NOTE: There is NSFW content posted often on both our Twitter and Discord.
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The demo should be ready soon; not going to give an ETA though as Frouge needs time to fix the remaining bugs in it.
Outside of that, cutscene progress was still slow this time as I was finishing up fixing things for the level. Future weeks will thus have cutscenes done faster as bugfixes should be less.
As a reminder, this demo we're putting out soon is part of the full game 1:1, so work on it IS work on the full game too.
Still by far on track for 2023!
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Databanks already in-game/functional - all 141 are in. Scenes already in-game/functional - 380 out of 388.
When those scenes are all in, we’ll be ready to release the game.
Bug fixing, added new vehicles, a sniper rifle, alpha vehicles map, logistic trucks will now heal an resupply occupants also repair nearby vehicles with point rewards for driver.
- Fixed a bug that could cause loading archives to get stuck. - Fixed an error caused when unloading a weapon. - Fixed a bug that did not reset the body collision body when modifying gender in character creation. - Fixed a bug where removing negative traits during character creation would cause trait points to exceed the limit. - Fixed a bug where some places in the plot that should cause environmental damage to the player were not causing damage properly. - Fixed a bug where locations in the encyclopedia were not unlocking correctly. - Fixed a bug where switching leaders would cause players to stop following NPC teams when following them on the world map.
Difficulty The updates since releasing the first version to beta testers and the public demo made the game easier than i liked to: i had buffed certain weak attacks, made more meta upgrades available, nerfed traps and wolves, etc. The game is a bit too easy now for my taste, this is the first of many upgrades to make the game harder again: - Increased the difficulty of grasslands, badlands and desert. - Increased shop prices (later upgrades) because the meta progression was too fast once you got enough gold/xp boost modifiers. - Aside from implementing a few more dangerous situations for each already existing stage, i plan to develop a new difficulty (hardcore mode) as well as new harder stages (cavern as first one) in the next updates.
Other - Added a title to the main menu image so you actually know which game you are playing - Increased the size of the spells "Fireburn" and "Dark Hands" to make them more visible - Added the vacuum item (that pulls everything to you) to non_marked (no pointer, randomly found on the map) chests in grasslands and badlands so they have a real purpose to exist
We hope you all are having a great summer! We're excited to bring you another update into the latest developments on your favorite detective RPG, Pixel Noir. Let's dive in!
The Pub Crawl
As we navigate around launch territory, we want to be transparent about our ongoing pursuit of a publishing partner. While we've had exploratory conversations with a number of publishers, we haven't aligned on a deal that we're comfortable with. One common theme we're seeing is that our Early Access launch on Steam has presented a unique challenge that cause most publishers to back away from proposing a deal. We released Early Access to gather feedback from you all, as well as to get the game out to everyone while we finished the rest of the development. However, it was launched with minimal marketing support from our previous publisher. In essence, the Early Access launch has made Pixel Noir appear as if it has officially launched when, in reality, it hasn't. Publishers care about this sort of thing because of the Steam search algorithm prioritizes unreleased games, which effectively means you can market to more people.
To be clear, from a development standpoint, Pixel Noir is complete and now we're using this unforeseen (and semi-unwelcomed) extra time to refine many aspects of the game. The team is committed to continue delivering a great experience by meticulously polishing to perfection and we're determined to find the right launch strategy for the full game.
Early Access Updates
While the publisher situation is frustrating, don't think for a minute that we don't have any goodies in store for you! We've been working on addressing Steam feedback to make the game even better. We patched the Pixel Noir Early Access. Here's a list of what you'll generally find in the new build:
Enjoy an even more engaging experiences with improved story events, skills, audio, and user interface interactions
Experience more difficulty balanced battles, ensuring satisfying gameplay
Discover exciting item effects like Lunar Redeye that boosts your adrenaline, Chili Pepper causing Enrage, and Dive Poster as valuable quest items
Adding to the city atmosphere as police cars now patrol Pinnacle City, making the environment feel alive with the occasional siren passing by
More dynamic gameplay with custom damage events and environmental hazards that create new challenges.
Have more fun playing CRDTech with smoother and more enjoyable card game mechanics
Test your stealth skills as enemies now have a cone of vision.
Enjoy a smoother experience as we introduce refined dungeon mechanics in critical areas.
Enhance your combat strategy with the new "Pistol Whip" skill, giving you more ways to approach battles.
Jump into the game faster with optimized backend data that minimizes load times for better seamless gameplay.
Known Issues
Here are the known issues for the latest Pixel Noir Eary Access build version 9/12/23.
Initial load times in selecting New Game or loading saved game data from the title screen clocked in at ~90 seconds. However after loading a game, load times are significantly shorter.
Saved data from previous build versions will be bugged in this version, It's advised to start a New Game from the title screen.
Soft lock in battle with combo tutorial event in ch3 (rare)
Random battles can take place if already in a cinematic which can cause soft-locks or even freezing (very rare)
Premature fade out to enemies in Armory when in mid-room transition (in some instances)
Getting hit by cars next to a roadblock at the end of the street can push the player outside of the environment colliders
Minor issues with graphical asset layering (very rare and can be brief)
Achievements may not be accurate because of a mismatch between old/new build versions
Door SFX can play when failing to fully go through room transition areas
In Ch2: Chapel as a following NPC can step through objects at times
Causing paralysis status while a character (enemy or ally) in battle is going to attack will still allow the character to take their turn. Paralysis status takes effect after the inflicted character's preceding action.
In CRDTech: Using Kato Sheng card’s ability on Deuce's card, causing the use of Deuce card’s ability to back out by pressing Shift (or B / cancel) soft-locks the game
In CRDTech: Kato Sheng card placed last can cause a soft-lock
In CRDTech: Bai Hu card doesn’t use its ability when placed
In CRDTech: Using Meeks card’s ability can cause an opponent to take two turns
More Goodies For The Full Game
Since our previous Kickstarter update we've been putting in all kinds of polish.
Hazards: We've added damage causing environmental hazards as well as functionality within story events, allowing us to improve immersion both inside and outside story events.
Watch your step!
Sometimes reality hurts.
More Skills: We've even added a few skills such as Pistol Whip and some more "summon" discoveries for Shade, our masked vigilante, which should allow players to expand battle strategies.
Smack!
Epic discoveries to behold!
Hair of the Dog?
Skill Point Usage: We added skill point costs for skill upgrade levels AND we added cost discounts for using skills depending on the gear you have equipped.
More points to upgrades means MORE POWER... random Home Improvement reference. Skill Bonuses mean skills cost less in battles!
Sweet Jams
Finally, we couldn't let this update pass without debuting a new track from renown producer, musician, and all-around-great-guy, Mustin!!!! A while back we asked him to help with some of the music production on the game. He's the reason why the OST sounds extra-polished, why the audio in the game is all balanced now, and why you're going to have fun listening to the Pixel Noir Arrange Album! This latest track from him is featured in the game and is called "Four on the Floor". It's played at a popular club in Uptown filled with a DJ and lots of EDM fans. And no, it's not cool that you spilled your beer on me, bro. Alright?
We're excited about the progress we've made in these last few months and can't wait for you to experience these improvements firsthand. As always, thank your support fuels our passion in delivering a game that lives up to your expectations! Stay tuned for more updates and announcements in the coming months as we figure out how to get this game out to all of you.
If you're excited about Pixel Noir, here are three steps you can take to make sure you're in the know:
Let a publisher know about us! Whenever you find a publisher you believe would be an excellent fit for Pixel Noir, tag us in a social media post/email mentioning the publisher. We made it easy on you guys--click on the links below to go with a pre-drafted message (or feel free to create your own): 1. X (formerly Twitter) Template, 2. Email Template
Join our SWDTech Games {LINK REMOVED}Discord server for a constant stream of screenshots, and granular development updates. You can even chat with the development team!
Follow our daily progress on our official X bot (formerly Twitter bot).
Our next official update will be Feb 8th (unless we have some breaking news before then). We welcome all feedback and thoughts! Please enjoy the updated Early Access build!
Thank you everyone for wishlisting and spreading the word about ACRES! It is great to hear all the interest. I've been busy working on a few updates as we get closer to release. We are still looking to confirm a date soon in Q4 2023.
Detailed Order Info
The order tickets now display additional detailed order information when hovered over with a mouse. Keep track of the time remaining as well as each item progress in greater precision with highlighted number values.
Slower speed button
A new speed control button is also available. Along with the initial 1x, 3x & 10x buttons, the game speed can now be slowed down to 1/4x speed. The game design calls for some time to always progress, otherwise all issues could always be solvable. Depending on additional playtesting, this value may bump up to 1/3 or 1/2 in the future.
In a related matter, stress tolerances for all plants have also been increased. This will give players additional time to deal with soil issues should they arise.
Displayed Grow time
The total grow time for each crop is now displayed in the information panel. In this update, a few crops also received changes in their growth stages time.
Additional Updates
Increased stress tolerances for all plants
Removed additional placement costs for seed bins
Right click icon changed
User editable keyboard bindings for rotate camera control
Added additional money during tutorial to cover fuel costs
Bugfixes:
Delay on incoming order after loading a new game
Compounding order values during sale
Duplicated tractor barn costs
Tractor control device blocking cell after removal
Thanks again for the support and interest in ACRES! We're very excited about the progress and can't wait for launch.
Welcome to the Tokyo Babefest! You travel to a cosplay convention to grab some manga but it seems you will be back with limited-time buffs, some cool collectibles and maybe a few good memories.
Starting September 9 all the way to October 9 spend time with new girls, grab a new battle unit and enjoy the kinky fun!
New content:
New feature: Collectibles – passive buff, limited-time obtainable relics from a cultured realm
New content: twice the guests, twice the fun! Meet a really spicey Succubus and a fan-favorite French dragon maid!
New content: Cyborg battle girls. Ever wondered if those coplayers will jump realms for some fun? Time to find out!
Every week marks new offers, quests and rewards!
You can Expect us to come out with new cool stuff by the time October rolls around, it might be spooky, it might be awesome, but it also might contain more fixes and player-centric design.
Like a Jack-o-Lantern filled with candy. But candy is hentai. And that lantern do be looking thick.