Unexpected Consequences 0.6.0 is now available. This update adds in the day 9 content, completing chapter 1. In addition to finishing off the chapter 1 content, this version also adds in the ability to customize the dialog background opacity. This new setting defaults to 25% opacity, but can be configured in preferences to 0, 25, 50, 75, or 100%. Finally, this update also corrects some typos.
Wow! What a week, SMii7Y and Nogla both reached out to us - so all of those crews have been uploading wonderful Spanky content to YouTube!! It's been a blast to see everyone play.
The game crashes a lot!!
It is very hard to fix a game faster than you can play! But we are working on it!
We acknowledge and apologize for the frustrating crashes people may be experiencing. It seems to be a memory conflict on the server, which then also causes clients to crash. We never saw this in our testing, but with 20,000 unique players there is much more data and playtime for these issues to occur.
We are a 2 person team and we are working very hard to find the root causes and nail them down. All your crash reports do help. We never expected this much engagement so early into our demo. So we appreciate everyone for sticking through this annoying time with us, giving feedback or any form of information that may help.
We will never give up!
Update 0.4.9.1
Disconnecting from sessions will now sometimes give a better reason as to why you disconnected (full lobby, host left etc.)
Full lobbies will no longer get notifications of players trying to enter and disconnecting straight away
Powerups now have a UI status! This is just a cosmetic change, but may be helpful to give more context to each powerup.
Lumbar launch is now a single trigger. No more "hold to charge" as many players wouldn't fully charge and receive a full launch, there is no reason to keep this. Timing and power may still be balancing.
Swimming in sandbox is fixed, previously you could not manually float up and would float up very slowly.
Transparency of items should be fixed, like a powerup or ghost against the sky or water.
Speed wind sound effect should stop playing when you die, sometimes it would get stuck and keep playing after respawning.
Hotfix 0.4.9.3
Fixed negative lobby numbers. Sorry to those affected over the 24hr window!
Lumbar launch now triggers in air and water, no annoying canceling with each jump, swim etc.
slight adjustments to Atmos to catch on lower layer, more to come.
That's all for now, thank you all so much for playing our demo. Happy spankin'!
New: 1. The names of characters and pets can be changed 2. Automatic sales increase: Elf Stone below level 5, Elf Stone below level 9, ordinary pet transformation card Revise: 1. Furious Explosion: The blood-sucking effect is increased from 1% to 3% at level 150. 2. Spell seal: The sealing round is adjusted from 4 rounds to 2-4 rounds
After about two weeks of testing, we have finally updated the 'Ocean' area today!
Over the next week, we will be stabilizing the update build, finishing up some incomplete areas, and then diving right into the development of the next update area, the 'Snowfield' content.
Please check out the update details below!
Trailer
The trailer featuring the 'Ocean' update contents has been released. If you haven't seen the trailer yet, be sure to check it out!
How to go to the Ocean
The Ocean is located in the southwest of the world. You can go to Seashell Village through the apple forest by using the newly opened entrance in the northwest of the Frog Meadow.
Ocean
Baby Ogu learns the new ability 'Swimming' which allows him to travel through water areas that were previously inaccessible. Help the ocean residents and the divine creature to save the endangered ocean and collect new items!
BGM Preview
Enjoy the beautiful BGM of the ocean area. The ocean area BGM was also produced by Gimgi, who is responsible for the entire soundtrack of 'Ogu and the Secret Forest'.
Fan Arts
Check out these adorable fan arts uploaded on Discord!
Tactical missile launchers now launch their missiles with a small delay of about a quarter second offset by a random amount in between -0.1 and 0.1 seconds for a less uniform look.
This change is mainly aimed to solve the issue of the player able to launch missiles while the game is paused, previously causing all the missiles to be launched simultaneously upon unpausing.
Worry not you can still issue launch commands as previously, only the automated launch sequence been delayed by a bit.