted to create great merchandise for our games, as it's always been a refreshing creative challenge between making games! We hope you enjoy these new items if you decide to pick them up, and really appreciate your support.
Huge thanks to one particular player who reported many of these and provided me with the data to pin them down. You are a star.
New Motion Setting: There's now an option to stabilize your EYE (player camera)
Find it under Controls > Input Settings > Motion
Fix: Two naughty hidden DADs were revealing themselves through the EMU in CRS Corporate
Fix: A troublesome luggage bot was allowing itself to be ctrl'd while not actually in the playable area
Fix: A DAD was floating in the air under certain conditions because wasn't initialising properly
Fix: At the very end of the game, if you load your last save back in, GOD's integrity meter goes weird
Fix: At The Cloud, the lift/elevator cameras were missing arm supports.
Improvement: I've added a sign saying "ego engine access ladder" to hopefully make it less likely that the ego engine can't be found
Approx patch download size: 50Mb. Sorry about that! I haven't yet understood how best to optimize patch sizes based on how the various tool package up the data.