Following up on our information concerning the development plans, we decided to shed some light on what we have cooking. Thanks to your involvement, we created a schedule for the next couple of months. As promised, we’re back with plans for the development of Liberté.
Since there’s still time in December, we will also release a minor patch with a new playable character and a batch of new cards. The new playable character will be Santa’s surprise, though. Maybe you can guess which faction we are thinking about…
We’re also adding some minor bug fixes and an improved deck tutorial. We’ll share the detailed info soon.
Now, let’s move on with the Roadmap!
Patch 0.14: Liberté story is complete!
We’re pushing ourselves to complete the Story content of the game and, if possible, lock the dialogues and texts so they can be translated next month. This means a LOT of writing and tying loose ends. Yep, #fingerscrossed!
Kajetan, our number one writer on this one, has even created a map with every single story point leading to another - this occupied half of the floor in his apartment. Maybe one day, we will share the image! The final game will see more than 160 encounters with all the characters. With a few tweaks to the storytelling mechanisms, the flow of the narrative will be more dynamic and throw you right in the middle of the events unraveling.
Patch 0.15: - Lady Bliss final battle & localisation
For those, who will see it through to the end of the revolution, we’re preparing something special. On second thought, special is probably only one of the words we could use to describe it. It’s also going to be:
Liberté finale will see all of the characters pushed against the wall, in the most turning point since the appearance of Lady Bliss in Paris. Needless to say, you guys will have the final saying in how the story ends - and it’s going to be one tough choice to make.
Aside from that, the translation itself is still an ongoing process – our plan is to collect requests concerning localisations and build a list of languages we should be bringing to you, step by step. Since the decision has not yet been made, you can also help move the needle: If you want to help out, Wishlist our game or join our discord. Each Wishlist includes information on the language (based on location), which adds this valuable information. Also, we will be sending out a survey soon!
Patch 0.16: Final patch before the release
Tick, tock, tick, tock… Time’s getting closer to the release! Patch 0.16 will be the final patch before the full version arrives. It’s mainly focused on minor game improvements and bug fixes. If you have any suggestions regarding the gameplay or new features, let us know now, so we can evaluate them and prepare a task list to implement the most valid ones in this very patch.
Release Date
This is also the first time we’re talking about the release window. We’re aiming for a Q2/Q3 Full Release, but as you know – based on your feedback and our production plan, this is the perfect spot to fulfill our promises and push Liberte out from Early Access, finalizing the 1.0 version.
That doesn’t mean we’re going to stop there! We have a long list of features we’d like to implement in the game, but right now, we need to focus on delivering the above roadmap. As usual, we thank you for playing, supporting us, and providing feedback.
We’re keen to hear from you, too - share your thoughts about the plans and tell us which update gets you hyped!
Happy ho ho holidays. We’ve decked the halls with boxes of joy. Now don’t let down all the waiting children. ‘tis the season to be Jüngle!
/////////run hack.exe ####### THIS IS S.P.E.A.R -THE SOCIETY PROMOTING AN END TO AUTOMATED REDUNDANCY . WE NEED YOUR HELP. THE PLANET. HUMANS. SOCIETY. DEMOCRACY. IT’S ALL SLOWLY DYING OUT HERE. IF DEATH IS AN ENGINE, THEN JÜNGLE IS ITS FUEL.. YOU’VE GOT TO STOP THIISSSSSSS----##### /////
I’d like to make clear that while Christmas has the most brand recognition and quantifiable market value, we do not discriminate against other holidays. There are plenty of products to sell for Hanukkah, Kwanzaa and Ōmisoka, too. Akemashite omedeto!
Set in Jüngle Fulfillment Center 1, the largest retail facility on Earth, The Last Worker is a first-person narrative adventure centred around humanity’s struggle in an increasingly automated world, where robots are replacing humans.
The game combines a hand-crafted art style created in collaboration with comics legend Mick McMahon (Judge Dredd, 2000 AD) and unique, immersive gameplay mechanics, seamlessly interwoven into a narrative game like no other.
The Last Worker delivers an emotional, thought-provoking story filled with rich characters performed by an all-star cast including Jason Isaacs (Harry Potter, Star Trek Discovery), Ólafur Darri Ólafsson (The Meg, True Detective), Clare-Hope Ashitey (Children of Men), David Hewlett (The Shape of Water), Zelda Williams (The Legend of Korra) and Tommie Earl Jenkins (Death Stranding). The Last Worker is scored by Oliver Kraus, known for his collaborations with the likes of Adele, Sia, and Florence and the Machine.
Also, make sure you also join our Discord and follow us on all of our social media platforms to stay enlightened on all things Honey, I Joined A Cult! 👇🏼
Ready to slay away your worries in the new survival mode? JUST 5 DAYS TO GO!
Slaycation Paradise’s new big content update launches into Steam on December 12th!
Here's what you can expect:
NEW SURVIVAL MODE
Kick back and relax with five new destinations in the desperate, hopeless lands of the omniverse and endure wave after wave of aliens, zombies, lobotomized cows, and of course, sentient blow-up dolls. Construct your perfect getaway with a wide arsenal of structures from stasis cores to electri-fryers…there’s fun for the whole family! But if a more… ‘intimate’… vacation is what you need to unwind, then kit yourself out with a vast array of perks that will compliment your loadout of intergalactic weaponry spanning from paddles to spider-drone launchers.
NEW PERK SYSTEM
What do intoxication, regeneration, and evisceration all have in common? They’re the three things you’ll need to survive and enjoy yourself! Most importantly, regeneration, -one of the many perks that you can choose from as the hordes drop at your feet! The new mode features a new perk system with dozens of fine, aged selections that can increase your carnage catharsis!
NEW MAPS
Have you ever put your legs up on a beach and thought “I’d rather be in hell, killing demons” -Neither, have we! But a beach and hell are just two of the five travel destinations to soak in the rays, whether they be from the Sun or alien assault rifles!
NEW WEAPONS
Now it wouldn’t be complete and utter planetary annihilation without the latest and greatest machinations that spread defilement and decimation at your fingertips! Would it? Featuring the new Groper and Poundinator! No, that’s not the name of the two big scary guys at the Paradise bar, those are the brand new weapons at your disposal that tear apart your foes with a twisting mass of tentacles and incinerate their twitching corpses with a bombardment of inter-planetary missiles!
We've worked hard getting Space Shells to where it is today, but the game is still in Early Access so there's still more sweet stuff coming! We hope you'll have a grand ol' time and help us in developing our game with your feedback and support!
Because we want to engage the community and get player feedback as soon as possible. We believe that listening to players during development will help make Space Shells an even better game, and plan to add new content, test new features, listen to player feedback and refine the game experience throughout Early Access
APPROXIMATELY HOW LONG WILL SPACE SHELLS BE IN EARLY ACCESS?
We hope to work on this game for years to come and make something truly special. We are not entirely sure what would qualify as a 1.0 version of Space Shells, but the game will be in Early Access for at least 1 year, could be longer.
WHAT IS THE CURRENT STATE OF THE EARLY ACCESS VERSION?
We’ve reached the point in development where we feel ready to open the game up to the public. There are still a bunch of performance, design and visual issues and the game is far from perfect. We plan to update the Early Access version regularly with new features and content. Having said that the game is in a state where you can have a lot of fun and enjoy tons of hours of gameplay.
WHAT WE ARE LAUNCHING WITH:
• The Hub • 4 spaceships with randomly generated obstacles and usable items • 3 types of weapons • 2 shells • One mission type • Upgrades system
HOW IS THE FULL VERSION PLANNED TO DIFFER FROM THE EARLY ACCESS VERSION?
We are planning to at least add the following:
• More new Shells • More spaceships style • More enemies, elites and bosses. • Many more weapons types, usable items and devices. • Additional types of missions and story • Additional gameplay mechanics for lockpicking, energy system hacking • Tweaked & refined game design iterated on through community feedback. • More optimization • Another language support.
WILL THE GAME BE PRICED DIFFERENTLY DURING AND AFTER EARLY ACCESS?
We expect the price to increase as we transition out of Early Access into full release, due to the final game having more content and being a rounded experience. Buy earlier, save money.
HOW ARE YOU PLANNING ON INVOLVING THE COMMUNITY IN YOUR DEVELOPMENT PROCESS?
We will read and consider all feedback received through Steam and Discord. We encourage all players to tell us how they feel about the level design, gameplay elements, sound, and anything they consider important. We'll take everything into account for the full game.
[New features] ● When the database is already open (F10), you can use the shortcut key to open the event library (F4) ● Resolution adaptation, automatically adapts according to the WINDOWS desktop text size (such as 125%, 150%), and will no longer display a very small interface under 2K and 4K resolutions. ● The scene object prototype adds the function of configuring which 。common properties are displayed (that is, some common properties may not be displayed according to different categories)
[Optimization] ● The coordinates of the text prompt bar (TIPS) have been moved down to avoid blocking the currently selected text. ● Other minor tweaks
[Repair BUG] ● Fix the problem of switching data categories when playing the avatar in the avatar editor, causing an error to be reported ● Fixed the issue where an & symbol was entered when the name of the dialog command was used to cause an error ● Corrected the problem of jumping to the source of the tile at the bottom left of the color-absorbing tile ● After copying the status page of the scene object and deleting the event of the object, there is still a display error of the green dot ● Fix the bug that if the scene is closed in the scene list when switching scenes, the error cannot be displayed ● Fix the bug that data between two custom array components can be dragged to each other ● Fixed a sync error when resetting all object modules for this archetype ● Fix an error caused by switching type of a custom component ● Fixed an error reported when reading editor fonts due to lack of such fonts
[DLC-Feather of cyan] ● Updated with new default particle map material ● [Game Number] increases the pressed system button (also conveniently used to get the button of the gamepad) and the return value is as follows: 0-up, 1-down, 2-left, 3-right, 4-A, 5-B, 6 -X,7-Y,8-START,9-BACK,10-L1,11-L2,12-R1,13-R2 ● Fix the problem that some interfaces cannot be closed manually when using commands to open some interfaces in events such as scene entry events and click events that cannot operate the menu ● Fix the error that the instruction - "Modify Avatar Parts" is a switch instead of a numerical variable in the variable mode. ● Other minor tweaks
[DLC-Sword of dream] ● Added a batch of icon materials ● Added actor class icon display ● [Game Number] has been increased to obtain the total number of characters owned by the player and the number of specified characters ● Added a new command - "forced action" ● Adjust the position of the +- sign of the store interface ● Added a variety of events in the script to reduce conflicts between plugins when making plugins ● Fixed the issue that the command - "Replace Party Actor" could not be selected to take effect immediately in battle when leaving the team ● Corrected the command - "Change Actor Equipment" to unload equipment and remove equipment option index is incorrect ● Fixed the problem that the command - "Start Battle" team use variable is invalid ● Other minor tweaks
[Demonstration of the effect of using the force command]