Last week's Beta had some issues with saves, so... good thing it was just a Beta! That issue has been solved and we can keep moving forward with SEXY RABBIT TATS and more!
Also, the new MINI game releases this weekend!
Size: 426.4 MBs
Additions and Changes:
ːswirliesː Rabbit Princess NSFW Animation #4 added ːswirliesː Oni PRINCE NSFW Animation #1 added ːswirliesː 2 new unique skills added! "Dull" and "Frail" will give a malus to living/undead Progeny when Life Force in the Kingdom is too low/high! ːswirliesː Added "Babs' Potion Shop" reward! The Cauldron Pin will allow Babs to play every animation available in the game! This month's MINI releases this weekend only on our Patreon!
ːswirliesː Added the first 🕺 (C)hoose (Y)our (O)wn (P)rogeny NPC! Sakari can be found around Frozen Stick Village! ːswirliesː Tweaked the chances to incur in rare Progeny Skills
Fixes:
ːswirliesː Fixed the new skill system crashing most saves! Yay!
Today is a very exciting and emotional day for us. We finally get to release our little passion project out into the universe, and families and friends all over the world can begin their co-operative camping adventure! But first, story time..
Back in 2013, friends Andrew and Ian met their game developer idol, Ron Gilbert, at a Double Fine meet up during the first PAX Australia.
Shortly after this inspirational event, INCA Studios was founded, and the two began prototyping game ideas in their spare time. Eventually they landed on a concept that had some legs; a twist on the couch co-op genre centred around camping, a favourite pastime and yearly tradition of theirs.
The game took shape, and after a number of rigorous playtests with very patient and brutally honest friends, INCA took their game to PAX Australia 2018, and then back there the following year.
Over the next few years, the two continued to further shape and hone the game, embarking on a long porting journey to make the game available on Nintendo Switch while still maintaining the experience for Steam players.
We now find ourselves with our game out in the wild, and we're so proud of it.
We hope you enjoy Camped Out - thanks for playing!
I have mentioned before my terrible luck this past year, especially when it has coincided with Village Monsters stuff.
So it wasn't surprising to me when my entire family came down with the flu the literal day I published the last dev log. 2+ weeks of sickness, including an incredibly grumpy 3 month old? No surprises there!
"Ha! This time I knew it was coming, so it doesn't bother me at all. Now it's out of the way and I'll have a funny anecdote for the next dev log!"
Then our septic system failed, with everything that entails.
Then, thanks to school starting, we all got sick again. I am unsure which god I angered or what my offense was, but I am very ready for this curse to be lifted.
Still, the journey continues. Work has resumed on Village Monsters, and I have plenty of news to share, so let's get to it.
What's The Latest?
The tools have been updated, the source code recompiled, and the debugger is chugging away once again. We're back up and running, baby!
All feedback and bug reports reported since May (post-baby) have been logged, prioritized, and in many cases fixed
All reported crashes and blocker bugs have been confirmed fixed
Village Monsters v1.1 will launch this October. For real. No redos this time.
It has taken me a great deal of effort to get back up to speed, especially with all the gross distractions in the real world, but I am pleased with where I'm at now.
One idea I toyed with was splitting the work into two releases: one with priority bugfixes (crashes) I could get out soon, and then another, larger update that focuses on the more content-heavy things sometime later.
However, I decided against it. Village Monsters is not a live service game, and it didn't seem like there would be much of a benefit to that. I also worry about the confusion of saying "it's fixed!" while also promising that more fixes are coming.
The plan is to treat October as a relaunch of sorts and making v1.1 what v1.0 should have been. It's somewhat riskier (as all big launches are), and it requires more waiting, but I think it's the right move given the choices.
I can't go back in time and redo the disastrous launch, but I can try to at least make up for it. It's like when you burn dinner while entertaining guests; it sucks, it's embarrassing, but people still need to eat, so climb out the window and go grab some burgers.
It's time to get tactical! We're happy to announce that ORX is a part of TactiCon event on Steam! And just for a limited time during the event we're bringing back ORX Demo — straight out of our magic vault!
Untouched by the time, ORX Demo still presents a great opportunity to try out ORX if you're new and take a look at how the game looked previously if you already own the game.
What is TactiCon? TactiCon is a digital convention hosted on Steam celebrating strategy video games — highlighting the brilliant and creative minds who develop strategy games and gathering the players who love them.
Catch us on September 22-26 on the event page and try out the Demo!
The editor of this fine paper is pleased to announce an exclusive scoop - players can pick up a copy of Beacon Pines as of today on Xbox, Steam, Nintendo Switch, and PC stores.
To celebrate this undoubtedly historic event, the game is available at a 10% launch discount.
This editor will be leaving the office to purchase a copy as soon as they’ve finished writing this article. Such value! As you explore the picturesque town of Beacon Pines and its surroundings, be sure to visit the home of the Beacon Beacon. We’re located in the town square, you can’t miss the sign.
➡️ Visit the Fellow Traveller Sale ⬅️
In addition to this, you can enjoy the developers at Hiding Spot streaming the game live via the Fellow Traveller Publisher Sale (and perhaps pick up a bargain or two while you’re at it as there is a massive sale on all Fellow Traveller games right now.)
We just released the Hotfix #1 for Construction Simulator here on Steam. This smaller update includes a fix for the multiplayer server settings, introduces the option to turn the dynamic camera off and a change for the default settings for looking around with the mouse. Here are the patch notes:
Patch notes: Hotfix #1
Implemented an option to turn the Camera Dynamic off (before, it could be set to "low", "medium" and "high" only)
Camera Controls (Mouse): Changing the default setting to "Always", so you can look around with the mouse without having to press or hold a button (can be switched to "Toggle" or "Hold" in the settings menu according your needs).
Multiplayer: Server fix (next to Europe servers in other regions are now selectable too)
We’re still working hard on Astrea! I’m excited to announce that Astrea is part of Tacticon! Tacticon is a convention hosted on Steam celebrating strategy video games. Tacticon starts today and will go until September 26th.
To celebrate we’ll be setting the Astrea demo live until the 26th on Steam! Cleanse corrupted creatures as either the wise Moonie or the hulking Cellarius! May the rolls be in your favor!
You can now build a party venue and bring another revenue stream to your business. When things get a bit more relaxed in the late hours of the day, you can now crank things up with the new party content. We hope you'll enjoy that party!
Amount of sandy footsteps created by visitors have been reduced significantly and they should no longer spawn when the customers are standing still.
Employees should no longer clean the warehouse related items (Music Sets, Giant Teddybear, etc.).
Customers using toilet should now again pay $1.50 to use the toilet.
Fixed a crash related to Car Wash which caused the game to crash when closing Car Wash, the whole Gas Station or occasionally calling the UFO.
Fixed a crash that occurred when the player was driving Rudy and the game tried to access the player’s inventory.
And just to round everything up nicely, we now have a 10% discount on our first DLC: