I'm happy to announce that Neopunk has been successfully ported to Android, and is now available on the Google Play store. The battle system has been altered/simplified, and a few other changes were made to make this mobile version work on Android. But otherwise it's an exact port of the PC version, just on your phone! The PC version is still the best experience for the full battle system and the higher quality music. But the mobile version is great for taking the game on the go!
After 6 years in development, we're beyond excited to announce the official launch date of our long-awaited game, Super Bunny Man! Mark your calendars for the 16th of May 2023, and get ready for the crazy adventure ahead! It’s only a week away! We’re rolling out of Early Access!
Included in this BIG upcoming update:
• World 5 - “Hopstacle Stadium” - 10 new levels (how long have we waited?!) • Translation into many languages to make the game even more accessible! • Better net code to help improve online performance! • Shiny new logo! • New Music! - Our in-game tunes have had an amazing update by Chaotrope! We absolutely love the new soundtrack! • Various other bug fixes and improvements.
It has been a crazy 6-year journey. None of this would have happened without our amazing community. We'd like to take this opportunity to express our heartfelt gratitude to you all. Your on-going support has been a massive force behind making Super Bunny Man a reality. It grew beyond anything we could have imagined. The game has been played by so many people all over the world.
Recently, we welcomed a few teammates to Team Super Bunny Man, but our original two developers are still here. It's thrilling to say that we're finally launching our first game. We can't wait for you to have fun with our long-awaited final world. We all hope you'll love the final part of our game.
Thank you for being a part of our journey! We could not have done this without you. See you in the world of Super Bunny Man!
"Torchlight: Infinite" Cube of Rapacity Season will open on May 9th 17pm (PDT) . Hunters can click on the link below to browse the detailed updates for this season. Please note that the update content is for reference only, and the final data is subject to the game content.
Hello, I just received one feedback from Joshua in the morning, so I went out in the afternoon. Then I saw a lot of feedback when I got back. ːlunar2019crylaughingpigː
First of all, the voice problem, it seems that the players are not all the fun people like me, hhh, some of the players think that the mock audios in the game are too sarcastic, and some of them feel bored, want to listen to their own music. That's easy. Here's my solution:
A minor update will be introduced today, with an option to turn off mock audio.
I'm going to record some really encouraging audio, and at the end you can choose "Mock style", "encourage style" and "Shut up"
Then there is the matter of operation, which was a little boring in the previous tutorial, and a little quick in some parts. Some of you may not have noticed this:
WASD move
R key to recommend answers
Q key consumes the number of call for help to eliminate incorrect options(doors)
E key skips the tutorial
So the next third update (tomorrow?) I will improve the tutorial and in-game tips.
Finally, the answers and explanation. Some players really want to learn something in game( that is so great). So they need some explanation and analytics about some problem. Therefore, I will consider adding parsing in the future, through I don't have a specific idea now, and the workload of this is a little too much (after all, I dare not directly copy the parsing written by other institutions). I may do a little experiment first, to see what in-game functions can be used to make it better -- I will update the log regularly, so that everyone can see the progress.
All right, I'm gonna go deal with the voice things. I just came back and texted Joshua and said, "People don't like your farts." And he said, "What people don't like is your mouth fart." Angry!
Thank you so much for your support! According to everyone's feedback, we made some urgent adjustments:
1. Added camera customization options 2. Fixed the weather effect of lighting parameters being normal 3. Added tutorial weather 4. Enhance the visibility of the objects picked up 5. Fixed animation controller for lower squat shift to work 6. Fixed night lights not being zero so hair effects would appear normally
再次感谢大家的支持!爱你们! Thanks again for your support! Love you!
NEW: Signal deallocate action in the building mode
NEW: Train reward visibility checkbox in the gameplay options page
UPDATE: Localizations (no: ui; zh-Hans: ui)
UPDATE: Log station when topology search from it takes more than 10 seconds (for troubleshooting purpose)
FIX: All tunnels built at once shared the recent displayed connector. Caused loading error if building ended with impossible connector.
FIX: Generic modal sizing did not match its displayed text
FIX: Save game modal didnt always show existing save if only 1 existed
FIX: Tunnel stays highlighted after closing the construction wheel
FIX: Urban contracts were not generated
Hope all is good with all of you. It is time for me to rethink the launch date for Goalie Madness. I am now aiming for the end of September, maybe October. Please bear with me while I figure out how to keep my place and my computer.
I ran out of resources and I am struggling to keep my apartment, forcing me to put my attention elsewhere. I am disabled and in a considerable amount of pain so my options for work are limited. There is nothing that will stop me but this is slowing me down.
As I balance things out and deal with this latest rent increase, I will find more time to get to work on the final stretch of the game. I can't wait to hit that release button.
My apologies to all of you for this. I hope you understand.