Beacon of Neyda - GhostDev


It's me Mari... I say Christian and as I anticipated in the previous dev diary we have returned to work more energetically in the game and I come to tell you a little about this.




Neyda world

"When the Artificial Intelligences tasked with terraforming the desert world of Neyda rebelled against their creators, the world’s settlers were forced into war with the machines. With all communications destroyed, the people of Neyda fought alone to reclaim their world.

Decades later, the survivors of the war continue the fight against the last robots, still infected by the AI’s orders of destruction. Meanwhile, something new may be awakening in the sands of Neyda…"

With this basic premise we advance in the creation of the world and its places, what scenarios the player can visit and what secrets to discover... from the outer zone of the capital city, its industrial zone, its commercial districts in the interior to the mega beacon structure.

As you can see, the sketches are already underway and we have many plans of what we want to achieve with each new scenario.




Development Status

First of all, if you follow us in our Discord community, you have found out that our game is to be added to wishlist on new distribution platforms and if you had not found out, what are you waiting for to join our Discord community?

Secondly we have started to work on solving certain issues that we found in the gameplay, some things that simply did not work in the tests we carried out, for example the interface to build, something that many of the players found confusing in its initial use.

We add more details to reach an alpha with a playable demo but we still need to improve the flow of the game.




Possible kickstarter???

Despite working on the game again, our financing situation is still insecure and we are seriously considering the possibility of a kickstarter to solve the lack of resources and once again restore attention to our game. It is something that we will surely discuss during the next dev diary.

We also plan to start a small closed test of the demo during the next month, from Steam we have lists of keys to give out... so stay tuned for news in our Discord community

And that's all for this month.

JOIN THE COMMUNITY
Follow us in our Discord community for news and development progress.
The Adventures of Liam - Team Mistcloud
After what feels like years, it's finally here!

The Adventures of Liam has technically been in the works for years at this point, and I'm so happy that the day has finally come to have this available to the public.

So; what's different about this game compared to the previous Platform X games?

Well, in this first developer update on TAOL; I will be listing some things that I thought were cool from during the development of the game. I would recommend checking out either the Steam store page for TAOL, or the official website before reading further.

But without any further ado, welcome to the first Developer Update for The Adventures of Liam.
Ok so to start; the design evolution of Liam. Overtime (except for FFYL), he's gotten simpler. In the end, I decided that for this remade design, I'd keep the general design of Liam the same; but with a fresh coat of paint.



Compared to the original TAOL Liam, there are many differences. Most notably, all of the colours are much more life-like, and a lot more depth and shading is applied rather than using 2-3 different colours for everything. The lack of outline is also something that I experimented with during the development of the original TAOL; but couldn't get to work with the animations.



That's why most animations are completely remade for this remake, and now Liam is more expressive than ever!



Plus, with a lot of the game being rewritten from scratch; there are many small additions that were simply not possible with the original TAOL as the game's code was just too much of a mess, for example; the dynamic camera, complete with the ability to look up and down.



Along with the code changes allowing for a smoother camera, there's also many tweaks to the movement code. Far too many to list; however, you can now hold the jump button for longer to jump higher; and you can hold down to fast fall!



Liam isn't the only thing that has had a big glow up in terms of sprites; most terrain pieces and environment background objects have received updates sprites to match the art style better. This is still a WIP; so some elements are using temporary art at this time.



That is the end of the first Developer Update for TAOL; this is fairly short and I plan for the next updates to be longer with more information but I just wanted to go over some small thing that I thought were cool and worth sharing. If you made it this far, thanks a lot for reading this; all feedback is appreciated on this game as development progresses so feel free to reach out if you have anything you would like to recommend!

And remember...

Roots Need Control 3.0 - !CyberApex
(This announcement is an update to Roots Need Chungnam 8.7 (DLC)

Updated Roots Need Chungnam 8.7.

1. Replaced the flower resource successfully.
2. crosshair resource has been replaced.
3. The font has been changed. (Galmuri9 -> Galmuri7)
Crab Champions - Noisestorm


Patch Highlights

NEW WEAPONS: FLAMETHROWER & ARCANE WAND




VFX OVERHAUL


ULTRA CHAOS: NEW EXTREME DIFFICULTY


UNIQUE LOOT VISUALS + ICONS (A START)

Loot is finally getting some identity! While there's a lot of loot to make unique visuals for, I'm happy with the way the first few are turning out. It makes a big difference to be able to start recognizing loot at distance or being able to share your inventory screen and not have to explain what each piece of loot is!




BIG MECHANIC IMPROVEMENTS
  • Universal Critical Hits: ANYTHING can now cause a critical hit including your secondary projectiles like Mace Shot or Dagger Arc. This means that there is a single unified critical hit chance stat that affects all of your build at once instead of having to find separate grenade crit and melee crit etc. perks
  • Damage 10x Lower: As many people were reaching the limits of the game in terms of getting to the point where enemies become invincible due to their health being so high, I've globally scaled down ALL damage sources by 10x (and of course enemy health too). This allows for longer runs, more noticeable power creep and easier calculations in the early game when comparing damage numbers. If comparing to the previous build, something dealing 2500 damage now deals 250 damage!
  • Better Healing: Especially on the higher difficulties with many modifiers on, health became less and less important with many players opting to go for a "one hit" type build revolving mainly around armor and not health. Since there are so many perks around building health, I wanted to make it much more important and fun to do so. The base health pool for all difficulties has been increased, with the effectiveness of armor slightly reduced. Most health related perks have received a buff so building into health loot should be much more rewarding.
Patch Notes

GENERAL
  • Remade almost all VFX in the entire game from scratch to be much less blinding and more interesting to look at (there are some that still need to be replaced which will be done in the next update)
  • Added new weapon: Flamethrower
  • Added new weapon: Arcane Wand
  • Added new difficulty: Ultra Chaos (unlocked by getting all weapons to Diamond). This is a difficulty for those looking for the most unfair challenge that I could possibly come up with. There are no unlocks or achievements tied to it, it's purely for extreme challenge seekers
  • Critical hits are now calculated globally: this means that ANYTHING can crit- dagger arcs, mace balls etc!
  • Added 2 new Tropical biome islands
  • Added new evolved enemy: Ice Pumpkin
  • Added new evolved enemy: Fire Pumpkin
  • Added new evolved enemy: Laser Skull
  • Added new debuff: Arcane - damage is dealt once per second equal to the total stacks of arcane currently applied. Each time damage is applied, the total stacks of arcane are halved
  • Added new weapon mod: Arcane Shot: Shots apply arcane to enemies
  • Added new weapon mod: Drill Shot: Chance for shots to create damaging drills on impact
  • Added new weapon mod: Link Shot: Chance for shots to burst into 3 link shots on impact
  • Added new grenade mod: Giant Drill: Grenades explode into giant drills
  • Added new perk: Crimson Haze: Enemies create short lived damaging zones when eliminated
  • Added new perk: Critical Lightning: Critical hits shock random enemies
  • Added new perk: Potent Magic: Arcane debuff stacks increased
  • To make it harder to reach the damage limit (and getting negative billions of damage in the game over screen), all damage has been reduced by 10x- this is a global change and all mods and perks that deal flat damage have been adjusted accordingly. This also means all enemies start with 10x less health. The end result should be a more noticeable and satisfying damage increase as runs progress, seeing single digit damage numbers grow into the thousands and eventually millions! Another big benefit is for those that go on long runs, it’ll take much longer to reach the current island limits (where enemies become invincible due to having so much health). During the rebalancing pass, if a mod dealt 25 damage, I’ve rounded it up to now deal 3 damage (after the 10x reduction). While doing this I also buffed the damage of some underperforming mods and perks, mainly the strike and storm mods as well as all damage increasing grenade mods. All of these changes should make it also easier to calculate how effective a mod or perk is relative to the base damage as it’s easier to compare a 50 damage mod to a 8 base damage weapon than it is to compare a 450 damage mod to a 75 base damage weapon (which is how things were before the 10x reduction and rounding)
  • Greatly improved the smoothness of other players in multiplayer games especially when spectating, it should no longer look like players are lagging when they aren’t
  • Small enemies no longer collide with each other which should greatly reduce situations where pufferfish get stuck on crabs
  • Optimized the Shrapnel challenge modifier which could cause lag when many enemies exploded into shrapnel at once
  • Optimized situations where many projectiles hit lava and created lots of splash FX, causing lag
  • Added 30 FPS frame cap for those looking to preserve battery life on handheld devices
  • Improved water ripple visuals to both work in shallow water and also push water foam away
  • Improved the visuals of the Grid, Flow, Geometric, Purple Tiger, Regal and Void camos
  • Raised the height of the camera when not aiming to make it feel more comfortable (as the crab is so flat and close to the ground, having the camera also low sometimes felt bad when looking upwards)
  • Added 4 new achievements (Flamethrower and Arcane wand victory related)
  • Added new inventory icons for some weapon mods (still lots more to be done)
  • Added new generic icons for Rare, Epic and Legendary weapon mods (with a matching colored border to easily see what rarity they are at a glance in the inventory UI)
BALANCE CHANGES
  • Slugs and Grubs are slightly less common to allow for their presence to be more noticeable (ideally they should be lined up with other enemies for bonus damage rather than half of the map being slugs and clearing itself with chain reactions- this can still happen but just a bit less often)
  • Fire damage is more effective but all fire mods and perks apply less overall stacks to compensate. This should mean less situations where enemies are taking tiny amounts of damage from fire over a very long period of time and more situations where enemies are taking much more concentrated fire damage over a shorter period
  • Moved Hot Shot, Sharpshooter, Power Punch and Mega Crit from Weapon Mods to be Perks as critical hits are relevant to more than just weapon shots now
  • Critical Claws, Critical Grenade, Critical Chain and Streak Shot have been removed
  • Critical Blast has been moved to a perk as it can trigger from more than just weapon crits now
  • Precision has been renamed to Streak Shot since that has been removed and the name fits it better
  • Since “lesser” crits can trigger “on crit” mods (which could lead to an infinite loop), critical hit chance is capped at 50% for “lesser” damage sources (any damage that isn’t directly from your weapon, grenade or melee)
  • Critical Link has been renamed to Link Shot, has new projectiles and no longer requires a critical hit to trigger
  • Critical Blades has been renamed to Homing Blades and no longer requires a critical hit to trigger
  • Mega Crit now multiplies critical damage by 3 instead of adding 300% extra damage to the multiplier
  • Destructibles now scale up their damage / debuff stacks from +5% per island to +10% per island
  • Landmines no longer spawn naturally and barrels spawn less (no more chaotic barrels, only regular ones- the chaotic barrels are fun in the lobby but in gameplay situations they mostly just fly off into the sky and do nothing)
  • Increased physics impulse strength from melee on regular barrels
  • The Homing Barrels challenge modifier barrels have far less health and no longer can leak which should reduce the messy visuals that can sometimes happen with lots of barrels
  • Turrets no longer target Shielded enemies
  • The slowest moving enemies now move a bit faster to prevent situations where you are looking for one last really slow enemy when you’ve cleared all of the others
  • Basic melee crabs no longer can be shielded as it slowed down the pace of gameplay too much
  • Lightning has been reworked to last a bit longer and deal less damage (as it wasn’t adjusted for the 10x drop in damage yet). Also adjusted the lightning FX and tint to be a bit more blue to differentiate it from Arcane
CHANGES TO THE DIFFICULTY MODIFIER ROSTER
  • Added new difficulty modifier: Surging Enemies: Enemies spawn in much faster
  • Added new difficulty modifier: Limited Heals: All healing is reduced by 50%
  • The Eternal Punishment difficulty modifier now only removes 2% of your max health when taking damage (it previously removed 5% which often made runs devolve into a glass cannon situation where max health was ignored)
  • Resurrecting Enemies now triggers slightly less often as it could cause islands to drag in terms of pacing. In addition to this, enemies can no longer resurrect in a close range to the player as this could often lead to unfair damage from enemies spawning close behind
  • Volatile Explosions was a modifier that caused understandable frustration: being able to melee groups of slugs and not take damage from it was one of the best feeling mechanics in the game and removing it for the sake of difficulty decreased the fun factor for most. The flow state present without this modifier on got interrupted in a more tedious than fun way. This modifier has been moved up to the new Ultra Chaos difficulty. To make basic slugs still feel threatening with this change, they now explode faster than before, requiring a well timed melee or dash to avoid
  • Manual Collection has also been replaced as it made the flow of combat more tedious than fun in many cases. Since there are those that still enjoy it, it is active in the Ultra Chaos difficulty
  • These changes should shift the difficulty more to making good builds and less making zero mistakes
BUFFS
  • Auto Rifle damage increased from 3 to 5
  • Burst Pistol damage increased from 3 to 5
  • Dual Pistols damage increased from 4 to 5
  • Auto Shotgun damage increased from 2 to 3
  • Orb Launcher damage increased from 4 to 6
  • Sniper damage increased from 30 to 40
  • Rocket Launcher projectile speed doubled (as the weapon was underperforming slightly before so this should make it easier to hit moving targets)
  • Rocket Launcher explosion radius increased by 20%
  • Rocket Launcher damage increased from 25 to 35
  • Blade Launcher damage increased from 2 to 4
  • Base starting health increased from 100 to 200
  • Spiked Chest max health opening cost reduced from 33% to 25%
  • Loot Totem health cost reduced from 33% to 20%
  • Crystal Totem health cost reduced from 33% to 10%
  • Chance Totem health cost reduced from 10% to 5%
  • Gamble Totem crystal cost reduced by 33%
  • Critical Blast damage increased from 400 to 500 and is now chance based as intended
  • High Roller now duplicates Epic and Legendary chests on Elite / Boss islands rather than Healing chests which felt underwhelming
  • High Roller base downside reduced from 33% chance for no chests to spawn to 20% chance for no chests to spawn
  • Reload Arc is now part of the Skill loot pool to make choosing skill portals more enticing
  • Wind Up, Streak Shot and Clip Shot no longer add flat damage and now add percentage damage
  • Double Trouble enemy health increase reduced from +100% to +50%
  • Hard Target now applies damage reduction AFTER other incoming damage debuffs (like from Hot Shot or Brute Force). So a 10% reduction is now 10% of the entire incoming damage amount which should make it a more viable option to counter increased incoming damage debuffs
  • Enhanced Turrets damage increased from +50% to +75%
  • Crystal Barrage damage increased from 1 to 3
  • Split Shot now happens sooner in the lifetime of a projectile, making it much more viable for fast moving projectiles
  • Arcane Blast now applies 8 stacks of the arcane debuff per damage tick
  • Sharpened Axe damage per second increased from 50 to 125
  • Barrel Explosion damage increased from 50 to 100 and armor removed on the barrels to make them easier to destroy
  • Landmine Shot damage increased from 50 to 100
  • Triangle Shot damage increased from 35 to 100
  • Torpedo Shot damage increased from 35 to 100
  • Firework Shot damage increased from 25 to 30
  • Bomb Shot damage increased from 35 to 75
  • Proximity barrage damage increased from 30 to 50
  • Dagger Shot damage increased from 2 to 3
  • Reload Arc damage increased from 15 to 20
  • Spinning Blade damage increased from 4 to 5
  • Time Bolt damage increased from 30 to 40
  • Ultra Shot damage increased from 25 to 30
  • Shockwave cooldown reduced from 10 seconds to 4 seconds
  • Health Shot healing amount increased from 1 to 3
  • Grim Reaper healing amount increased from 5 to 6
  • Vampire healing amount increased from 2 to 4
  • Personal Space max health increase requirement reduced from every 8 eliminations to EVERY close range elimination
  • Bullseye max health increase requirement reduced from every 10 one shot eliminations to EVERY one shot elimination
  • Checklist eliminations requirement reduced from 25 to 15
  • Assassin eliminations requirement reduced from 10 to 5
  • Tasty Orange damage increase per elimination increased from +1% to +2%
  • Laser Crab, Poison Skull, Blocker Skull and Lightning Skull projectile damage decreased by 50%
  • Grenade Crab, Fire Skull and Homing Grub projectile damage decreased by 25%
  • Slightly reduced the radius of the Grenade Crab grenade to be a bit more fair
  • Slightly reduced the Minigun crab projectile speed
  • Reduced the collision radius of the Elite Lightning Crab projectiles as there were some cases that appeared to be a miss that would still hit
  • Removed knockback on many small enemy projectiles to reduce situations where players could lose momentum and be juggled in the air, taking damage multiple times- not fun!
  • Frenzied Enemies now doubles the attack speed of enemies rather than setting it to the max value (which could lead to inconsistencies and unfair situations on some enemies)
NERFS
  • Crossbow default piercing reduced from 2 to 0 (as the previous update made it one of the best weapons in the game)
  • Enemy bonus health per alive player in co-op increased from +40% per player to +45% per player and on Nightmare or Ultra Chaos difficulties, the bonus is increased to +66% per player on Elite and Boss islands as the situations where everyone shreds through elites and bosses in 1 second were happening a bit too often in co-op especially in 4 player lobbies
  • Double Edged Sword crystal gain has been reduced from 250% of damage dealt to 100% of damage dealt as it was far too overpowered before
  • Hot Shot critical hit chance reduced from 16% to 15%
  • Sharpshooter critical hit chance reduced from 8% to 6%
  • There is no longer a 2% base starting crit chance, you start with 0% chance to crit
  • Mace Shot trigger chance decreased by 1%
  • Mace Shot damage per second decreased from 125 to 100
  • Aura Grenade damage per second reduced from 1250 to 500
  • Armor health per plate reduced from 25% of max health to 15% of max health
  • Slightly increased the health of most medium enemies (regular skulls, regular ants etc.) but also increased the time before health regeneration on these enemies (if playing with the Regenerating Enemies modifier enabled), allowing for more breathing room between each hit they take
  • Pufferfish health increased to differentiate them from slugs when prioritizing targets
BUG FIXES
  • Upgrade chests no longer contain duplicates of the same loot (you could have 10 mods in your inventory but get the same mod twice)
  • Fixed issue where ALL strikes that had spawned during a run weren’t getting cleaned up properly which could lead to worse performance on late game runs
  • Enemy movement now ignores physically simulated destructibles so they should stop being pushed under the ground by barrels
  • Bouncing Shot no longer resets the lifetime of projectiles which was causing performance issues where projectiles would bounce around for 30+ seconds at high levels
  • Removed Laser Crab and Minigun Crab from challenge crystals as they were appearing when the Evolved Enemies difficulty modifier was inactive
  • Enemies that happen to spawn outside of the world bounds should get automatically eliminated
  • Fixed Critical Blast having a visual cooldown in the inventory while actually having a chance to trigger on each critical hit
  • Fixed issue that could cause Auras to trigger multiple times when dropping and re-picking back up an Aura perk
  • Fixed various issues that could cause Auras to stop triggering when multiple Aura perks were equipped
  • Lava now deals damage when stepping into it as intended
  • Homing Thorns now deal damage as intended
  • Fixed various spots where enemies could get stuck
  • The “Islands Survived” text in the game over UI now shows island 18 if getting eliminated on island 19 (previously it would show 19)
  • You no longer automatically fire when leaving a portal if you had entered it with the fire button held down
  • Fixed some jankiness around sliding- when sliding forward and quickly pressing the back key, you no longer change directions while sliding and instead stop the slide which should prevent overshooting when trying to stop a slide
  • Damage Dealt can no longer be negative on the game over screen
  • Max health no longer goes to 1 when getting high enough
  • Fixed issue that would cause players other than the multiplayer host to see blue borders in the lobby
  • Fixed issue with auto melee that could cause it to continue indefinitely when exiting a portal
  • Removed the invisible walls around the pillars in some boss islands- this prevents situations where you can seemingly deal no damage to enemies when they are near the pillars but will increase situations where they may be able to shoot through walls. Working on a better fix to this in the future
  • Fixed issue that prevented the Challenger challenges from being completed
  • Made several potential fixes for a low percentage of players not being able to join multiplayer games
  • Fixed the Level Up perk favoring grenade mods over weapon mods when leveling things up
  • Fixed the Level Up perk leveling up mods and perks that were already level 255
  • Fixed a soft lock that could happen if knocked out of the Tropical island with the square 4 walls: there’s now a launchpad outside of the wall boundaries to bounce back in!

That's all for this update, thanks for playing! 🦀

Small Hotfix
Made a few small improvements based on initial feedback from the update!

GENERAL
  • Changed lightning to only interrupt your movement initially, not prevent jumping or dashing the entire time you were shocked which felt unfair over the new longer lifespan that lightning has
BUG FIXES
  • Fixed Lightning Skulls not having purple projectiles
  • Fixed a few rare crashes
  • Fixed Checklist displaying the incorrect amount of eliminations needed in the description
Aug 31, 2023
Aikagura - makkan1234-works
Fixed a bug that the achievement "Swordsman of Totsuka" could not be obtained.
Fixed a bug that the Achievement "Shugenji Renin" could not be obtained.
Fixed a bug that the game over animation of the Slum would not move on to the next animation until a very long time had passed.
Plague Breaker - RadioG00se
Hey Everyone,
This is mostly a part 2 to the small bug fix patch I released 2 weeks ago. While that update focused on fixing more immediate bugs, this update I focused on fixing up the adventurer and adding some quality of life changes.

Potion Usage
I've had a lot of feedback asking that potions can be used in inventory, rather than taking up an inventory slot. This update adds this feature, as technically it was possible before via a bug! Now potions can be used in your inventory, and they all stack!



Giant Bloat change
The Giant Bloat was the only boss that was not considered "defeated" until all the summons had been dealt with. I've changed this so that the summons will die when the boss is killed, which should make this boss a lot easier for mages who sold their daggers!



Adventurer Fixes
The adventurer got most of the love this update, as I found a few bugs that together combined into making it impossible to complete the adventurer! These are all the adventurer changes:

  • Fixed bug where spell upgrades were not unlockable in the Adventurer tree
  • Fixed bug where Rogue's Mark for Death was not unlockable
  • Fixed bug where Adventurer would not unlock achievements after completing all spells
  • Fixed bug where Adventurer achievements would check for completion only once

Poison Mushroom + Armor Spike changes
Finally, the poison mushroom and armor spikes have been fixed. Previously these would trigger twice, once when you took damage and once when you hit the enemy. Now they have been fixed to trigger only once. They also no longer hurt the gameshow skeleton and will no longer destroy boxes and jars.

Next Update
The next update will be focusing on cleaning up all of the remaining bugs and should be out in late September!
KurtzPel - 엔초
Attention Chasers!

Please check the Emergency Maintenance schedule below.

The following patch note pertains to contents that will be updated during the September 1st, 2023 (UTC+0) Emergency Maintenance.

Maintenance will happen during the following times:


■ Details
Server Stabilization

Our sincerest apologies for the inconvenience, and thank you for your continued support of the game.

- KurtzPel Team
MapleStory - Ezrabell
Join Community Manager Ezrabell alongside Team Orange Mushroom from the Sixth Star Showdown event in a Community Livestream! Members of Team Orange Mushroom will be sharing their progress on the Sixth Star Showdown event while spending time together hanging out! Grab your snacks and prepare for an adventure of fun in this upcoming livestream. Join us on any of the platforms listed below this Friday, September 1 at 12:00 PM PDT (3:00 PM EDT).

There will also be giveaways throughout the stream! We will be giving away some of our exclusive community merch, such as Acrylic Stands and Acrylic Keychains, so you won't want to miss out on the fun~ See you Friday!


 
CUSTOM ORDER MAID 3D2 It's a Night Magic - S-court
Thank you for continuing to enjoy CUSTOM ORDER MAID 3D2 It’s a Night Magic.
Here are the DLC releases planned for September 2023.
This month, we have a DLC value pack, and we’ll also be releasing GP series compatibility packs for a certain heroine.

▼9/15(Fir) CUSTOM ORDER MAID 3D2 Fashionable Maid Autumn

This DLC pack includes the following content:

*Yotogi Class Vol.10 『Pervy Reverse Anal Play Maid』
*Yotogi Class Vol.23 『Multi-person forceful play maid』
*Yotogi Class Vol.24 『Netorare orgy play maid』

-Costume-
*Leopard Gyaru Set
*Tailored Jacket & Knit Set
*Girly Off-the-Shoulder Set

-Hair Set-
*Side Long Bob Hair Set
*Super Wavy Hair Set
*Japanese-Style Side Bun Ponytail Hair Set
*Queen Hair Set

▼9/28(Thu) CUSTOM ORDER MAID 3D2 Personality Pack Overbearing Preppy Girl Maid GP-01& GP-02 & GP-01Fb

"Overbearing Preppy Girl Maid” will now be compatible with GP-01, GP-02, and GP-01Fb.

GP-01 Content

[GP-01 Harem]
[GP-01 Swapping]
[GP-01 NTR & NTR Report]
[Empire Life Mode]

GP-02 Content

[GP-02 Marriage Yotogi]
[GP-02 Harem]
[GP-02 Swapping]
[GP-02 NTR & NTR Report]
[GP-02 Yuri]
[Marriage System]
[Private Maid Mode]
[Empire Life Mode]

・And more...

GP-01Fb Content

[Scout Mode]
[GP-01 Harem]
[Yotogi class: Super sweet loving maid]
・Super sweet loving bedroom sex
・Super sweet loving bedroom anal sex
・Super sweet loving bathroom sex
・Super sweet loving bathroom anal sex

*You must have installed “Personality Pack: Overbearing Preppy Girl Maid” to play this content.


The above content is what we have planned for September.
All of our staff are continuing to pour themselves into development.
We still have plenty of major new content being translated! Stay tuned for more info!
Please continue to enjoy your life as the master of an Empire Club.
Aug 31, 2023
The Isle - Punchpacket
Filipe - Lead Programmer
This month I have been working on several different things across various days/weeks, so I will mention the most important topics below:

  • Reworked the thrash abilities mouse detection, as there were issues with certain resolutions that prevented it from triggering.
  • The mutation system is in progress and new mutations have been implemented as their design has been approved. Alongside this, new UI alerts, panels and QOL messages are also being added.
  • Reworked the pachy headbutt hit detection for more accurate bone fractures, it was almost impossible to hit certain animals, especially the head.
  • Setup new SickState, from vomit, it now applies different rules making this a more robust mechanic, not only decreasing some statuses - This is being applied as a patch to the public, which you’ll learn more about in a future announcement..
  • Helped set up new playable dinosaurs with animations and made specific code changes necessary for some abilities to function properly.
  • Added Banana trees with bananas to be part of the new diets in Gateway.
  • New Locational Effects. These are new shader effects that are applied by the environment, such as being wet when entering water or during rain, mud, duckweed from swamps, dirt, dust, blood, etc. It is a complex system that allows those effects to dry, transition between and be fully dynamic.
  • Destructible fences. If the animal is big/strong enough, fences can be destroyed to create new entrances. These are different from the Physics Doors that you can push.
  • Pouncing. Besides some improvements and different methods of latching the attacker to the victim, I've also been working on a transition from Pounced to Pinned, with a variant in the middle for very big animals, more details soon.
  • Added skin variation to the saving and export button in the skin system, it was intentionally not added before, but by request we did now.
  • Balance changes implementations and several bug fixes.
That is it, see you guys next time.


dmIV - Programmer
Most of my month was spent working on herrerasaurus improvements and fixing climbing behavior in some of the more uncommon scenarios. It is now more reliable to latch on to the wall without aiming accurately and a proper landing indicator was set up instead of the testing visuals.

I also added a new drop attack, which is executed by holding RMB when falling on someone. This deals damage and can stagger or knock down depending on your falling velocity. Another unique feature involves the dewlap of the dinosaur. You will be able to hold F and press the left mouse button to send signals to other herrerasaurus’. This will be particularly useful for communicating without making a sound.




VisualTech48 - Environmental Artist
This month I have been focusing my work on getting humans up and ready more and more, by firstly finishing up both the Pistol and the Rifle to its key details.

The pistol is now fully complete and has an assortment of attachments, most of which can be fitted to any appropriate weapon, consisting of Laser, Red Dot, Flashlight and Silencer attachments.




Next up for the human arsenal is the Pump Shotgun, which will have its own set of attachments, but we will reveal as we go. For now I’m happy to announce its progressing really well, however, keep in mind this is heavily subject to changes, as it's only the “High-Poly” phase.





Lastly, a lot of focus has been on a bit more freedom and advancement towards the buildings in general. The following images were made as a proof of concept, to showcase one of the capabilities of the kit, in which you can see a really “quick” and “dirty" rundown of a simple room.




I’ll be expanding on this kit furthermore, however, only after the shotgun is done, to feature more pieces to allow even more freedom. I’ll share just an example of a quick floor layout for the expanded kit. That is what I can reveal so far. See you next month!




Wedge - Sound Designer
This month I’ve been focused on wrapping up remaining sounds left for Dilo and Diablo in their adult stages, as well as refining, reworking or improving upon existing sounds as I test them. The only exceptions to sounds complete are what’s needed for their unique mechanics, i.e. venom and sparring respectively.

Dilo’s remaining vocals had included its pinned, pounced, eating, thrashing and courting sounds. I’m particularly fond of its chilling screams for the pinned and pounced, created from a blend of Bird and Loris screeches, glass squeaks and warping metal tones.

Diablo’s remaining sounds had included its pinned and courting as well as generic breaths and grunts to be used in animations like sniffing as well as for filling gaps where needed. Its court sounds are a playful mix of chirps, rumbles and hoots to coordinate with its movements. With these two mostly wrapped up for now I’m looking forward to moving on from these two creatures and onto the next soon!

I have also been making little improvements when and where I can, some examples include adding landing foley sounds when jumping or dropping on to your feet and some attacks as well, finalized moving calls and primary attacks to a new audio system, and calls only start becoming hoarse at half stamina instead of full now.

Bryan - Animator
I’m itching to get back to working on the Rex and eventually Triceratops, but this month it’s been all Diabloceratops, Dilophosaurus, Herrerasaurus and John Cake.

Diablo is a pretty big project, it’s sparring ability is pretty complex and demands a lot of animations, and tweaks to those animations down the line so they look the best they can in-game.

Dilo got some updated Alt attacks as well, a bit more responsive and vicious than the first iteration. I always enjoy the freeze frames on these.




hypno - QA Lead
We have started the process of sending out invitations to successful stress tester applicants. If you have not yet received an invitation, do not fret, as we are sending them in waves due to the sheer number of those that applied. This process may take some time yet and is also dependent on the content that is being tested. We need to ensure that the servers are filled to maximum capacity for the entire duration of the tests but also give everyone an ample chance to access the new content.

The QA team has had its hands full testing all of the following: Diabloceratops, Dilophosaurus, Herrerasaurus, Gateway, Migrations, and Mutations. While we will not be introducing all of the aforementioned in a single update, we have been able to report issues for them as an ongoing effort as opposed to trying to focus on one mechanic only when it’s complete. As mentioned in my last devblog post, the changes to our roadmap allow us to send each mechanic as its complete as its own update.

The diabloceratops sparring mechanic is coming along well. The ability to strafe in combat while other species cannot will bring a new complexity to our combat that hasn’t been touched on before in The Isle. Where some players would run past a target to attack them from the rear, the diabloceratops is able to simply step sideways at decent speed to stop them in their tracks and bring them a swift end. Sparring with another diablo has not been finalized, so I will refrain from going into any further details about it for now.

Dilophosaurus’ hallucination has not been touched on much in other devblogs or shown, but I can confidently say that this has been one of the most enjoyable mechanics to test as of late and I personally believe this mechanic will make it a fan favorite. The current prototype prevents targets from seeing past a certain distance with a fog effect, and also causes temporary dilo AI to spawn and run towards its target before disappearing. This prototype may not be reflective of its complete state, but it is already proving to be very effective in both combat and bringing some much-needed horror elements to the game. It is especially effective at night time and very humorous to witness a player swinging away at a target that isn’t there.

Herrerasaurus’ climbing and “divebomb” attack is the most complete of the new species mechanics. Taking the pteranodon’s clinging to a whole new level, the ability to climb up almost any surface and drop down onto unsuspecting prey has been thrilling to experience. The attack scales with both the velocity of the character and the size of the herrerasaurus, allowing for some fun interactions. As this attack requires a fair bit of planning and skill to pull off, it will definitely need further balancing to ensure that it’s both rewarding but also not being overpowered. Currently, I believe that an adult herrerasaurus will be able to instantly kill an adult dryosaurus with a far enough fall, and deal a large amount of damage to an adult omniraptor. We will be playtesting this further in stress testing to find the best values though.

Gateway and migrations will introduce a far more interesting experience to all of our characters, humans included. With different biomes to explore and a plethora of POIs, no two places look the same. There are areas that have been exclusively made for creatures of various sizes, including but not limited to juvenile sanctuaries that can be used as a safe haven from the much larger species on the island. Migrations pushing the different species around the island in a controlled manner will also help to deter issues such as megapacking that plague Spiro.

Finally, mutations have brought in a mechanic that could make every single lifecycle a different experience for the player. Being able to adjust your character’s statistics, characteristics, and attune them to the various environments in the game has been very intriguing so far. For example, if you enjoy living in a coastal environment away from all the chaos in the denser areas of the island, you could find that performing certain actions there would allow you to drink from the nearby saltwater. There are many other mutation options that will be available with the mechanic's release and I hope you look forward to discovering more for yourself. This system will play a vital role with introducing Elders to the game, rounding out the dinosaur’s mechanics and gameplay loop as a whole.




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