The time has finally come! Our Closed Beta is now in full swing and will run until January 15 on Discord. We need your help with tracking down bugs, uncovering any hidden balancing issues, and generally putting the game through its paces to help us make World's Worst Handyman the best it can be.
If you're interested in participating, go ahead and click the link below to join the official World's Worst Handyman Discord and request a code in the playtesting request channel!
The playtest is only available for a few days, so make sure to put in a request in the playtesting channel as soon as possible and keep an eye on the server if you have any questions.
We look forward to hearing your feedback on the handyman's ill-fated journey. Last one there's a rotten handyman!
We have just sent the final version of the game for testing and we just wanted to let you know that NOW is your time to let us know what do you want us to improve for the official launch!
It is very important for us to receive your feedback after enjoying the game. That's why we invite you to join our community on Discord, write a Steam review or contact us through our email support@raisergames.com
We also inform you that we are working on the localization of the game texts. DIG - Deep In Galaxies will be more accessible to players around the world with the translation into new languages including:
English
Spanish
French
Italian
German
Polish
Portuguese
Russian
Turkish
Chinese Simplified
Japanese
Korean
We can’t wait for more players around the world to journey into this galaxy of possibilities!
We have received reports from some players alleging they had experienced what is now known as ThumbBurn™, following extended play sessions of Arcade Paradise.
These players all feature in the global online leaderboards and have been button-bashing for a significant amount of time without breaks. Whilst there is no scientific proof that ThumbBurn™ is real, nor does Wired Productions accept liability for any allegations of ThumbBurn™ occurring as a result of playing Arcade Paradise, they do take the thumb safety of all players seriously. As such Wired has released a limited number of Thumb Guards, free of charge via the Wired Productions online store. These are available on a strictly first thumb, first served basis.
You can get a Thumb guard HERE. and Dr Bob talks about ThumbBurn™ below.
We also have released a new Kung Fury: Street Rage trailer to coincide with the DLC launching on consoles today!
Already a cult hit with score-chasing gamers, Kung Fury: Street Rage is a fully licensed and playable game brought into Arcade Paradise and sits alongside over 35 original, original games created by Nosebleed Interactive.
“To clarify - the launch of the Kung Fury: Street Rage DLC has nothing to do with the alleged ThumbBurn™ issues taking place at this time.. Some may say it’s a marketing stunt, but this is thumbthing we take very seriously” Said Neil Broadhead, Head of Marketing at Wired Productions. “We are thankful to players, content creators and reviewers who have got lost in the world of Arcade Paradise.”
“Thank you to the Arcade Paradise community worldwide whose passion and support for our game has been unrivalled from start to finish.” Said Andreas Firnigl, CEO and Founder of Nosebleed Interactive. “Seeing the critical acclaim from fans and reviewers alike makes the development journey feel so much more rewarding.”
If you haven't had the chance to play Arcade Paradise yet. What are you waiting for?
After three weeks of intense work on your feedback to the Pre Update Beta, we’re ready to share the date of the final release of the Building Update: it’s the 23rd of January!
Whole new mechanic of building constructions on trees - Wooden / Bamboo Tree House Frame, Wooden / Bamboo Tree Platform Frame, and a Footbridge connecting the aforementioned. There is also a new Climbing Rope construction which is necessary for reaching the treetops,
Triangular Floating Frame will let you build your abode on water - up to 3 floors high!
New weapon - Heavy Stone Axe, the first two handed axe that you can craft on your own,
Introducing Triangular Frame & Triangular Floating Frame, which will allow you to build new shapes on both ground and water,
Wooden / Bamboo Doors - now you can let everybody know if you're waiting for some jungle guests… Or not!
New building material options - now you can build Bamboo or Wooden Walls & Platforms,
Improved mechanic of placing multiple ghost constructions - now you can place more than one at a time,
New Notebook arrangement - now the Notebook is slimmer and more concise - you don’t have to shuffle numerous pages to find the construction and the material you’d like to make it from,
Some slight changes in names of constructions to make them more straightforward: Wall, Window Wall, Doorway Wall, Short Wall and Frame,
New option of cutting down Big Palms, Logs, Stumps, Branches - now you’ll be able to clear your path in the Amazonia.
There were thousands of answers to our questionnaire, tons of feedback delivered through Steam, email and every social media platform we’re on. Thank you so much for your participation and input - this means a lot to us. We’ll take it as a nod of approval for our work, and the gathered feedback will serve us as a compass for further development of Green Hell.
They are BACK!🎉 Join Ines and Lily on their first show of 2023!📺 Discover the NEW Steampunk event tomorrow, Friday at 4pm CET!⚙️🧭🎩 Share the Live Stream to have the chance to win a FREE piggy token and get some incredible Coupon Codes!🎟️🐷
The Greatest Penguin Heist of All Time - That Fish
Noot noot!
January is here and we've started digging into optimization and the more social parts of the game. One brand new feature is the in-game chat and chat bubbles. This means that you can communicate with other players in the game using a proximity chat, but also using a global chat box. Both of these will be refined and improved on, but we wanted to get it out now to see how it works. We've also added more regions and the ability to see in-session games. Clothing materials and textures have also been improved.
Networking has also been improved a lot, with no more crazy lag like before, and everything should look silky smooth. For the next update this will be improved on even more, which will also have a lot of optimizations for CPU and GPU performance. With all of these things we hope to be able to increase the player count and start adding some social sandbox maps where you can hang out and play around with others. But more on that later! Here's everything new!
New Features
Updated ALL clothing materials and textures
Added a new CHAT feature
Added duration for revives
Added new "scope" tooltip for scoped weapons (e.g. sniper)
Added the ability to see in-session games
Added South America, Africa, and Australia regions
Added speech bubbles
Reworked the entire networking for grabbing objects and NPCs
Added Metal Claws blueprint
Added Dingus Soda blueprint
Bugs & Fixes
Improved aim correction - leading to less wobbly aim
Fixed radial progress bar not always disappearing
Improved networking of body bend angles
Fixed firework crashing the game upon exploding
Improved issue where objects sometimes fall through the ground
Fixed the infinite ammo stack exploit in survival
Fixed pongie pathing in Survival Swamp
Fixed memory leaks in-game, in the Lobby, and in the Main Menu
Lowered all water colliders
Removed foliage colliders in Military Base sewers
Added colliders to the hanging walkway in Military Base
Made enemies much less likely to be scared from gunfire
Changed which enemies get scared from gunfire
Changed which enemies will hold up their flippers at gunpoint
Fixed the speedboat clipping in Et tu, Bingus
Made the orphan and Pongita dying not reset the heist
Fixed missing stair colliders in King Pingnar's Mines
Fixed the portal maze puzzle in King Pingar Mine's
The work on Let it Boom VR sometimes feels like wandering in the darkness, it might seem that you've chosen the right direction, but in reality you have no idea what's waiting for you at the end. For us as devs, the project feels so experimental that each idea needs at least a few checks before we can be sure that it'll work.
Let's take a look at such a small feature as a lighter (player uses it to light bomb fuses). We wanted to make the interaction with lighter more interesting than just clicking a button on a controller. And so the idea was to add a "flick" gesture to open Zippo-like lighters (they come with a cap) and the fire comes out and vice versa ("flick" it back, cap closes, light is off). Our programmer had to try a few variants before the cohesion between opening/closing animations, its speed and % when "flick" worked became what we wanted.
Our main focus right now is the content itself. Here are concepts for the basic hallway-like tutorial level, with tips for a new player, where we also make him familiar with the core story of the world our protagonist emerges in.
For example, in the very beginning the player appears in front of the gates, all hints at them being heaven → you might think that you're dead, but it's not that simple ;)
This scene also will have tons of small explosion particles - interacting (pushing, grabbing, pulling) with them in VR is pure fun!
If you've played 2022 Autumn demo, you probably saw an old weirdo talking on TV and crawling around the sky-map dome half naked and our beloved talking bombs. Well, the tutorial will have a proper backstory to tell you now.
The main draw is that our hero (player) is blank. We do not plan to fulfil him with the context, huge story, character, etc. We hope that if a player enjoys the game, he'll bring himself into this hero, associate with him. This makes planning the story more challenging, but let's not open too many cards here, ha-ha! I can only promise that we’ll keep it weird and fun, same as it was in the demo.
That's it for now. If you're reading this, stay tuned for more posts this year!