After much planning and discussion with the team and considering the recent fan survey results, we have crafted a highly customized campaign for Jock Studio to launch on Kickstarter!
We have all kinds of new and exciting information on the page, including the game, story, characters, artwork, voice snippets, music samples, and more!
On our Kickstarter campaign, we’ve created a wide variety of reward tiers with exclusive benefits and limited-edition merchandise that you can select depending on your pledge amount and reward preferences! You can find sample mock-ups and check out all the planned Jock Studio merch items!
We’ve also included a milestone campaign for stretch goals based on the total pledges collected, allowing the dev team to gain more resources to make Jock Studio a bigger game, as we envisioned! We hope to reach these goals with you!
Please note that all monetary values of the funding goal and stretch goals do not fully represent the project cost and expenses.
Click the link below to visit the Kickstarter now, and be sure to pledge between today and when the campaign ends, 30 days from now on August 10th, 2023, at 9:00 AM EDT!
For questions, inquiries, and other concerns about our campaign, visit our Kickstarter FAQs, Updates, and Comments tab!
Jock Studio Free Demo
We’re also happy to announce the complete release of the Jock Studio Demo in celebration of our Kickstarter Campaign launch!
As previously announced, this demo contains a fully-playable prologue of the game introducing the premise, story, characters, and settings of Jock Studio! The demo features the following: - Six unique playable character routes - Captivating storyline and character designs - Expressive hand-drawn character sprites - Highly custom, hand-drawn cutscene art - Fully animated, uncensored erotic scenes - Immersive, custom background art - Fully-voiced cutscenes and partial voice acting - Custom-designed user interface powered by Unity and NaniNovel - Original soundtrack feat. Goomin Nam, HMNK, OtoKin & AdlibPiano
Please note that this does not represent the entire gameplay and is only meant to showcase the project concept. The full game will have a playable day and time schedule, an interactable campus map, an affection point system, mini-games, and more!
You can download the demo, available for Steam, PC, and Mac, directly from our Kickstarter Page – with our quick link below:
For questions related to the latest Jock Studio Demo, you may contact us via email: http://info@blitsgames.com or post on our Kickstarter comments section and we’ll respond to you as soon as we can!
We hope everyone enjoys the content our team has been working so hard for over the last eight months since we first announced the project! We wanted the demo to be free for all our fans, and we hope you can support us in the Kickstarter campaign through your pledges so that our team can develop this project to the best version it can be! As always, we appreciate everyone’s patience, support, and understanding throughout the years, and we look forward to providing nothing but our best efforts to deliver a quality BL game for all of us to enjoy!
Don’t forget to subscribe to our website newsletter, follow our social media accounts, or join our Discord community for more updates to come!
After much planning and discussion with the team and considering the recent fan survey results, we have crafted a highly customized campaign for Jock Studio to launch on Kickstarter!
We have all kinds of new and exciting information on the page, including the game, story, characters, artwork, voice snippets, music samples, and more!
On our Kickstarter campaign, we’ve created a wide variety of reward tiers with exclusive benefits and limited-edition merchandise that you can select depending on your pledge amount and reward preferences! You can find sample mock-ups and check out all the planned Jock Studio merch items!
We’ve also included a milestone campaign for stretch goals based on the total pledges collected, allowing the dev team to gain more resources to make Jock Studio a bigger game, as we envisioned! We hope to reach these goals with you!
Please note that all monetary values of the funding goal and stretch goals do not fully represent the project cost and expenses.
Click the link below to visit the Kickstarter now, and be sure to pledge between today and when the campaign ends, 30 days from now on August 10th, 2023, at 9:00 AM EDT!
For questions, inquiries, and other concerns about our campaign, visit our Kickstarter FAQs, Updates, and Comments tab!
Jock Studio Free Demo
We’re also happy to announce the complete release of the Jock Studio Demo in celebration of our Kickstarter Campaign launch!
As previously announced, this demo contains a fully-playable prologue of the game introducing the premise, story, characters, and settings of Jock Studio! The demo features the following: - Six unique playable character routes - Captivating storyline and character designs - Expressive hand-drawn character sprites - Highly custom, hand-drawn cutscene art - Fully animated, uncensored erotic scenes - Immersive, custom background art - Fully-voiced cutscenes and partial voice acting - Custom-designed user interface powered by Unity and NaniNovel - Original soundtrack feat. Goomin Nam, HMNK, OtoKin & AdlibPiano
Please note that this does not represent the entire gameplay and is only meant to showcase the project concept. The full game will have a playable day and time schedule, an interactable campus map, an affection point system, mini-games, and more!
You can download the demo, available for Steam, PC, and Mac, directly from our Kickstarter Page – with our quick link below:
For questions related to the latest Jock Studio Demo, you may contact us via email: http://info@blitsgames.com or post on our Kickstarter comments section and we’ll respond to you as soon as we can!
We hope everyone enjoys the content our team has been working so hard for over the last eight months since we first announced the project! We wanted the demo to be free for all our fans, and we hope you can support us in the Kickstarter campaign through your pledges so that our team can develop this project to the best version it can be! As always, we appreciate everyone’s patience, support, and understanding throughout the years, and we look forward to providing nothing but our best efforts to deliver a quality BL game for all of us to enjoy!
Don’t forget to subscribe to our website newsletter, follow our social media accounts, or join our Discord community for more updates to come!
We’re excited today to release our 1.09 patch, as well as our multiplayer demo! If you’ve been curious about the Valiant, you can now jump in and experience co-op, online competitive multiplayer, and skrmish mode to get a taste of The Valiant’s experience. We’ve also implemented a number of requested features in this patch, including tactical pause, a re-worked final boss fight in the campaing, robust gamepad support, and a number of other bug fixes and improvements.
Take a read through the patch notes below and we hope you have a great time experiencing these new changes!
Patch notes, The Valiant 1.09
• Complete rework and update of The Deceiver mission o Heroes keep all their gear and skills for the duration of the boss fight as well Theo and Ulrich can also use all their skills except when one of their shadow-clone is present o The shadow skills of Theo and Ulrich appear only when one of their shadow-clone is present o Kaliban can be knocked down (for a short duration), except when he is charging o The whole boss fight has been rebalanced o Minor visual bugfixes • Tactical pause implemented (default option is: Off) • Completely reworked and enhanced gamepad support in all areas of the game • Completely reworked Menu navigation and usability with controlle • Completely reworked ingame usability with controller • Updated controller layout screen • Controller assist mode implemented • Point of view confirmation icons implemented • Enhanced tactical snap feature • Ping and warning feature in multiplayer game modes • New targeting decal set • Bulk purchases and sales of skills are implemented • New tutorials for controller support • New suffering animations • New visuals for displaying difficulty on campaign screen • Retreat icon changed in tutorial videos • New banner background in NG+ and animations for controller selection • Invite button replaced • Confirmation window in army customisation screen when exiting without apply • Updated network timeout system to prevent invalid match results • Updated menu loading methods to prevent edge case exception • New Player color coding in multiplayer matches • New ID-based option for inviting demo users
Bug Fixes
• Squad button panel number fixes in Deus Vult and The Deceiver missions • Fixed game room slot issues • Fixed different map issue in the game room • Fixed issues in “Crusaders Call” cutscene • Fixed team score on debriefing screens after leaving multiplayer match • Fixed an issue when central keep building was not changing its appearance after upgrade • Several fixes connected to controller support of the UI and functionality • Shieldbearers now receive all bonus fortitude from Hedge Formation ability • Fixed freezing actors in a cutscene of Enemy of My Enemy mission • Fixed movement blocks in the Lost Souls mission • Various localisation fixes • Various multiplayer network stability issues • Fixed a voiceover issue in Si Vis Pacem, Para Bellum • Rebalanced NG+ mode in Si Vis Pacem, Para Bellum • Various animation and movement fixes • Destroyed chain construction buildings are removed from the queue properly • Fixed music overlapping issue in the The Severance mission • Fixed VFX issue after loading in the Deus Vult mission • Blockmap tuning in Soldier of Fortune and Deus Vult missions • Discipline of Spearmen will not remain visible on the squad car • Construction squad will not move forward and backward while building • Fixed vertically flying torches while attacking towers • Catapults will no longer continue firing at enemies in FoW • Cart color is fixed in The Eye of the Storm mission • Player can no longer block mission with placed palisades • Fixed archer knockdown animation • Passive skills are displayed correctly when switching between heroes with controller • Kaliban can now receive damage from Gascoigne’s Trample ability • Guido cannot be eliminated before the “Assist the soldiers” objective in The Severance mission • Fixed archer animations while torching a building from its bottom • Actors no longer turn 180 degrees after knockback • Fixed a controller issue where it was impossible to select a slot of another player • It is no longer possible to build infinite number of palisades, max number is 50
There's only one possible foreword to this news: Thank you everyone, you are awesome!
We are stunned by all the love, enthusiasm and feedback you provided us with during the recent Steam Next Fest June and beyond. And to our surprise, Sticky Business was one of the Top 50 most played demos. This feels unreal.
Now, we're even more hyped about the upcoming release on Monday, June 17th - hyped about your endless creativity when creating wholesome stickers day and night. :-D Can't wait!
See you guys on Monday! Yours happy Spellgardeners ;-)
As our game passes its tenth day since the official release, we are thrilled to have reached one million accumulated users. We are immensely grateful to each and every one of you. While acknowledging areas for improvement, we have diligently addressed them with invaluable feedback from our engaged community. This indispensable input is undeniably what led to positive reviews internationally.
Looking ahead, we remain committed to carefully listening to your opinions and continuously adding enjoyable and exciting content. We sincerely appreciate your continued support and encourage you to stay tuned for more updates. Thank you!
Fixed Chivalry abilities "Shield Bash" and "Shield Deflection" missing from the chivalry tree. They were inadvertently removed due to an upcoming rebalance, which will shift these abilities to a new skill. This was not intended for this version.
Fixed a bug where the "Corruption" status effect, intended to apply only on Grimjaw's Fortress's bottom floor, would persist indefinitely.
As an extra measure, we've added a new console command "clear effectsall" which enforces the removal of all status effects, including the hidden ones. It can be handy in situations where a status effect gets stuck.
Fixed an issue with the "War Plans Quest" where the War Plans failed to place in dungeons. Please note, this fix only applies to newly generated dungeons. Already visited dungeons, unfortunately, cannot be adjusted.
Fixed skin cream (blight cure) not appearing in medicine shops. Additionally, we've included a chance for it to appear in variety stores and general stores. Note: already generated shops won't have this item until their next restock
Fixed bloody Knuckles (Unarmed ability) attack speed not highlighted correctly in the upgrade tooltip.
Other Changes
Reduced medicine prices: Splint from 20 to 15, Bandage from 15 to 12, Soothing Balm from 35 to 27, Antidote from 25 to 18, Long-lasting Antidote from 55 to 35, Thawing Ointment from 38 to 25, Skin Cream from 45 to 35, Shadewood Mixture from 75 to 65, First Aid Kit from 155 to 125, and Healing lotion from 60 to 40.
Updated the description of Feverfew to better match the attributes of the real-life flower.
Welcome to Employee Evaluation! In this series, we are going to take a closer look at some of our well-known, and brand-new F.A.R.T's here at Smooth Moves!
As we approach our August 15th release date, we want you to get better acquainted with the Movers you will be playing as in game across all the wild and wacky moving scenarios we have planned for you.
In the third part of this series, please review their evaluation forms and let us know who your favourite F.A.R.T is in the comments below!
Herbie
Lacey
Laika
Naka
Now you've read the next four F.A.R.T evaluations, let us know who your favourite is and how excited you are to get moving with them in the comments!
In case you missed it, check out our release Date Announcement trailer! Moving Out 2 is launching on August 15th!
Back in April, we proudly released Acts I and II of our Age of Darkness: Final Stand Campaign, in our biggest patch yet, Flames of Retribution. The introduction of the Campaign allowed us to expand the lore of Erodar and explore how the lands and heroes of Survival Mode came to be.
We know we’ve been a little quiet since our last update, but behind the scenes, we are continuing to work diligently on Age of Darkness: Final Stand. Since then, the team has been hard at work on a range of refinements to Act I and II of the Campaign, and Survival mode – as well as laying the groundwork for the coming Act III. Expect regular blogs as we share more information in these Dev Diaries moving forward.
V0.10.0 - QOL Update / Bug Fixes
One of our biggest priorities is ensuring the quality and experience of existing content. We’re always reading reviews, player feedback and know it’s important to have a polished experience on the content we release. Coming later in Q3, we will be releasing an update focused on Quality of Life improvements in the lead up to our next Campaign release. Our goal is to continue improving the stability across both Survival and Campaign and ensuring polish on upcoming content. In our upcoming update v0.10.0, you can expect the following improvements:
QoL
Skippable Cutscenes
Performance Optimisations
Save System Improvements
Quick Reload option on the Campaign EOR screen
Bug Fixes
Survival: Fishing Nets no longer display grey boxes
Survival: Farms now display the tile system when being placed
Fixed a crash where enemy units were sharing exact same space
Mission 2: Iron Talon Archers now placed in towers
Mission 2: Pikeman objective marker now disappears
Mission 3: Rescued unit now grant vision
Mission 6: Units no longer spawn infinitely from Weavers
Within this update, there will also be balance improvements to ensure a smoother Campaign experience, with a distinct focus on Mission 04.
Prepare for Act III
From here, priority is now firmly on Act III. The team can’t wait to bring this final Act to you all as soon as we can. The thrilling finale to our Campaign will bring a lot of impactful moments not only to gameplay but also to the narrative.
Each portion Age of Darkness: Final Stand has been a collaborative effort between all dev team members, and Act III is no different. This ensures that players will enjoy every moment of their journey through the Campaign and that we can tell a story that everyone can engage deeply with. For example, our engineers are now working on creating new systems and gameplay mechanics that feature in Act III, while the artists are completing visually captivating landscapes for the action to take place in.
As a little sneak-peek, here’s a look at a new defensive tower used by the Alderin in Mission 8 and Order Knight statues used in later Missions.
After our v0.10.0 Update, we will share more on the release date for Act III, so there is a lot to look forward to! Although we would love to share every detail with you of what’s to come, we want to keep the story a surprise and we look forward to players uncovering the epic conclusion to Age of Darkness: Final Stand.
Until then, we look forward to making more exciting announcements at Gamescom 2023 and showcasing what’s to come. See you there!
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We greatly appreciate everyone who has taken the time to let us know about these bugs and crashes you’ve encountered. If you come across any bugs or crashes in the future, please report them to us either through the Steam forums, our Discord server in the ‘player-support’ channel or using the in-game bug reporting tool.