In Bloody Hell Hotel, every guest is unique and can be described by traits, likes & dislikes, and secrets:
TRAITS
Traits affect the general behavior of guests in the hotel. Traits are linked to the guest's appearance, so it's easy to tell who is who. We currently have 7 traits, but will likely add a few more.
LIKES / DISLIKES
Some guests like rooms with a fully stocked mini-bar. Others want extra towels. Each guest has a unique combination of likes and dislikes, and your ability to meet your customers' expectations will affect their generosity (tips) and reviews of your hotel. Needless to say, you don't have to care about making your customers happy - after all, you're a blood-thirsty vampire! Letting your guests live is a choice, not a must.
SECRETS
Every guest has at least one secret - something that is not immediately revealed to the player. For example, a guest can be a Vampire Hunter in disguise - deadly when attacked, but acting like an ordinary guest when unprovoked. Uncovering secrets is challenging, but not impossible. It most cases, it can be done either with the use of vampiric powers, special food ingredients (truth serum), or buying intel from the Vampiric Council (if your relationship with the Vampiric Council is good enough).
Unbothered by dirt and grime and won't complain if you don't clean
Likely to create messes of their own, which you'll have to tend to
Heavy drinking makes them deep sleepers and easy prey
Their blood quality is negatively affected by their poor hygiene and alcohol consumption
Guests of higher social status are bothered by their presence
Their anxious nature causes them to be on high alert at all times
Taking them by surprise requires an extra careful hand
Light sleepers who are easily awoken by noise, making sneaking into their rooms particularly challenging
Unlikely to leave the safety of their room unless absolutely necessary
High-quality blood that can turn rotten if in a state of panic (rotten blood curses the player with debuffs)
Can be lulled into a deep sleep with hypnosis or sedatives added to their food
They know what they want and they wanted it five minutes ago
If they have to wait too long, they won't hesitate to leave a negative review for your hotel
Willing to tip generously, but only when served in a timely manner
Their blood is of a decent quality, and if tips don't interest you, they make for easy prey
Penny pinchers that won't tip no matter how good your service is
If your prices aren't low enough, they'll complain
Will jump on any opportunity to save money: discounts, coupons, and the like
They're not poor – your pickpocketing skills will come in handy
Insomniacs are good customers, thanks in part to their calm and quiet demeanor
They take short naps during the day and wander the hotel at night
This makes it harder to sneak into guest rooms and perform other deeds undetected
Will notify the Vampire Hunters Guild if anything suspicious is witnessed – if they can outrun you that is
Can be put to sleep with hypnosis or sedatives
Snobs represent the elite of society
Snobby blood restores your vampiric powers and grants temporary perks
They expect the highest level of customer service
Snobs are wealthy, but they don't tip well – their suitcases are brimming with valuable items and can be picked, though
Positive reviews from Snobs are very valuable and can make a big difference for your business
Deciding whether to kill them for their valuable blood or let them live for a positive review is a difficult choice you will have to make
Royalty will only visit your hotel if it's received positive reviews from Snobs and other Royalty
They won't stay in regular rooms, so if you don't have luxurious suites ready for their arrival, they won't return anytime soon
Will not tolerate anything less than stellar customer service
Extremely generous if treated well – expect unreasonably high tips if you tend to their every whim
Royal blood is of the highest quality and can grant many perks
Royal blood can also be sold to the Vampiric Council at a premium price
The Vampire Hunters Guild keeps a close watch on Royalty
The disappearance of a Royal guest will be noticed and investigated by vampire hunters, the toughest enemy in the game
The game continues to evolve thanks to our active community on Discord. If you have any gameplay ideas, now is a good time to join. As a reminder, if your idea ends up being used in the game, you'll receive a copy of Bloody Hell Hotel when it launches and your name shall forever be immortalized in the game's credit roll. This month, a big shoutout goes to @lordofspades for coming up with the idea of guest secrets.
If you're looking for frequent behind-the-scenes (e.g. screenshots of props in development, voice acting tests, etc.), you'll find all of that on our Discord.
Stay tuned for our upcoming Halloween contest - to be announced on Oct. 24th!
Knock-knock, adventurers! Join us for the Dreamhack Beyond indie Showcase in which we are participating! Watch the stream on the Steam page of Knock on the Coffin Lid.
The event ends on Oct. 23, 2022 at 11:59 PM EDT
We’ll also be offering a special discount on our game from October 17 to October 24. Add it to your wish list so as not to miss the offer!
We are celebrating the Free Weekend by announcing a new Per Aspera DLC, which will also be free!
Since the launch of Per Aspera back in 2020, we’ve heard from the community about extending the game beyond the full terraformation of Mars. First, it was Green Mars, then Blue Mars and now it’s time for humankind to take over Mars fully.
We will be releasing a new expansion by the end of the year where you will be able to continue the mission of making the human race multi-planetary.
For this new DLC, we will be adding new Buildings, new Special Projects, new Tech, and new Quests. You will be able to populate Mars with hundreds of thousands of humans and deal with the challenges of it! Stay tuned for more information regarding dates, fully detailed features, and more!
We've seen you guys struggle with some major issues with softlocking in certain areas, this patch is dedicated to fix those errors, as well as add some of the most requested Quality of Life changes.
Here's the list of changes for the Patch 1.02:
We've fixed the bug in The Greed level, where you could skip an area where you have to find a bow for the further progression in the game.
Same issue on The Selfishness level, where you could skip the ability to fly and thus lock yourself in the White Hook boss area.
Fixed an issue, where you could lock yourself in the Peter Pan boss fight without access to the fighting area itself.
We've made some adjustments to the chase from the Giantess in The Greed, right now it should be more apparent for the players which way to go.
Fixed some dash problems in The Gullible, specifically on the King Jack's plant.
We're also aware of some reported issues with our Asian localizations, and are currently looking into it. Sorry for your troubles! O7L
Also, if you're still stuck in some areas because of the softlocks, check out our Steam discussion board to find the ways to escape it. Fixes in the patch won't let that happen again, but you might need to change your checkpoint manually through the save file manipulation.
And don't forget to join our Discord server for the most active discussions about the game!
Stay tuned for more updates! We hear you guys, and appreciate your feedback and understanding very, very much! Take care and have fun in The Darkest Tales!
Hello everyone. Here we are with our first #MaidenCops Devlog. We've updated the Demo, and we invite you to play again and give us new suggestions! We really appreciate your feedback.
The main changes to the game:
Enemy Variations (each enemy has different colors)
Indication of the enemy that will attack (blinking in white color)
Enemies bounce off on the edges allowing you to combine your attacks.
Dodge enemy attacks (double tap up or down)
Counterattack when the enemies grab the Priscila (use your energy to this)
Priscila's skills activate with one single button
Added two more songs
The Priscila's tails can rise the enemies on the floor
Thank you, everyone. Have more suggestions? Did you find any bugs? Please report to us on the community hub. There are some special topics there. Don't miss anything from Pippin Game! Follow us on social media and here on Steam!
[BALANCE] Decreased contract amounts in Medium/Stage 2
[BUG] Settings VSync correctly applies and saves [BUG] Settings Windowed mode correctly applies [BUG] Fixed black bars on side when using a widescreen resolution
Biotech lets you have children and raise a family! Children end up in your life in many ways - colonists could give birth or use a surrogate mother, take in a band of orphans, and even gestate embryos in machines.
Pregnancy can occur through natural means or advanced fertility procedures. You can let your colonists’ relationships develop organically, or play matchmaker with new romance options! Browse your colonists’ romantic interests and encourage them to make a move on a potential sweetheart. (Hopefully they share some kind of chemistry, or someone will be brutally rejected.)
We sped up pregnancy to last only 18 in-game days, given the short-lived nature of many colonies. Take care of mom during this time - pregnant colonists get real big, slow, and hungry. They also struggle with waves of morning sickness and brutal mood swings from the highest highs to the lowest lows.
Prepare for your little one before labor begins. Birth is difficult and dangerous for both the mother and child - you’d be smart to have a good, clean birthing room with supportive family members and a skilled doctor nearby - it could make the difference. Complicated births can be turned off via storyteller setting.
Taking care of babies
A baby’s life is simple: eat, sleep, and play.
Newborns won't move on their own and rely on adults to feed and protect them. Colonists assigned to "childcare" work will be responsible for all the babysitting!
Keep your baby's tummy full with lots of good eats. Babies can't stomach the complex meals adults like, so keep mom nearby for breastfeeding or cook up some mushy gooey baby food. (Adults forced to eat baby food will not like it.) In a pinch, insect jelly and animal milk do a great job of keeping babies full.
Everyone benefits from playtime. Build an adorable nursery brimming with toy chests and baby decorations that help fulfill the little ones' play need. Adults will play with the youngsters and carry them around the colony. When it’s naptime, babies sleep a lot better in a high-quality crib made from good materials - no splinters please!
Happy babies make for happy colonists. Parents share a special bond with their children, and will be in high spirits when their children are happy (or feel terrible when their kids are unhappy). Keeping babies happy is vital for the short and long term health of your colony. Unhappy babies unleash a powerful sonic-psychic weapon (known as crying) which can reduce the mood of any person within earshot. Likewise, a happy baby’s giggling brightens the day of anyone who hears it. It pays to keep the youngsters and the adults in a good mood!
Raising children
At age three, children will be walking, talking and getting into trouble. We adjusted the speed they grow so that you'll see the most important life moments in a single game. Those that prefer a more “natural” progression can adjust the speed in the storyteller settings.
Children have a unique "learning" need. Satisfying this need depends on what their current learning desire is - they may want to chat over the radio, explore nature, scribble on the floor, take lessons in class, daydream on the ground, or watch the adults as they work. Fulfilling children's learning desires contributes to their overall development and improves their chances. While children are generally slower and less skilled than adults, they have a natural optimism and a curiosity for the world around them. Like newborns, when children are happy, it improves the mood of the adult colonists around them. Children will also require clothing tailored just for them. Make sure you’ve got enough child-sized parkas to keep them warm in the winter!
At ages seven, ten, and thirteen, children reach developmental milestones known as "growth moments" where you choose their traits and passions, and unlock new work types for them. Children that spend more time fulfilling their learning needs have a greater variety of advantageous traits to pick from. Balance your children’s work and leisure schedules with care. A rich childhood with lots of attention gives them better chances to be a capable adult, but doesn’t guarantee anything.
Vatgrowing
Technology offers an alternative to long and burdensome human pregnancies: growth vats. Extract and combine genetic material from the parents to create an embryo, and insert it into the machine.
Growth vats accelerate development and sustain the embryo without subjecting a mother to the unpleasantness of pregnancy. In a mere 9 days, embryos develop into babies. You could remove your child at this time - or leave them inside to continue growing.
Children grow significantly faster in the vat than if they were out and about in the world. However, they’ll miss out on childhood and never pursue their learning desires, resulting in poorer choices of traits and passions during growth moments. Whether you keep children floating in growth vats or let them out to experience life depends on your goals.
Growth vats are excellent tools for churning out super-soldier and simple workers, but require large amounts of nutrition. Without an adequate supply of nutrition, individuals in the vats will suffer from bio-starvation.
Genetic modifications
With Biotech, you can create your very own genetically-engineered colonists, known as xenohumans.
To create a xenohuman, you'll first need genepacks - small capsules containing a handful of genes. Genepacks can be purchased from traders, earned as quest rewards, or extracted from a host using a high-tech gene extractor. The process is not terribly comfortable, but the result is a genepack containing a random assortment of the specimen’s germline genes and xenogenes. Using a gene assembler, you can recombine several genepacks together into an implantable organ called a xenogerm. Once implanted into a human, they will immediately gain the traits associated with the xenogerm's contained genes.
Don’t want to wait to make xenohumans? When starting a new game, you can select premade xenotypes for your starting colonists - or create your very own! We’ve also added a number of xenohuman factions (but more on that in a later blog post).
Genes
So what do genes do? Well, quite a bit. Let's preview a few of them:
Fire spew: The carrier of this gene gains the ability to spew flammable bile. The bile sticks to anything in a small area and can ignite people, objects, and the ground. (Just make sure to have a firefoam pop pack handy.)
Longjump legs: This gene gives the ability to jump long distances, letting melee attackers quickly close distance between them and their foe.
Furskin: The body of a carrier is covered in thick fur, providing some insulation and changing the person's appearance. Furskin is perfect for cold climates.
Smooth tail: Carriers of this gene grow a slender tail that can act as a dexterous fifth limb, increasing their manipulation.
Strong stomach: Carriers have an extra toxin-filtering organ in their stomach and will never suffer from food poisoning even after eating rotten food.
Psychic bonding: People with this gene bond with a single person for life, sharing a psychic bond with them. As long as they remain close to their mate, they will be happy - but if their partner dies, it can be catastrophic to their mental health.
Robust: Carriers take less injuries than others from the same damage. This can stack with the 'tough' trait to create incredible powerhouses.
Never sleep: This gene completely prevents the need for sleep.
Ageless: Carriers of this gene do not age biologically. Stay young forever!
Great shooting: Greatly increases a person’s aptitude for shooting, effectively increasing their shooting skill by +8.
Psychite addict-immune: Carriers are immune to addictions caused by consuming psychite.
Deathrest: Carriers of this gene must periodically regenerate themselves in a special coma called deathrest. Deathrest takes days, but can confer substantial bonuses with the right infrastructure. Deathrest can be accelerated and its effects enhanced by the use of a variety of special buildings and technologies.
…and that's just a small sample from more than 200 genes available in Biotech!
Genes come in two distinct flavors: germline genes and xenogenes. Germline genes are present in every cell of the host's body and are able to be passed onto children. Examples in a baseline human would include hair and skin color. Xenogenes, on the other hand, are technologically implanted and cannot be passed on.
You’ll need to pick genes carefully. Powerful genes will decrease a person’s metabolic efficiency, making them need more food. On the other hand, genes with drawbacks will increase a person’s metabolic efficiency. Creating a functioning xenotype is a thoughtful balancing act of picking the right strengths and weaknesses. Create a muscular cave dweller who’s afraid of the sun, or a sleepless genius who needs smokeleaf to survive. The possibilities are endless.
The most powerful genes require archite capsules - small containers of microscopic machines produced by superintelligent archotechs. These devices are capable of enabling genes with physical and psychic feats which would otherwise be impossible, from perfect immunity, to super healing, to immortality.