Note: This update is for the Steam Deck Beta and Preview channels, and includes new features that are still being tested. You can opt into this in Settings > System > System Update Channel.
Steam Deck Desktop
General
Fixed big black rectangle sometimes showing up in small mode at start time.
Fixed context menus sometimes getting squashed in small mode.
Steam Input
Fix Right Trackpad Click in the controller binding listening page being bound to Left Stick Click.
Improved digital navigation in GamePad Action Binding Tab when selecting LED Color Action.
Linux
Steam will now use the system's global scale factor as configured in KDE/Gnome settings. Specifically org.gnome.desktop.interface/text-scaling-factor.
Re-introduced GDK_SCALE as a fallback mechanism to compute the window scaling factor.
Added a commandline switch to override the window scaling factor: "-forcedesktopscaling <float>".
It's got the same bones and good vibes as Speed Dating for Ghosts, with a lot more characters and a lot more content. Plus, you can actually walk around in this one, proving once again that Copychaser is a company synonymous with innovation in video game development!
There's romance, because of course there is. There's lots of humor too. And some serious stuff.
I am absolutely not kidding when I say it is STUFFED with characters.
We've partnered with amazing narrative indie publisher Fellow Traveller. They've also released gems like Citizen Sleeper and Paradise Killer. And somehow we also convinced the Canada Media Fund to give us some development money for this weird as heck game. So this one is a little bigger in scope... but somehow still super weird.
We made a full LINUX PORT, and we fixed some shaders so that it would work on Linux but it works natively now.
The Steam deck still uses the Windows port, but you can force the Linux one on settings.
We also made some fixes to the Steam deck version, mostly with some shaders that didn't work as well as we hoped and some UI elements, which glitched when you changed from 16x9 to 16x10.
We’re on the home stretch for Update 29 release. This will be our final beta before release. We will use this opportunity to get the update in the players' hands to receive feedback for bugs and issues. Once we have finalized the update after beta testing, the build will get submitted to Sony Playstation for review. This is necessary as we must have the compiled builds on both platforms on the same version to ensure crossplay compatibility. While crossplay will not be enabled for this beta test, it will be for the final release.
We also want to address the elephant in the room regarding feedback we have received from the last new post. We want to clarify that Pavlov is on a different engine version from the previous update. Despite moving from Workshop to Mod.io, the maps would have been incompatible, and we have to start with a fresh slate regardless. We intend to keep a branch available to those who still want to play legacy content.
Join us in the Steam Beta
Here is how to access the beta on Steam:
Right-click Pavlov VR in Steam
Go to properties
Click Betas Tab
Select "beta" from the drop-down
We want your participation to stress test this beta for yourself and provide some feedback! Join our discord!
Lobby overhaul & Crossplay
Our original implementation for crossplay was a subpar and confusing player experience after internal testing. We have since refactored crossplay code and UI to be during the lobby creation process. PC Players will choose between crossplay with PSVR2 (mods disabled) or for PC Only (mods enabled). Once the selection has been made, that lobby will stay as that selection until all players leave and the lobby is closed.
We have also refactored the lobby UI and added the ability for the host to promote someone else to be the lobby leader.
Crossplay will not work in this beta and will be available on Update 29 full release due to PSVR2 needing the same client build.
New Mod Browser
The new mod browser makes it easier to find and install mods. You can browse mods by category, popularity, or newest mods. You can also search for specific mods by name or keyword and manage your downloads without exiting the game.
Game Mode Permutations for TDM/DM
We have added weapon filtering permutations to Team Deathmatch and Deathmatch. You can also customize the availability of each weapon or toggle entire categories with ease.
New Character Models
We have finally completed the Nato and Russian player models for 5v5 search and destroy. Player models will be assigned randomly at the start of matches.
Search and Destroy Improvements
Search and destroy was improved with several new features. The scoreboard timer now aligns with the bomb timer countdown for improved round accuracy and putting the bomb timer clock on the player's wristwatch.
Team Indicators
You can now see your teammates through occluded objects like walls and floors to help locate their current position in real-time. There is additionally a bomb carrier indicator for Search and Destroy for that little bit of extra info.
Additional Modkit Features
After beta testing the new modkit on Unreal Engine 5.1, we have received a lot of wonderful feedback from the community and have added some additional features to help with some of the pain points modders have experienced. This includes in-editor utilities for the new trigger discipline, zeroing weapon sights, bullet velocity, and shell ejection. We have additionally added more gun and item examples.
Bloom
To that one guy that kept asking for bloom, we added it. Stop bothering us about it, okay? Bloom is a shader effect to make things more pretty.
Audio
Our audio engineers have made more strides to provide subtle environmental audio to our base maps and musical stingers and build-ups for all our game modes.
Optimization
There have been many further optimizations under the hood to help improve performance over the last few betas to help keep the game running as lean as possible.
Spawn system logic overhaul
The spawning system has been overhauled to help prevent spawning on top of enemies for cheap deaths or kills. You are more likely to spawn away from enemies and closer to Teammates.
Volumetric smokes
More work has gone into the smoke grenades to prevent unbalanced visual information and volumetric shaders.
TTT
We have revamped items like the DNA scanner and added a few new roles to TTT game mode. There is a new zombie, soulmate, and hypnotist role. The Karma system was adjusted to be more robust against griefing, and a final UI revamp
Ability to remove blood
With the addition of disabling gore, you can now disable blood entirely.
Patchnotes
Core -Added new splash screen images -Added recenter while in vehicles -Added compatibility filtering for map selection depending on game mode support -Added Russian 3 & 4 and Nato 3, 4, & 5 characters -Added new revamped offset adjustment system in shooting range -Added lights to the muzzle flashes -Added capsule shadows to vehicles (high settings) -Added new name tag system for location teammates through walls -Added more gore options in settings menu (no blood) -Added new spawning logic, tries to place you near teammates (if its a team based game) and away from enemies. Then takes the best ~10+ locations and chooses the least used -Added bloom shader effect -Adjusted player height with 4% increase -Adjusted hunting rifle striker animation, behaves like the ww2 bolt actions now -Adjusted magazine slide to remove an extra frame -Adjusted game modes that have freeze time to spawn in pre-round -Adjusted pawn logic and animations to be more optimized, added pooling managers for optimization -Adjusted hands vertex normals to increase visual fidelity slightly -Adjusted flashlight noise power on the beam -Fixed a crash related to tanks -Fixed mag insert bug causing hands to jump around -Fixed right eye rendering not working -Fixed LODS on prisoner skin -Fixed dollhouse mode so it's back to how it use to be -Fixed VRHandle causing hand flicker for a frame on release -Fixed guns culling too early -Fixed attachment culling issues. -Fixed a map exploit in Stalingrad -Fixed areas players could get stuck in hospital -Fixed light bleed in some areas of Sand -Fixed destroyed tanks still showing occupancy in the team indicator -Fixed roundstart stereo counting down from 7 seconds instead of standard 15 for TDM, DM, GG, OITC in servers (offline counts from 7) -Fixed wrong gloves/hands being enabled for incorrect skin -Fixed knife throwing logic -Fixed a flash grenade exploit -Fixed glass bullet holes decals clipping into other surfaces -Fixed dirt particles dropping frames -Fixed team selection not being honored in lobbies
UI -Added ability to pass lobby leader to another player -Added new killhouse UIs -Added new mod browser menu for content management -Added filters for crossplay, Prophunt, KOTH, Infection. Removed Maps filter tab from server browser -Added name tag none support to TTT and The Hide Nametags. -Added dynamically scaling name size for scoreboard, nametags, vote screen -Added new objective markers -Added speaking icon to overlay on top of avatar in nametags -Added talking icon to player list menu (to indicate who is being abusive on mic) -Added lobby type selection (Crossplay or non-crossplay/mods) -Added new lobby UI -Added crossplay icon to server browser -Adjusted scrolling to be smoother in all menus -Adjusted lobby pin is now hidden unless hovered over (for streamers) -Adjusted round start UI to always be in the cameras view -Adjusted Admin menu layout and sizing -Adjusted Watch bar proportions -Adjusted watch to show "--:--" on tutorial or no gamemode. -Fixed OITC end screen showing wrong out-of number -Fixed main menu tooltip wording -Fixed credits screen -Fixed issue where vote screen does not highlight unselected players -Fixed nametag scaling issues -Fixed nametags after death showing incorrect health value -Removed "match begins in" screen when playing offline w/ no bots
Audio -Added Intro and menu music -Added Prop Hunt hunter blinder loop -Added soundmix to fade out/in match end music when menuverse music is playing -Added sounds for KOTH objective change control -Adjusted Round start sound for WW2 gun game -Adjusted WW2/Modern Gun Game to play match end stingers depending on mode -Adjusted Stingers and cues for all game modes -Fixed layered or incorrect round/match end sounds playing -Fixed delayed sound on first shots after map load -Disabled Virtualization for taser shock sound -Removed crow sounds from main menu background in menu verse -Fixed for thrown knife twirling sound effect not playing in some circumstances
Tutorial -Fixed grenade voiceline on reverb controllers
SnD -Added SnD timer to watch -Added system to SND to assign a unique skin to each player on the team -Added bomb carrier indicator for offensive team to be seen through walls
PropHunt -Added new lock in place icon -Adjusted jumping logic, Increased hunter jump height slightly and improved validity checks for hunter jump manager -Improved how starting props are assigned -Removed inner prop hunt blinder
Push -Adjusted out of bounds arrow -Fixed push vehicle randomly killing someone by impact -Fixed Push out of bounds showing in main menu
WWII TDM/Tank TDM -Adjusted the tanktdm buy menu to include all WWII guns. Also put them in order: US, Ger, Svt, Eng -Fixed soviets receiving US grenades on tanktdm (Stalingrad) -Fixed ww2 loot crates spawning modern pills/syringes
TTT -Added Hypnotiser role -Added Soulmate role (Community server setting only) -Added new TTT Radar Icon -Added new DNA scanner -Added new detective hat -Added random skin button to skin menu -Added logic to prevent players from being able to buy body armor when they've already been given it on role selection -Added red dots to compatible weapons on spawn -Adjusted skin to be set to random unless selected by player -Adjusted game mode logic to remember last selected skin on next round -Adjusted innocent badge color -Adjusted Golden Gun team kill now revives killed player after 5 seconds -Adjusted DNA lifetime to increase falloff to 30 meters -Fixed TTT golden gun -Fixed monocular issues -Fixed teleporter teleporting when item is dropped during windup -Fixed mercenary not having a role icon -Fixed Teleporter to no longer receive decals -Fixed TTT skin menu auto closing in pre round -Removed PKM from TTT loadouts
Hide -Added new resupply crate type mesh -Adjusted spawn logic so different locations on the map are selected each round for Aurora team -Adjusted score to now increment on round end based on winning team -Adjusted soldiers to no longer get weapons on revive -Adjusted monsters no longer get grenades on revive -Adjusted tooltips to only spawn once -Removed ability to revive -Fixed issues with broken loot spawn grabbing not working on certain items -Fixed meshes not highlighting for Heavy resupply crate
Infection -Adjusted score to now increment on round end based on winning team -Adjusted tooltips to only spawn once -Fixed infection monster not being reselected when original monster leaves match.
TDM/DM -Adjusted the equipment snapshot so players can go back to random by respawning without weapons or an item in hand -Adjusted equipment snapshot to give you a grenade and knife if you don’t have one.
Comp Room -Added projector -Fixed exploit in comp room
Modkit -Added modkit function to give TTT Credits in GlobalInfo -Added modkit toggle to enable/disable prone -Added Traitor action icon -Added bPreventNormalRoundEndings for TTT modders -Exposed various pavlov classes to the modkit -Added FootstepModifier setup to Pavlov_AudioVolume, will pass the param to the footstep sound to add in the modifier sounds (glass, leaves, wet, creaky) -Added another gun example (AK47) -Added a bandage example (healing item) -Added a pipe (attach proxy) -Added a knife (knife class) -Updated the bullet tester bp/ bullet examples -Redid the trigger dicipline bp to include testing for trigger pull animation -Added a hand tester bp for vrhandles (items/guns) -Added helper function to the gun to spawn pooled shells -CustomItems have been deprecated and will no longer spawn. Please use VRItems instead -HandProxys parent changed to the controller -Fixed modkit hand proxy overlaps -Fixed disable ejection on vehicle flip flag -Fixed modkit spawning two items in same slot causing them both to appear in that slot -Fixed an issue where the definition wouldn't be reloaded client side after updating a mod -if Pavlov_Spawns are found on the map with HideSpawn tag then it will remove all the spawn points without the tag (for hide/infection only). If it's not these gamemodes the spawn points will be removed from the map -Fixed mod manager not adding mounted paks to array -Removed reference to definition on dedicated server prior to unmounting the pak when we download a new version
We've been hard at work on even more bug fixes, check them out!
Fixed Issues:
Server Stability:
-Some changes have been made to the servers to increase stability.
Wildlands Issues:
-Full loot in Wildlands should now be in effect, from mobs and players alike. -Any death in Wildlands results in full loot. -Wildlands PVP should now work as intended.
Turn-Off Grass Issue:
-The issue of grass remaining turned off after leaving the current area should be solved.
Pathing Issue for Entities:
-Pathing for entities has been improved to correspond with previous server fixes.
Quest Item Second Issue:
-Getting multiple quest items should now also be fixed. -We have not experienced any Quest Items disappearing since the last patch. Please let us know if that issue persists.
Mage Tower Stuck Issue:
-The 2-hour wait time in the Mage Tower has been removed. -Going there is still going to give you a 2h cooldown, but you can go down to the foot of that mountain if you want to leave earlier.
Vocation Issues:
-Vocations that have been tested and should work are Enchanter, Elementalist, Infuser, Earthguard, Warden, Ranger, and Druid. -Vocations on Solitary have been tested again and should be working. -This cannot be promised for already existing characters.
Lair of the Exiles Dungeon:
-The issue of not being able to acquire the key to open the Black Knights Armory has been fixed. -However, the key still needs to be acquired to enter.
Balanced:
Class & Balance
Demon Knight - Barlon's Strike now deals 115% Weapon Damage (Up from 100%). - Barlon's Whirlwind now correctly uses the weapon's damage info and deals 120% weapon damage. - Vitality Strike now deals 140% weapon damage (up from 100%). - Demonic Retribution now deals increased damage to attackers. Spellblade - Arcanic Bulwark fixed. Hunters & Rangers General: - Hunters and Rangers seemed to be underperforming as opposed to other classes. This was largely tied to bows being innately fast weapons whereas the class kits revolved around high-burst playstyles. We intend for these classes (especially Hunter) to be burst-oriented, so all bows in the game have been adjusted to match it. Players should experience higher damage numbers on Hunters and Rangers going forward.
In progress
Loot Table Issues: -We are working hard to get the loot tables working for each mob. Guild Issues: -Guilds were planned for 5 days after launch, but under the current circumstances, that has been pushed back. As soon as we can stabilize everything, work and testing will continue on that. We will make an official announcement for the date when we've started working on it again. Housing and Property Issues: -We have found some bugs related to the system and are fixing them as soon as we can. Ranked PVP and Arenas: -Ranked PVP and Arenas will also be postponed until we can get everything in order and assess the time needed after the re-launch. (edited)
FIXED - Mike would sometimes get stuck on gate doors while they are opening and closing. I disable door collisions when the open/close animation is being executed. FIXED - Placing chests and crates on the truck would cause it to sink into the ground and not drive. FIXED - Issue when trying to move watermelon and pumpkin crates. FIXED - Mike would sometimes have pathing issues and not use gates, forcing him to be stuck and think there is no way out.
Experience the wonders of double ticket earning this weekend starting now and ending on Monday.
Tower Unite occasionally features events that multiply your rewards for playing the game! This weekend is double ticket weekend, so hop on over to the Arcade and shower yourself in prizes.
EVERY Arcade game gives double tickets during this event!
Hello and welcome to the 1000 Cuts: Jomaku Steam Community Hub!
Thanks so much for joining us! We’ve compiled several of the most frequently asked questions here. Please remember to wishlist the game on Steam!
Frequently Asked Questions:
Q: When will the full game release?
A: We're planning a Q1 2025 release, pending the successful completion of our Kickstarter Campaign. If you haven't followed the pre-launch Kickstarter page, you should go do that now ;- )
Q: Will the game be available on consoles too? What about Mobile?
A: The full game will release on Steam first, though console and mobile ports are stretch goals in the Kickstarter. We can make that happen together!
Q: What inspired One-Thousand Cuts?
A: We could have a Q&A about inspiration and source material alone! Game design and combat, we’ve had obvious inspiration from the original Souls games and souls-likes, classic genre games like Bushido Blade and Ninja Gaiden. Narratively, we’ve incorporated elements from the classic films of Akira Kurosawa (Seven Samurai, Red Beard), Kihachi Okamoto (Sword of Doom, Samurai Assassin), Hayao Miyazaki (Spirited Away), and Yoshiaki Kawajiri (Ninja Scroll). Artistically we’ve drawn a lot from Ukiyo-e (original japanese woodblock prints), the closest we could come to primary source material for the look and feel of the time period, as well as more contemporary manga artists, especially Kentaro Miura (Berserk).
Q: Where does the game take place?
A: One-Thousand Cuts takes place in a dark fantasy version of late Edo Japan, filled to the brim with shogunate political subterfuge, inter-clan political maneuverings, re-contextualized historical figures and events, and our takes on traditional Japanese legends and folklore.
Q: How much will the game cost at release?
A: We'll release more info on that later :- )
Q: Is this really your first game?
A: This might (?) come as a surprise, but yes! We've never even tried to made a game before. Not even a game jam. This was the first project we ever opened in Unity. And we're delighted to be able to share it with you!
That's all for now, folks!
We hope this answered some of your questions! If there's anything we didn't cover, questions that come up while playing the demo, or if you're interested in learning more about developing a game from scratch, feel free to post them here or hit us up on our socials :- )
Got questions or bugs to report? Want to learn more about indie game development? Are you a Content Creator looking for our press kit? Stop by our socials: