But this isn't love. Real love can't be bought, nor can it be sold. Sorry, it's true. You will not find love browsing a digital game store. But can you trust me when I say that I made this with love? That I love making games and I love anyone who bothers to play them? It's true. I am not a salesperson, trying to make a pitch. This is not an advertisement. It's just a "thank you" note, a love letter of sorts, to you. Thank you for taking interest in my game.
WHAT IS L0VE?
Levels redesigned, remodeled, and retextured from scratch.
Baby don't hurt me, don't hurt me, no more.
Weapons redesigned, remodeled, and retextured from scratch.
Baby don't hurt me, don't hurt me, no more.
New trippy (and very seizure inducing, seriously don't play this if you have epilepsy) and stunning visual effects across the board.
L0VE is not a game, it is art you can play.
The visuals are the best part of PH0B0S by far. It's pretty simple otherwise.
Levels:
PLANETARIUM: a vaporwave inspired vision of paradise.
CHESS: a corrupted acid trip of spasming walls and optically confounding game pieces.
ORBIT: blotches of ink rain from a crack in the sky.
MINOTAUR: [redacted] [no literally]
MONUMENT: a shimmering statue surrounded by swirling sands and shining sunbeams that stab at stygian shadow.
SKYTOWER: the most retro and absurd of all, the essence of PH0B0S, beyond description.
Weapons:
</3 RIFLE: Break some hearts and all that, just don't run out of ammo!
STARHOOK: The magical girl's weapon of choice, complete with star and heart "particles". There are no actual particles in PH0B0S. Ever notice that?
ZSWORD: A flowery rapier of, truth be told, subpar utility. Points for style, right?
ATTRACTION BEAM: Basically just an upgrade to the rifle. Love is war.
COMMET HAMMER: The funniest weapon of them all, rocket towards either certain victory or certain death! And now it's PURPLE!
We've made a lot of changes to the world of Chinese Empire over the last few years.
We have implemented over a dozen new buildings with animations and mechanics of raw materials that they produce, process or consume. From now on, people move only on roads designed by the player. We can also draw from natural resources, cut down trees, mine stone or sulphur, fish, etc.
We also have created many dependencies between the buildings thanks to which the cities we create are teeming with life from the very beginning, and each person performs an important activity for the city.
static obstacles and targets in combat won’t trigger the graze effect anymore (yeah the little sparkles are grazes which increases your mana I just haven’t explained it yet lol)
made Mi’s running less floaty
added transparency to forest trees
Reworked overworld music
mapped WASD to movement controls
mapped Xbox controller to input
signs who explain the controls now switch their personality to which device you currently use (keyboard or gamepad) before you first interact with them
We're currently working on the translation issues. You might have seen that sometimes there're language loading errors in the game. With this update we will try to find out why this happens. After this update is published we should know better. We will fix the language loading error in the next couple days. Thank you for your patience! ❤️
- You can rebind keyboard keys again (tell us if you want to have changable controller buttons)
- fixed a bug where notes counted multiple times for the statistics
- fixed the tutorial for those who couldn't skip it
Obviously, I am going to do a new chapter, and I will focus on Eric at the moment (although there is a chance I might do one more for the update depending on how much work needs to be done. :) However, one thing I am noticing is the bloat of the visual novel.
Part of it is because some of those image files are WebP at 95% quality, which is the lowest I could go that meets my acceptable quality. That portion will be reduced with AVIF. For example, one WebP that is 445KB is 221KB in AVIF, which adds up. Currently, Renpy 8.1 sits at 86%, so there is still a bit to go before that is released.
Animations are actually a BIG cause of the bloat. Those embers you see in the main menu? That is actually 22MB worth of WEBPs. After experimenting and playing with some ideas, I will be changing it to WebM with specific quality and items to ensure that it plays smoothly. ;) The size reduction? That 22MB embers will be 6MB. So far, I have worked through some scenes with conversions and thus far seen a 20% reduction in overall build size. That release will likely come in the next couple of weeks so I am not hogging up all your disk space. :)
The official Steam release for Interior Worlds is upon us, and just like I did with Hypnagogia: Boundless Dreams, I'm starting up another round of fan art submissions!
A quick breakdown:
Your submission can be anything 2D, such as a photograph or illustration.
It will be displayed as a painting in a hidden level, dedicated to showcasing art.
Each artwork will be accompanied by a readable text box with a title and description.