Cog was designed as an emotive character, able to react to events around him in the world of Mechinus. In many games, the player is looking at the back of the protagonists head, or if their face is visible, it's often relatively small on screen.
Cog has a large, expressive face which is always pointing at the camera, providing a golden opportunity to build an emotional connection between player and character through his expressions.
During pre-production, we went searching for Cog's "voice". While Mechinus is designed in the spirit of silent-storytelling, which means no dialogue, we decided this didn't mean Cog should be voiceless. Even if we don't understand his language, we can understand his emotions.
Since Cog is a mechanical being in a clockwork ecosystem, we needed his voice to be distinct and unmistakable. The test we set ourselves for all of the audio design in Mechinus is that if you were to hear, but not see, the game - would you instantly know which game it is? The same applies to Cog's voice.
So, what do you think? Did we capture a unique mechanical voice for Cog? Can you feel the emotions he's expressing? How do you imagine Cog reacting to events in the game as he ventures through the mechanical jungle of Mechinus?
Monster Girls and the Mysterious Adventure 2 - Nekotokage
ver 1.2 Update Contents
The following items have been updated. (Machine translation)
Add one more furniture item.
Lightening of some dungeons.
Fixed text.
Improved UI.
Please note Due to the large number of contacts we have received, it is difficult for us to respond to each individual contact, especially on social networking sites. Please contact us by filling out the form on our homepage. HP : https://forms.gle/Jroount8m1rcEaLs8
Greetings to all survivors. In this update, work has been done to improve the performance of the game. There were a little reworked objects models, as well as improved LOD's. ːsapcelootboxː
And also by the comments of players from our Discord server, was fixed bug in the control associated with different speed of takeoff (Space button) and the rest of the control.
And do not forget to updated new game arts in the store. ːsteamhappyː
Fixes and new:
Updated planet's texture, now it has a small relief
Reworked inventory UI for playing with a gamepad in future updates
Yay, we're releasing Early Access! After a long 4 years of development and experimentation the game became something solid and playable, which we are happy to share with you. Sketch Crawler has evolved significantly, compared to the demo it added a lot of new mechanics, cards, locations, creatures and so on.
What awaits you in the early access?
The game is fully playable to the very end. It uses procedural level generation, has 4 main locations, 300+ characters and 300+ magic cards. There are also options to draw any card or item in the game, and even re-sound the characters.
What's next
Although the game is already passable, it's still not complete. We will continue to develop the game by adding new card mechanics, locations, quests, and characters. We also plan to add a user-generated content sharing system.
Please write us, what do you think about Sketch Crawler? How would you like to see it? What should we focus our attention on?
We have released our first update, which fixes some bugs and steam achievements.
If you have already completed the whole game, but you have not opened the achievements, then you need to go through any story chapter again. And then the statistics will be updated. Only 1u chapter, you can the very first.
Also, I want to note that many players have complained about the hardcore first story chapters. In connection with this, we lowered the difficulty.
And once again, let me remind you that the game settings in the gameplay section has a lot of different options, such as free camera mode or sex mode on the chessboard.
Hello Citizens! We are here with the second update of the week.
This is an update that aims to significantly improve your experience with Hell is Others. During these first few weeks since the release we constantly monitored the game balance and, also thanks to your feedback, we are now ready for the first round of weapon rebalancing changes. Additionally, we are adding some quality-of-life features.
We listened to the feedback from the content creators too. We adjusted the current status effects for the twitch polls and implemented new debuffs.
You can find the detailed patch notes below!
Summary
Weapon Balancing
Replaced in Twitch Polls “Heal all Statuses” with a “Wheel of…Fortune” feature.
Twitch polls debuffs are now instantly removed when the streamer kills another player.
Twitch polls debuffs are no longer raid permanent and have a 30~60 second duration time.
Removed Bleeding from Twitch polls – Save that blood for the Bonsai!
Added new twitch polls debuffs. (You can find the list below)
Improved character stats and character belongings UI
Wallpapers are now sold in stacks of 10 each
Owners of the Good Neighbor Pack will receive 10 additional wallpapers.
From now on, new Good Neighbor Pack buyers will receive 20 wallpapers.
Added new sound effects to the map
Changes
Now, when using a syringe, only the first application of the effect over time can be heard by the Others.
Added icon in furniture menus (basement and shop) indicating if an item can be used to sleep.
Bullet requirements in the elimination quests are now shown only if the required weapon requires a specific bullet. (i.e., if any weapon can be used, including melee weapons and devices, the information regarding the bullet is omitted).
New Debuffs for Twitch Polls – New Opportunities!
Fixes
Fixed Police Station printer not having searching time.
Weapon Balancing
The biggest problem we had was a wide gap of damage output between wild bullets and modified bullets caused by the Rotation Speed Towards Target bonus that basically allowed to completely bypass the recoil of any weapon. This resulted in players landing shots too consistently, making fights less skill-based and overly fast. To address this, we reduced the homing bullets' detection range so that it no longer interferes with the recoil and reduced the rotation speed cap too. To further reduce the damage output difference, we also halved the critical chance cap and reduced the critical damage bonus to +25%.
Thanks to your feedback and our analytics, we then noticed a strong imbalance in weapon use, with ARs and fully automatic weapons in general being chosen over any other weapon type in most cases. We proceeded therefore to slightly lower their offensive capabilities and improved those of the Shotguns, the least used weapon category in the game.
Another problem we felt needed to be addressed was Movement Speed. Players using pills and fungi were able to reach movement speeds so high it was too hard for others to escape when being chased. To solve this, we reduced the movement speed cap to 20% and reduced the movement speed bonus from all weapons.
Reduced homing bullets' detection range from 3 to 1.
Reduced bullet rotation speed cap from 280 to 175.
Reduced bullet critical chance cap from 50% to 25%.
Hello everyone! This is Nimbus Games coming to you. Here are the patch notes for this new update to smoothen out the player experience based on the great and numerous feedback while adding some new scares.
NEW
Added a new scare sequence and reset for the Calamity Puzzle
Added bloody finger VFX when cutting body pile
A new scene in ACT 2: Mines
Added a new fail sequence for the end of ACT 1
Added new village sequence
CHANGES
Have Ito notes around the Seamstress room
Adjusted the living room scare
Reduce player’s interaction range
Added audio for Mask in ACT 1
Adjusted lighting for Seamstress so lantern is brighter