Enter into the Endless Possibility! Hello, Admirals.
We have prepared special thank you gifts for Admirals who have now officially started their voyages in Uncharted Waters Origin. We hope you have a great weekend with these special gifts!
Log in to the game at specific times during the event period to receive special thank you gifts.
Please see below for more details.
1. Event Period Mar. 10 (Fri) 16:30 – Mar. 12 (Sun) (UTC+9)
: You must be logged into the game during the times outlined above to receive the reward mail. : Please note that you cannot receive rewards from expired mail. : Sent reward mail will be deleted within 24 hours, so please make sure you collect your rewards before then.
We hope you enjoy abundant adventures with these special thank you gifts! Thank you.
Tunguska: The Visitation - Enhanced Edition - Rotorist
- When you are near several items that are very close to each other, you can press the Dosimeter key (game will prompt you) to cycle through these objects, and then you can interact with the intended one by clicking LMB.
- You will now slowly receive passive progress with Stealth skill if you sneak near an unaware enemy (must be moving, not standing still). The closer you are, more progress you will receive.
- You can "upgrade" an NPC's loadout by selling guns, helmets, and armor to them. If the item sold to them is of higher tier than their own, they will switch to the new item.
- Improved hit detection for landmines, so you can better shoot at them.
- Fixed a bug with Lard not able to receive higher quality if you use high quality pork to make them.
- Zooming in and out (Z key) will play a little cue sound
- When you are in the intro screen (such as beginning of the game it tells you it was 1985 in NYC), you can press Space (or Enter for the second button) to trigger the button - no need to click on them
- Added new boost icon for when you use meds that slowly reduce radiation (like Vodka)
For v0.37 A2 we've built an entirely new rendering system for chart objects and highways. These overhauls will greatly improve the game's performance and also adds in new rendering techniques to give that extra edge of quality.
The new rendering system removes the need for game objects for each note and sustain entirely.
Our old system relied on a note being a gameobject in the scene with each note having a note renderer and sustain renderer script attached. These scripts would slow the game down as each of them would run every frame. And with 50 notes in the note pool to start, that's 100 scripts per frame just for notes which just wasn't needed! In v0.36.2 A2, this issue was addressed where only the notes on screen would have these scripts running but it was still a MAJOR flaw as it would greatly slow the game down when large quantities of notes were rendered. The new system removes the need for gameobjects and a note pool entirely by offloading the rendering to the GPU instead of being very CPU oriented.
While working on these changes, shader updates for the notes and sustains were required so while doing so, we've made the move to overhaul how sustains operate when it comes to rendering the materials, colours and whammy animations. Now, you'll see a nice smooth blend of colours as you whammy for HyperFlux or even watch as the sustain fades away if it drops.
As for the highway renderer, it won't seem like anything is different but we've made some changes to just overall improve the performance and some changes that now allow video highways to scroll which can be toggled in the settings.
Theme Makers, Heads Up!
For starters, if you're using a theme in your game right now, check to see if it's compatible.
If you're a theme maker, be sure to check the new theme template for how themes should be put together now. Themes REQUIRE all note, beatlines and sustain textures to be within the theme to be loaded correctly. These same textures must also be the exact same canvas size as one another to be loaded correctly. So all notes must match, beatlines must match and sustains of their respective type (open/normal) to match in canvas size.
Sustain colours are no longer set to the texture but now set in the theme.ini file. The new sustain materials has a base texture that's coloured and an additive overlay texture that adds a white glow.
If you need assistance with creating themes, you can always join our Discord server for help.
The Fret Smasher Development Roadmap!
Change-log:
ADDITIONS
- New Song! -> Throw Down by Tr3murz - Built an entirely new rendering system for chart objects and the highway allowing for increased performance - Built an entirely new sustain shader for an overhauled appearance and increased performance - Added a toggle in settings that allows highways using video files to scroll - Added a toggle in settings to pause the game on focus loss - Added a Final Blow stat which displays the killing blow attack in Battle Mode - [REDACTED].... shh
BUG FIXES
- Fixed an issue with song previews continuing to play when returning to the main menu - Fixed an issue with careers downloaded from the workshop not opening - Fixed a typo with Unknown Album
ADJUSTMENTS
- Content that comes with the game can no longer be uploaded to the workshop without modification - Various optimization changes - Sustain materials has been given a complete overhaul for themes - Video background tweaks - Removed Whammy Animation Speed from settings - Removed Note Size from settings - Updated sounds for Player Connect, Player Disconnect and Combo Drop - FPS counter update frequency slowed - Leaderboard viewer will now display the player's accuracy and FC stats while in a song - Infinite Frontend cheat is now available from the start - Unlock requirements for various cheats has been lowered with the highest available unlock at level 8
The puzzle-solving mystery adventure classic is back! This long-awaited HD remaster of Ghost Trick: Phantom Detective by Shu Takumi, creator of the Ace Attorney series, features upgraded visuals and sound.
Pre-orders start today, with the following bonus content included:
4 screen backgrounds: - Missile - Kamila and Missile - Sissel and Lynne - Ray and the Black Cat
Music tracks: - Missile, Brave Little Creature - Chicken Paradise
○Beta1.3.1 Bug Fixes -Fixed an issue where kill count was not reset when retrying -Fixed an issue where the criteria for the third level of the achievement "Toilet" was incorrect -Fixed an issue where players could climb up to the faucet of the kitchen sink via the sofa
Adjustments -Adjusted the size of the plant that obstructs the field of view and made it partially transparent to the camera
We just released a fix to improve the game experiences on game settings and modified some visual effect to make them better. Here are the things we fixed:
Added two muzzle flashes to Frosty.
Added two hit effects to Frosty.
Fixed muzzle flash not showing.
Fixed ball trajectory effect.
Fixed snap turn moving the player's body incorrectly.
Fixed the game options not being saved.
Fixed Frosty skin not correctly loaded sometimes.
Fixed the ball indicators on the scoreboard, which were being rendered to only one eye.
Fixed connection to a full room player not going back to pulic room until restart game.
Coffee Talk has recently got the verified status on Steam Deck!✅ and chatting. Now, everyone can fully experience playing the game on Steam Deck. Compatibility checks for the game had been successfully fulfilled, ensuring a delightful cozy time playing the game on the Deck. Experience playing as the barista on the go, brew your favorite coffee recipe and chat with the regulars anywhere and anytime you like with the Steam Deck.
Toge Productions goes to PAX East 2023!
This year, Toge Productions will go to Boston to open a booth at PAX East 2023. We also will bring Coffee Talk Episode 2: Hibiscus & Butterfly, the direct standalone sequel to Coffee Talk. If you are planning to come to PAX East, be sure to visit us, and you might receive a special treat! The Toge Productions crew will come to attend the booth, and we are looking forward to meeting you!
Wishlist and Follow Coffee Talk Episode 2 on Steam!
Follow us on social media and join our community to get into the game's latest updates. It's less than a few months before we release the sequel, expect more teasers and announcements. We are excited to hear your response to the upcoming release of the sequel.
If you encounter any bugs while playing using the Steam Deck, please report it to us via Discord for faster inquiries.
Please stay safe and healthy, friends! Fully brewed with love,
A few months ago, we sent the build of our game to several people (including one publisher) and there's no denying it - we got very negative feedback. So we took a step back and decided to design GAZ in several places from scratch. We call it a "soft reboot".
Visual side
The general visual setting remained unchanged (except for some models, as we will discuss in a moment). We continue to aim for a gray, gloomy atmosphere with limited colors.
New enemy models
The enemy models will be completely changed. For now, we have managed to add only one new model, but we will gradually change the others as well. Vehicle models have also been updated (some examples further down in the devlog):
Artificial intelligence - GOAP system
AI of opponents is the element that has undergone the most thorough change. Until now, we used a simple implementation based on FSM (finite state machine). After the change, however, the AI works based on the GOAP (Goal-Oriented Action Planning) system.
However, we must make it very clear here, that using GOAP does not mean that our AI will be at a level similar to that of F.E.A.R. This is not something our capabilities currently allow us to do. However, using GOAP allows us to introduce more differentiated behaviors, and working with GOAP is much more enjoyable than working with FSM (of course, you have to get familiar with the solution first).
By developing our knowledge related to GOAP, we will also be able to introduce more advanced AI at later stages of the project, as well as use already developed solutions in other projects. With the proper separation of dependencies, transferring GOAP-based AI between projects is relatively easy.
Weapons design
As for weapon models, there will be no change. However, we have added some new types. But this we will share when the time comes.
Dismemberment system
For GAZ, we created a simple "dismemberment" system for enemies. The goal we had here was only one - to have fun. In addition to depriving opponents of limbs, the game will also include the option of destroying armor elements. Here is a small example. However, the video was recorded using old models, as we have yet to adjust the new ones accordingly:
Enemies in the game
We have divided the opponents into three main types:
Human
At this point we have a few basic types dissected:
> Enemy with a shotgun - with the ability to throw explosive grenades > Enemy with a light rifle - with the ability to throw explosive grenades > Enemy with LMG - with additional light armor. > Sniper - with the ability to throw smoke grenades > Enemy with a double UZI > Enemy with double UZI - with additional light armor > Gunner with LMG / Minigun - with heavy armor. > Engineer - with the ability to deploy mines or small autonomous vehicles > Pilots - equipped only with pistols > Enemy with RPG > Enemy with RPG - with additional light armor > Soldier with a light rifle/shotgun - with an oxygen cylinder on his back. Such a cylinder will be easily destroyed, causing an explosion > Soldier with a knife/axe - designed for fast combat at short distances > Soldier with knife/axe - with additional light armor
The above set will be our base, which we will expand and mix as needed.
Ground armored vehicles
Such vehicles will appear sporadically on the battlefield. In the initial phase, they will be static, but in later phases, they will get the ability to move around the scene. However, we do not want to make "bullet sponges" out of these vehicles, so it will be possible to destroy them using even an ordinary rifle. Some examples:
Flying vehicles
These will mainly be helicopters. Similar to ground vehicles, they will be relatively easy to shoot down. Example models:
Design
The design of the encounters with enemies and the game as a whole has undergone (along with the AI) the most extensive changes. In the end, we decided to draw inspiration from two titles - Serious Sam and CULTIC. We added some of our ideas to the whole.
Serious Sam inspiration
> Roughly 2/3 of the encounters in GAZ will consist of fighting a large number of opponents simultaneously or opponents attacking in waves. We think the term "all-out war" fits very well here. Such clashes will take place in larger spaces.
Tank control
This feature will appear at very late stages of development. The player - following the example of Serious Sam 4 - will be able to play on levels in which he will control a tank.
Inspired by CULTIC
> About 1/3 of the encounters will be more intimate, with a smaller group of opponents. An example here would be a narrow forest path, where a group of four opponents supported by a sniper will be waiting.
> Gun feel - in our humble opinion CULTIC is one of the best shooters of recent years. What captivated us the most was the feeling that comes from using guns. Weapons are very responsive, and fighting enemies is very satisfying. That's why we will want to bring a similar gun feel to GAZ.
> The player will have the ability to pick up some items and throw them at enemies. A good example here is an explosive barrel.
> Small environmental puzzles - searching for keys to unlock further stages of levels.
> The player will have the opportunity to find additional upgrades hidden in the levels. However, due to the number of weapons we want to add, these upgrades will probably improve the stats of the player himself, instead of individual weapons.
Additional ideas
High-risk / high-reward zones
The game will allow you to save your state at any time. However, there will be zones in the levels that will block the ability to make a save until they are completed. Such zones will be completely optional, and the reward for completing them will be an upgrade for the character or a new weapon.
Slow motion
By killing enemies, the player will recharge the adrenaline bar. Adrenaline reserves will be able to be used to trigger short slow motion:
Attacks / special tools
This concept is only in the early stages of development, but we plan to add various kinds of tools to GAZ that will make fighting enemies more enjoyable. Examples include mines thrown under the feet of opponents, as well as signal grenades to call an artillery attack. The player will also be able to use stationary gun turrets.
Migration to Unity URP
Little significant from the player's point of view, but very important from the point of view of maintaining the project, was the switch from the Built-in engine to URP, within Unity. Thanks to this procedure, we won't have to worry (at least for a while) that our project will become outdated on the technical side. We will also have an easier task if we want to port GAS to consoles in the future.
Cooperation with other development teams
Initially, the name Samurai Outcast referred to our small team of two people. Over the past few months, there has been some significant change here.
We have been joined by two development teams, each with two people. The important thing here is that we do not form one company. Each team operates separately and on its account (working on its games). More importantly, however, these teams share the same solutions (for example, a code base) and a general knowledge base.
A good example of this is the aforementioned GOAP-based AI. If one team comes up with a cool solution and implements it, the other two teams can use it as well. A similar tactic will be adopted when operating in the marketing sphere. If one team concludes that a certain strategy is particularly effective (for example, Twitter advertising) it will share this knowledge with the other teams.
You may be wondering why such a division. At this stage, each team has its idea for the game and wants to implement it on its own. We don't want to throw ourselves into big projects right away. Instead, we want to slowly build up our knowledge base by pursuing projects that everyone enjoys. Another important aspect here is that all the people at Samurai Outcast have known each other personally for many years, so we have a very friendly atmosphere.
What are the next steps?
We are working on a pre-alpha for GAZ, which we will want to make available to a wider range of users. Only after such verification, we will be able to focus on the development of the main project.