For anyone looking for an answer for where the fix for the achievements are please read
The achievements for the game are implemented properly and works on our end of the game but for everyone playing on steam with the update the achievements seem to stop working I have contacted steamworks support and they can’t help because steamworks.net is a 3rd party and I cannot get help from them
We are trying our hardest to get the achievements to work however it’s very time consuming and I personally don’t have the time to get a fix in just a few hours so this will take a bit longer to get a fix out but it will happen soon. From me at SpotPixle Studios are pleased with the support we have received from the community so far
Creators, we're currently testing VRChat on Unity 2022 in our Open Beta! Join our Discord and check the Open Beta channels to learn more. The time to test your content and submit bug reports is now!!
- I changed the amount of cooking slots from 1 to 4 in the basic campfire. - You can now use empty bottle to collect clean water from ponds. - Animal rawmeat, fat, cooked meat and smoked meat are now stackable (3). - Bear health has been lowered from 1000 to 600. - Deer health has been lowered from 350 to 300. - You can now make 15 planks at a time in the Basic Saw Banch. - Planks and beams size in the inventory has been reduced to 1 x 3 slots. - I reduced the amount of resources needed to craft benches and change the size and weight in the player inventory. - Changed a few things in the benches UI. - And a few more things.
Visual changes: The message about closing when a window is broken is no longer duplicated if your restaurant was already closed at that time Fixed plate positions for tables with sofas Completed tasks in the tutorial no longer "hang" in the list Employees and visitors open doors instead of walking through them Fixed reset of waiter animation when additional visitors came to his table Added indicator of illegal actions
Bugs: Fixed audio action events that could play extra sound Fixed a bug where it was possible to set an empty name to a restaurant Fixed a bug when employees did not come to work if the save was at 7 am game time Fixed early delivery spawn bug in training mode Fixed money loss bug when selling shelves with additional items
Change in mechanics: Zero balance of the restaurant at the beginning of the working day no longer affects the defeat status of the restaurant The player no longer receives a loss if there was an amount on his deposit that covered the negative balance Bot bet range reduced Now your offer cannot be less than the competitor's bid Added "Crime and Punishment" mechanics People react if you hit them with a brick Added a mini dice game with a prisoner Added the mechanics of stealing products and goods The opponent's restaurant work zone is forbidden to the player. Long stay in it will lead to the call of the police.
Other: Added new location police station The window repair sound no longer plays if you don't have enough money Walking and running sounds no longer play when interacting with objects Changes in the Customization section for the goods store Added new decor items for the Miscellaneous section
This month, as voted for in the Twitter poll, we will be giving you all a quick rundown of the general game flow. We'll also use this to clarify a question that's come up in the comments, in DMs and emails: "The description makes it sound like the women are going to be the submissive ones this time around. Is DommeBreaker still about Femdom?" Yes, it most certainly is. But let's start from the beginning.
The game will start with an intro scene and Dominance Battle tutorial, which will also serve as the introduction for the two male characters: Michael and Richard. Michael is the bull character visible in the Store page art, surrounded by the lovely ladies. Richard is the utterly degenerate cuck husband of Hannah who's so desperately addicted to Femdom that he can't help spending his money on several other Dommes. The crux of the story is Michael being tasked by Hannah to convince the 3 other Dommes (Emily, Jitsuko and Tomie) to stop burning through Richard's savings.
Afterwards, Stacy gets introduced as the upgrade girl and the player enters the main portion of the game where they have the freedom to choose which character to interact with. We've shown off the map art before, but here it is again for clarity's sake:
Each of those locations will have a set chance for one of the women to show up there per day. The more they can spend there, the less likely it is. This creates a slightly randomized time limit for the game. Per day, the player can choose several actions when interacting with any of the 3 women. Obviously, this includes initiating a Dominance Battle, but there are other options we won't be spoiling yet.
As the player engages in (and ultimately wins) Dominance Battles, the individual Domme he has beaten will progress a Stage. They each start at Stage 1 and go up to 3. At each subsequent Stage, their outfit, their combat, their interaction options and their dialogue become more sexual. But that's not all! After every Dominance Battle victory, you will be treated to a sexy scene from the perspective of Richard. That's right, the consequences of your actions as the bull will be viewed through the lens of the cuck as he shamelessly reflects your own perverted thoughts and desires.
The idea for this was inspired by those H games where you play as the woman and cheat on her bf/fiancé/husband, only for the game to then switch perspective to the male and witness the scene. However, we wanted to give it a twist by making you conquer the women as the bull. Although the goal is to make them subservient to Michael, all 3 of them will remain dominant towards Richard and it's through his perspective that the player experiences the victory sex scenes, which will also serve to flesh out the backstories for each of the 3 Dommes.
Once the player has defeated all 3 women in their Stage 3 Dominance Battle, the game and story will come to their conclusion, but we're not going to give that away just yet. What we will be revealing right now is some of the background art for the various locations, because our artist has been killing it:
Lastly, there is of course the Twitter (or "X" if you insist) poll for next month!
2XP - We've got something in store for you just in time for the long weekend! Play anytime from Aug. 31st to Sep.5th to take advantage and earn Double XP! (which may work great with the Echelon system below!)
Upper Echelon Patch Notes Agents, it’s finally time to go in-depth with our next update! Upper Echelon is focused on targeted gameplay enhancements and additions to change up the meta in team based modes, expand options in what and where to loot and enhance our progression systems for high level players. There is a lot to dive into, all inspired by player feedback, so let’s get to it!
General Changes
Echelon System
We’ve received a lot of demand from the player base to expand progression in the game beyond what we currently have. Enter the Echelon system! The goal of this new system is to open up character based progression well beyond mastery 10. No gameplay unlocks will be tied to Echelons, this is really a “completionist” feature that rewards you for continuous play with your favorite agent over long periods of time.
Here’s what you will unlock by leveling up Echelon ranks:
An evolving flair next to your name when playing as a Echelon Ranked character showcasing your progress
You will earn 20 Bonds (our real-money currency) every Echelon Rank.
3 titles per character on Echelon rank 10, 50 and 100.
Do note that Echelons DO NOT reset your gameplay unlocks on a character. You can pursue them without losing any of your hard earned unlocks. Reaching Echelon level 100 should take a sizable amount of time, we are excited to see how far you get into this new system.
Team Revive Rework A major piece of feedback we’ve been looking at for a while now is the overwhelming presence of “body camping” in team-based modes. To remedy this and give players more options, we are adding a new way to revive your teammates while dodging a camping team.
From now on, extraction terminals will allow you to revive your entire team for the cost of 5 intel. They will respawn at the pad immediately, removing the need to make it to their bodies while being camped. This option becomes unavailable in the extraction phase to help drive the match to a conclusion.
Of course, you will still be able to revive your teammates directly at their body with no intel cost if the situation allows it. We think this change will make team matches much more dynamic and interesting and we’ve had a blast playtesting it internally.
Team Revive health thresholds To go along with the revived rework, we are tweaking the max health thresholds after getting revived. We hope these changes will give a bit more lee-way for revived players to make a difference, while still making it undesirable to get downed early in a match.
Revive health thresholds before: 75-50-30 Max Health
Revive thresholds now: 80-60-40 Max Health
Package Restore The player that gets the package from the vault first will now get a full restore for them and their team. This will put everyone back at full health, but also put all your teammates back at the max health threshold if they have been revived before in the match.
This will NOT resurrect teammates that are currently downed or out for good though, so make sure you get your teammates back up before capturing that package if possible.
New Gameplay element: Lost and found boxes While we are happy with the keycard changes from Season 2, one side effect of their inclusion was to devalue staff rooms in the overall structure of matches. To remedy this while still keeping control over match pace, we are introducing a new element unique to these rooms for players to seek out: Lost and found boxes. For 5 intel, players can hack them open to find a random drop from a list of possibly high value items, including keycards and field upgrades. Be careful though: there is a small chance to loot less valuable items too. Weight the options carefully!
New lootables
Three new item types will now spawn randomly across all maps. These items will reward you with “meta reward” like XP and currency to spend outside matches.
XP Cassette: Get 200 XP right away
Credits Purse: Get 25XP and 25 Credits
Pile of Bonds: Get 25XP and 5 Bonds
You will find these spawning randomly across the map so keep an eye out for them!
Player Movement Update
With this patch we are rolling out a major upgrade to how we handle player movement. What this means in practice is that player movement will be updated much more frequently by the server, leading to more accurate, smoother and easier to track movement overall. This should have a major impact on the overall game feel and smoothness of combat.
We will continue looking at possible upgrades on this subject in the future.
New XP sources
To help you reach these elusive… ahem… upper echelons, we are adding two new sources of XP to the game. Intel spent on doors and Intel spent on chests (field upgrades chests or lost and found boxes). These XP events scale with how much intel you spent. We hope these will make progressing the game more rewarding, but also encourage team play by spending intel for your allies.
Content Creator Contest Calling Cards
We are happy to introduce our first content creator calling cards following our streaming context! Leaflit was the grand winner in both categories (Hours streamed and viewer hours) while Fitzy and Miss Lovely Shadow were the runners ups in both. You’ll be able to go and grab their calling cards for free in-game with this update from the calling card menu.
Agent Balance General
Low Ammo Count
Updated the threshold that is considered “low ammo” for the UI warning on all the cast to make it fit better with their respective ammo capacity
Ace We are trying something a bit new with Ace’s passives. The bonus damage effect on her base passive has always been a core part of Ace’s identity as a sniper character. We felt that making this effect the baseline for all of Ace’s passives would give more space for different options to be chosen by players. To make this work, we’ve made multiple changes to all three passives outlined below. We are also making weapon tweaks to give the Queen of diamond a more interesting place in Ace’s arsenal and differentiate it further in game feel from the Jack.
Weapons Base: Queen of Diamond
Reload time 2.75s => 2.5s
Fire Rate .8 => .9 shot per second
Damage 30 => 32
Mod 1: Jack of Diamond
Ammo in mag 7 => 8
Fire Rate 1.4 => 1.35 shot per second
Headshot Multiplier 1.75 => .1.5
Reduced Recoil in ADS to help followup shots.
Passive Base: Diamond’s bet
Applies the Exposed status effect on hit on top of the original damage buff.
Mod 1: Crippling Shot
Applies a damage buff on top of the original slow status effect
Mod 2: Neutralizing Shot (Formerly Cover Flush)
Applies the Neutralized status effect on hit.
Applies a damage buff on hit
Cavalière Cavalière has generated a lot of discussions around her investigation skills recently. With this update we are upping significantly the amount of time a clue remains interactable, the range at which you can interact with it and how far you can see it to give Cav her detective feel back in a big way. We are also making some tweaks to her hydras to get into a heavier hitting niche vs the rest of cav’s arsenal.
Weapons Mod 1: Hydras
Bullets per mag 16 => 14 (8 shots to 7 shots)
Fire rate 4.4 => 3.6 bullets per second
Damage 9 => 10 per bullet
Headshot Damage Multiplier 1.75x => 2x
Expertise Base: Investigation
Clue detection Range 25m => 50m
Clue Interaction Range 4m => 10m
Clue Lifetime 60s => 150s
Chase time at 1 clue 5s=> 6s
Chase time at 2 clues 8s=> 9s
Mod 2: Redemption
Clue detection Range 25m => 50m
Clue Interaction Range 4m => 10m
Chase time 12s=> 15s
Chavez With this update, we are making changes on what kind of expertises can get a “cooldown refund” when canceled early. We are making sure that powerful abilities that can change the flow of encounters do not get a refund if players choose to cancel them manually. Chavez fits right into this category with his expertises and is the first on the list for that tweak.
Weapons Base: Sentinel
Reload Time 2.5s => 2.35s
Mod 2: The Duke
Reload Time 3s => 3.1s
Expertise All Expertise
Canceling expertise early will not refund charge anymore
Hans Hans has been doing very well recently, but one of the major pieces of feedback we got from his catalog 2 changes was that his hip fire spread is not accurate enough on the edge of close to medium range. We are adjusting two of his weapons with a different spray pattern and a less aggressive opening of the spray at range to get more reliable hits. This means that we have to lower some of the stats on the weapons to prevent them from becoming absolute killing machines, but overall this should make eliminations far more reliable in a large variety of scenarios.
Weapons Base: The Hook
Fire rate =1.4 => 1.3 shot per second
Damage 45 => 40 (all pellets hit)
Spray pattern change to be more consistent and land more pellets at range
Spray stays tighter for a longer duration before spreading for more consistent hits
Mod 1: The Jab
Bullets per mag 8 => 10
Damage per shot 30 => 23
Spray pattern change to be tighter and more consistent to land
Larcin Larcin is getting the same treatment as Chavez: No more cooldown refund for canceling his abilities early. In his case though, we are bringing the overall cooldown back down a bit to compensate since we have better control without the refund. We are also giving back a bit of power to Cadence to make it an appealing choice again.
Weapons Mod 1: Cadence
Damage 10 => 12
Fire Rate 9 => 10 bullets per second during burst
Delay between bursts 0.4s => .0375s
Expertise All Expertise
Canceling expertise early will not refund charge anymore
Reduced cooldown from 75 seconds to 60 seconds
Madame Xiu While we are currently looking at some tweaks to Xiu’s expertise in the future, this update brings a simple change to her burst weapon. With this change, Longshen should feel more reactive and become a better choice by allowing faster followup shots.
Weapons Mod 1: Longshen
Delay between bursts 0.45s => .0375s
Red While Red is mostly getting bug fixes this update, we have updated her lovebomb to be more consistent with her other abilities in a team scenario.
Expertise Mod 2: Love bomb
Allies in the radius of the bomb will regain cover if an enemy triggers it.
Squire Squire used to be the king, but recent nerfs have hit him a bit too hard with the evolving balancing around him. We are mostly focusing on making his base weapon a solid option and tweaking the trident slightly to make it a bit faster on its burst.
Weapons Base: Lance
Bullets per mag 11 => 12
Fire Rate 3 => 3.2 bullets per second
Damage 15 => 17
Mod 1: Trident
Fire rate 9 => 10 Bullets per second during burst
Sasori For Sasori, we are entirely focused on making the interplay between his sword and throwing weapons smoother and more viable. We are reducing the cooldown after a sword strike on all his weapons and making it especially low on Yuki and Hikari to really allow you to set up the slow on a fight’s start with less of a severe downside. We have also changed how to charge his mod 1 to remove the need to hold two buttons at the same time.
Weapons Base: Ame and Kage
Sword cooldown after a strike 1.25s => 1.15s
Mod 1: Hyõ and Hanei
*Functionality Change* Sword now charges simply by holding the ADS button, no longer needing to hold both buttons at the same time.
Sword cooldown after a uncharged strike 1.25s => 1.15s
Mod 2: Yuki and Hikari
Sword cooldown after a strike 1.15s => 0.9s
Yu-Mi Yu-Mi has received extensive changes for season 2 and has been doing much much better since. We are leaving her untouched for this update and will watch how the meta evolves around her.
Gadget Balance With this balancing pass we are mostly focusing on diminishing the oppressiveness of the trace status effect. The hacktrap becoming much more reliable than before has made the effect quite a bit more present and while we are looking at more involved tweaks to how it works in the future, we are reducing trace duration in the immediate future to make trace less of a dire situation.
Spyglass Spyglass hack speed has been reduced by 30% to give players a reason to sometimes take a risk and hack manually. We think the spyglass should come with a choice between efficiency and safety that you might want to alternate depending on the situation instead of always being the best choice.
Reduced hackspeed in spyglass by 30%
Recon Drone
Reduced tracing time 20 => 14 seconds
Hacktrap
Reduced tracing time 12 => 7 seconds
Tripwire
Added a short delay before being able to re-trigger the same tripwire on the same victim, preventing it from blowing cover multiple times per frame
Mimic
Can now hack and interact while in mimic form
Bug Fixes General
Secret passages will no longer close on players. They will re-open instead if you approach them while closing.
Fixed an issue that would lead to players appearing out of cover to other players even when they regained cover
Fixed an issue that allowed players to open shortcuts into purple rooms from outside
Lowered volume on the Tripwire Presents intro movie
Fixed an issue that would cause spies meleeing while crouched to appear standing up in third person
Fixed an issue that lead to the ink “random access memory” to have inconsistent patterns in third person
Fixed an issue that caused status effect to stay active during the victory screen
Fixed an issue that caused the navmode icon of the package to hide gameplay elements
Fixed an issue that lead to the “being revived” message staying on screen if the revive is interrupted
Fixed an issue that lead to incorrect health total in UI after being revived
Agents Chavez
Fixed an issue that lead to Chavez health dropping to 130 when grabbing a bullet proof fabric field upgrade while under the effect of passive mod 1
Hans
Fixed an issue that allowed Hans to shoot two expertise projectiles back to back without cooldown.
Larcin
Fixed an exploit with Larcin’s zone expertise allowing some characters to shoot without losing invisibility.
Fixed an issue that lead to revive icons being visible on dead agents when Larcin is invisible
Madame Xiu
Fixed an issue that would break social interactions if Xiu used her expertise on a NPC already in one.
Sasori
Fixed an issue that allowed Sasori to shoot and melee at the very same time.
Fixed an issue that lead to Sasori not being able to loot ammo with Hyõ and Hanei
Fixed an issue that could lock Sasori from doing any action after using his vial
Fixed an issue that would lead to kunai failing to fire right after a charge sword strike
Fixed an issue that lead to sword charge VFX being visible even when in cover
Fixed an issue that caused Sasori’s sword to stay stuck on his hand when switching tools
Fixed an issue that lead to kunai staying visible even when out of ammo
Fixed an issue that lead to darts becoming invisible after using expertise mod 2
Spies traced by Sasori now get a “traced” notification
Red
Fixed an issue with Canceling expertise early will not refund charge anymore
Fixed an issue on love bomb that could lead to players appearing out of cover when triggering it.
Fixed an issue that led to text that should only be visible to Red’s allies on the love bomb being visible to enemies.
Fixed an issue that allowed Red to use her succubus kiss expertise twice without cooldown
Yu-Mi
Fixed an issue that allowed players to shoot two expertise back to back without cooldown.
Levels Silver Reef
Bathroom doors can no longer keep you stuck inside the stalls. (Even if you have to go really badly!)
Fragrant Shore
Fixed the collision of some balconies that would prevent players from jumping above them.
This hot fix focuses on fixing select gameplay bugs. You can also find the issues we are tracking and looking to resolve in the Known Issues list.
Fixed an issue with burst weapons that allowed to continuously fire outside of range. However, if the burst fire started in range, the unit will keep firing until the initial burst is over but will not initiate another one if the target is outside of range. This affects any unit with burst fire such as: Heavy Machine Guns, ¼ -Ton 4x4 Truck, 250 Light Carrier Halftrack, M29 Weasel, Flak Half-Track, and Several Infantry Weapons.
Modified the German MG42 Machine Gun Team White Phosphorous ability to have a mandatory reload animation when activated and at the end of its timer.
Fixed a glitch that caused Team Weapon's Reload ability to not animate when used back to back.
Modified the generic Team Weapon's reload ability to also force a reload animation, meaning that it will now interrupt a firing sequence, rather than simply queue the reload instruction.
Fallschirmpioneers and PanzerJagers can enter damaged vehicles
This month, as voted for in the Twitter poll, we will be giving you all a quick rundown of the general game flow. We'll also use this to clarify a question that's come up in the comments, in DMs and emails: "The description makes it sound like the women are going to be the submissive ones this time around. Is DommeBreaker still about Femdom?" Yes, it most certainly is. But let's start from the beginning.
The game will start with an intro scene and Dominance Battle tutorial, which will also serve as the introduction for the two male characters: Michael and Richard. Michael is the bull character visible in the Store page art, surrounded by the lovely ladies. Richard is the utterly degenerate cuck husband of Hannah who's so desperately addicted to Femdom that he can't help spending his money on several other Dommes. The crux of the story is Michael being tasked by Hannah to convince the 3 other Dommes (Emily, Jitsuko and Tomie) to stop burning through Richard's savings.
Afterwards, Stacy gets introduced as the upgrade girl and the player enters the main portion of the game where they have the freedom to choose which character to interact with. We've shown off the map art before, but here it is again for clarity's sake:
Each of those locations will have a set chance for one of the women to show up there per day. The more they can spend there, the less likely it is. This creates a slightly randomized time limit for the game. Per day, the player can choose several actions when interacting with any of the 3 women. Obviously, this includes initiating a Dominance Battle, but there are other options we won't be spoiling yet.
As the player engages in (and ultimately wins) Dominance Battles, the individual Domme he has beaten will progress a Stage. They each start at Stage 1 and go up to 3. At each subsequent Stage, their outfit, their combat, their interaction options and their dialogue become more sexual. But that's not all! After every Dominance Battle victory, you will be treated to a sexy scene from the perspective of Richard. That's right, the consequences of your actions as the bull will be viewed through the lens of the cuck as he shamelessly reflects your own perverted thoughts and desires.
The idea for this was inspired by those H games where you play as the woman and cheat on her bf/fiancé/husband, only for the game to then switch perspective to the male and witness the scene. However, we wanted to give it a twist by making you conquer the women as the bull. Although the goal is to make them subservient to Michael, all 3 of them will remain dominant towards Richard and it's through his perspective that the player experiences the victory sex scenes, which will also serve to flesh out the backstories for each of the 3 Dommes.
Once the player has defeated all 3 women in their Stage 3 Dominance Battle, the game and story will come to their conclusion, but we're not going to give that away just yet. What we will be revealing right now is some of the background art for the various locations, because our artist has been killing it:
Lastly, there is of course the Twitter (or "X" if you insist) poll for next month!
Galactic Glitch: Prologue - Max | Crunchy Leaf Games
Heyo Stellar Explorers!
After our big Traps & Translations update, we've got another follow-up for you!
This one includes a whole bunch of fixes to issues reported by our awesome community, like finally reducing the Breaker's frontal AOE attacks (the Asteroid level miniboss), so they're now challenging but still fair to dodge. We've also reduced trap HP by a good bit, so now it's possible to decide to quickly take them out, before the room gets too bullet-hell crazy. 💣💥
And one more big one, we've now added that you drop your old weapon when collecting a new one. Lots of players were asking about this, and although it makes some situations a bit more messy we tested it and think it is actually better this way. Thanks for pointing that one out to us, and not letting us off the hook for it! :D 💪
That all being said, here's the full changelist:
Features/Improvements
Swap rebound controls that are already bound
Replace some icons for Powers/Weapons
Add SFX for simulation overload
Add dropping of old weapon when picking up new one (except in Sanctuary)
Optimize Cyberspace backgrounds for lower quality setting
Add effects on enemy homing bullets
Balance
Reduce Breaker frontal AOE attack thickness
Last Hope - Add short player stun
Reduce all Trap HP
Reduce amount of traps in Forge level
Replace big trap Asteroid level
First Impression - Now spreads damage over subparts
Fixes
Fixed Slingshot Achievement trigger Reported by DefiantZero - Thanks!
Fixed Challenge Mode portals overlapping with pickups
Fixed Arrakh cannon bullets not curving towards enemies Reported by teod0036 - Thanks!
Fixed Gamepad input on ending screen
Fixed post-overload dialogue
Fixed Pitch & Patch triggered during auto-destruct Reported by teod0036 - Thanks!
Fixed stacking on Crunchy Targets power Reported by paperpancake - Thanks!
Fixed activation on Hurricane Power
Fixed Testudo enemy damage vs traps
Fixed Keybind turning blank Reported by paperpancake - Thanks!
Fixed EOs popping-in after Jump
Fixed entering empty room emptying glitch energy
One more note - This will probably be the last update to the Prologue, as we're now moving forward at full force with the main game Infinity's Edge. If you haven't already, please wishlist the full game on Steam, and also let any of your Roguelike buddies know about it.
We are still trying to build up a decent number of wishlists for our launch later next year, and we're now only about 30% of where we will need to be, so every bit helps immensely! 🙌
As always, your feedback is what drives us forward and what will help us make this game as great as it can be! We're super thankful for all your continued input and feedback for the game, especially on our Discord!