We are long overdue to share with all of you where we are with game development and when you can expect to receive new content. To help explain this, we also feel it’s important to share with you some of what has been going on with us as developers. For a more detailed update, please read to the end. For those who just want the highlights, we’ll start with those first!
Highlights:
Dominatrix Simulator release coming August 15, 2022.
New content will be minimal, but there will be new scenes to play, as well as new music, new animations, and several bug fixes.
Scenes with The Divine Engine Pragma and Enforcer Furia will be playable in alpha state, along with the first introduction of a Mistress ‘walking’ in game.
New builds to come bi-monthly.
Devilish Domina is now full-time on the game and will be managing the regular release of content and fixes in a new release every two months.
2022 has been a difficult year so far.
A number of extreme obstacles hit the developers, Deviant Dev and Devilish Domina, in the first six months of ‘22, slowing down development and exposing players to risk. These are resolved (you can read more below), so we expect things to get back on track for the last half of the year.
Detailed Updates:
Personal challenges.
In December, 2021, Deviant and Domina (real life partners) began a journey to move overseas from New Zealand, their home for the last 6 years, to find a new home back in the United States, their home country.
Just at the end of January, Domina had a significant health crisis that required serious intervention involving a risky surgery and took several months to recover from. She is now in extremely good condition and her recovery has gone exceptionally well.
During her recovery, a Discord hacker took over her account and wiped out the game’s Discord community, took control of the game’s Itch account, and attempted to divert game proceeds to their own personal account. The hacker also uploaded a corrupt file to Itch. The developers and their Discord moderator team worked feverishly over 48 hours to block every attempt the hacker made, take back control, and rebuild the Discord server. To our best understanding, player impact was extremely minimal, but the risk was terrifying to encounter.
Further complicating matters was the challenge of finding a place to live. Just one week after moving into a place, their next door neighbor was shot and this kicked off a series of short-term moves while spending great amounts of time and energy looking for a safer, more permanent home.
The devs can now, with relief, share that they are in their final stages of moving to a permanent home and expect the difficult challenges to be behind them.
Game progress.
Though development has been intermittent, progress has been made in the background and you can expect regular releases to come more frequently.
In leaving New Zealand, Devilish Domina chose to take a sabbatical from her career to focus full-time on the game. This will include managing the asset pipeline, writing and voice acting stories, engaging frequently with the community, and providing creative direction to content developed for the game.
Two new Mistresses will have content to be released.
Playtesting for the Introductory scene for The Divine Engine Pragma is underway with Patrons - This scene will introduce her to the player and give her a chance to inspect them as a potential new specimen for her collection! Pragma is a robotic AI Mistress, who will focus on fucking machine endurance, mind games, and body modification.
Recruitment for a new voice actress for Enforcer Furia begins the 1st week of August - two scenes introducing Furia and providing a glory_hole task for players are created and need a Latinx voice actress to bring her to life.
New art assets.
Our resident artist, Just Jeff, has been pulled away on other projects for almost a year, but is now back on board creating additional art assets for our game.
The first is the completion of a brand new, never before discussed, character named Ereshkigal. We don’t want to give too much about her away, just yet, but you can expect to see some sneak peaks of her in the near future.
For now, Pragma’s intro has a placeholder fucking machine, while Just Jeff whips up something perfect for our game.
New musical compositions completed.
For the past year, we have had a music composer, Fflewddur Fflam, creating unique sounds for each Mistress. Each one has their own unique origin, style, appearance, room, and mannerisms (not to mention their specific kink preferences), so we knew music was also key to creating their unique vibe.
Cues have been completed for each Mistress with scenes currently in the game: The Goddess, The Headmistress, Mistress Yuki-Onna, Mistress Nega-Yuki and Ms. Treatment.
New music will soon begin for Pragma and Furia!
New animations in testing.
We found hundreds of amazing mocap animations that we are testing and evaluating for using in the game.
Because of this, we’re really excited to share that we will finally have a Mistress walking in a scene, which we hope will be the future of adding more NPC motion to the game.
Language translation.
We have been honored by non-native English speaking players to receive some help fixing our machine-generated language translations. This includes French, Russian, German, Spanish and Brazilian Portuguese. These are in various states of improvement, which we hope to be able to share soon!
1. Correction of some martial arts coefficients [/] In the July 27th update, we made a series of changes to martial arts, but after collecting the feedback and verification from the heroes, the experience of some of the adjustments did not meet our expectations. In particular, the adjustment of the true Chi consumption bonus coefficient caused some problems: some martial arts had too high bonus coefficient, so most of the Jianghu characters would be beaten by these martial arts, or the main characters would be beaten by the characters using these martial arts...... (for example: the examination of the Wuyue Zong, the school kicks the house battle, and so on). After careful consideration, we have decided to roll back the changes temporarily. We will optimize the corresponding value as soon as possible based on the feedback, and continue to optimize in the subsequent version.
2. Wudang Learning Art task optimization [/] Since the opening of Wudang Faction, we have been receiving feedback from heroes about the difficulty of finishing Post-Strike 5. After full validation, the current completion conditions are too harsh. We have adjusted accordingly: the limit on the number of rounds completed in the "Post-Strike" series of Wudang School Art missions has been changed from 5, 3, and 2 to 5, 4, and 3
3. Adjustment of martial arts experience [/] After the upper limit of martial arts level of heroes has been broken to a certain level, we find that the output of martial arts experience at this stage has completely failed to keep up with the consumption required for upgrading. Adjusted opening advantage items: "Grow Fast" series, increased XP gain from +25% to 50%; "Quick Learning" series, increased from +25% to 50% of martial arts experience gain; The "Cure All" will also be expanded from 20 packs to 100 packs.
Feedback problem fix: 1. Fix the abnormal progress of Dali main line in some cases: ① For the old file stuck in the main line of Dali: read the file after the update, will be synchronized to the corresponding plot stage, can normally advance the main line. (2) for the archive of the main line has not been triggered in Dali: when the main line is triggered in Dali, the plot can be normally advanced.
2. Fixed an issue in the Cloth Gang story where the mechanism reset did not work properly when the Eight Trigrams failed to break the array.
3. Fixed the problem that "There are thieves in Crescent Village" of Novice Village branch line could not advance normally in some cases; Old files that encounter this problem can be read after the update to continue the story.
4. Fix the wrong ordering problem in the face pinch component
5. Correct Shu Fen's wish plot - Hu good doctor does not open the normal situation.
6. Optimize the display of real gas consumption and remove unnecessary decimal points
-- -- -- -- If you encounter problems in the game, you can leave a message in the discussion board or enter the official discussion group to find A month consultation. Single official - Wudang Faction (5 groups) : 367152532 Single Official - 6 doors (6 groups) : 681445278 Single official - Emei Faction (7 groups) : 670263918
Single Official - GAI Gang (1 Group) : 859915026 (Overrun) Single Official - Chi Dao Men (Group 2) : 648011026 (full capacity) Single Official - Wuyue Zong (3 groups) : 423860584 (full) Single Official - Shaolin Temple (4 groups) : 728929100 (full)
New focus setting: Does the elapsed time accumulate when the focus is interrupted?
New function: When directly closing the program, the elapsed time when you were focusing before can be accumulated (if the accumulated elapsed time when interrupting concentration is checked);
New function: Changes made to settings on the Focus interface can now be saved.
This is a very large patch of many small fixes that polish up the presentation and get the game ready for launch. There's a lot in here, so check the full patch notes for more information.
This should be the last patch before 1.0, but I reserve the right for a .9 if I deem it necessary (aka I broke something essential, but I don't think I did since these are almost all bug fixes for small issues)
Increase miniboss health on higher difficulties
Improve Ending
Make picking up duplicate guns fully replenish your ammo of that type
Fix reload sound looping if you pause while an enemy is reloading
Fix ali dissapearing when player object is deactivated (on death, I think) and not coming back unless you toggle the ability in the abililities menu
Fix hookshot crash and input behavior when on portable preset
Improve looking around controls to work on all control configurations, and update the tutorial sign with the new input method
Improve map zooming to zoom in on player location instead of top left corner
Update falling spike block sound, screen shake, and controller vibration
Improve enemy sawdisc behavior and let you reflect it back by hitting with your sword
Fix NPC/Enemy AI inconsistent behavior when standing on ghost platformrs
Double size of player location icon when zoomed in to map
Fix vertical moving platforms nudging you horizontally sometimes
Add physics interaction to moving platforms
Change dialogue when entering city area for the first time if you haven't met emma yet
Adjust guard barracks room
Fix tile depth issue in sand worm boss room
Fix 'Monster is dead' quest objective text getting cut off on steam deck
Fix rare crash if a smoke particle collided with a rope lamp
Fix camera getting stuck in certain circumstances when meeting the main villain for the first time
Fix and improve balrog room in the palace towers
Prioritize explosive barrel collision over enemy collisions for bullets
Fix not being able to dodge while swimming
Adjust max ammo upgrade increase count
Buff shotgun
Buff grenade launcher
Nerf arrow damage if the bow isn't nearly fully drawn
Fix soft lock in ending tower room not being able to open final smallkey door if interact was double mapped to another action
Make beer always fully replenish stamina
Decrease metal impact sound volume
Fix elevator sound not stopping if you exit the room before the elevator stops
Update some forest backgrounds to clash less with the foregrounds
Add more emma and hiker dialogue in the forest area
Remove some hanging physics objects from large rooms to improve loading times
Add boss healthbar to baseball player
Turn off shadows by default
Fix some gui scaling issues when resizing the window
Change ammo pickups so they will not be picked up if you do not have the weapon yet or your ammo is already full
Add stamina recovery mode if stamina drops to zero, stopping you from using stamina draining abilities until it recovers back to at least 25%
Delete world data file before saving it again (hopefully fixes world data steam cloud bug)
Begin systems for new game plus mode
Add confirm message to quitting to title screen and loading last checkpoint in the pause menu
Add bouncing animation for confirm messagebox button icons
Improve command menu visuals and animations
Adjust room transitions to make them bigger of on left or right and are skinny, hopefully fixing player sometimes falling out of bounds and missing a room transition
Fix rope pushing to be consistent across any framerate
Improve blood particle performance
Fix rope physics wiggling bug
Fix apple pie description to reflect its actual effect
Add 25% chance for emma to show up in kardis room for some extra dialogue
Fix blood particles sticking to destructable solids (like destructable rocks or vanishing platforms)
Fix camera view starting too high on title screen
Add new credits slide for repurposed assets and code
Fix plant boss music bug
Fix forest ambush room being set to wrong music
Fix soft lock in secret mountain village if you do not have the flamethrower or molotovs
Add new 'Goofy' control preset, change 'profile' to 'preset' for a more accurate description
Why? you may ask. Because Obama Maze is reaching extremely close to releasing for Early Access which is the secord major pre release for Obama Maze featuring so many new items, features, and maps. You'll still be able to play the demo if you have it installed but you will not be able to re download it. Stay tuned as the Obama Maze Early Access releases very soon.