Additions: • Crossplay coop players increased to 6 max • Added 1-6x LPVO Scope. Grab the back lens and press Trigger to zoom in. Press Primary button (A) to zoom out. • Added 9-banger flashbang. Timer is 2 seconds. • Added Kills/Deaths Scoreboard. Team Killing removes Kills. Killing a hostage results in a Negative Point. • Added Medium Uniform-Long Sleeves to Avatar Customization
Improvements: • Refinements to EnemyAI logic • Improved Multiplayer Room Listings to refresh rooms whenever players join/exit • Upgraded Environment for Hidden Forest map to look more like a forest • Hidden Forest compound ledge now climbable • Scopes will only enable when ADS (Aiming Down Sights) for increased performance when not looking through scopes. • Increased rendering resolution for Scopes • Increased flashlight brightness and throw distance • Re-worked bullet hit system for players and enemies • CustomPlayer Properties set for Player death. Improved and more responsive PvP TTk • Improvements to enemy alert from bullets passing by over the network • Updated Hidden Forest - Mission Failed if the bomb isn't planted when it goes off • Refinements to Joystick Up/Down "Go There!"/"Follow Me" commands
Changes: • Enemy will determine whether to continue engaging or take cover if the distance to its target is too far • Enemy View Angle reduced to tunnel vision when enemy is finding cover. View angle is reverted after the enemy has taken cover. This allows the enemy to prioritize cover before engaging unless the target is directly in front of them. • Updated P320 Sound • Flashbangs timer changed to 2 seconds • Hidden Forest bomb plant location will be revealed after 10 minutes • Hidden Forest bomb plant locations update. One of the tanks' bomb plant location is on TOP of the tank. Climb the ladder to reach it. • 50/50 chance enemies will shoot at the doorway when breached. Enemies will either shoot right away, or simply aim at the doorway as to not reveal themselves inside. Makes entries much more dangerous. • Bullet penetration for body parts removed temporarily due to issues(only seen with higher caliber rifles M40 and SCAR-H). Will return in a future update. Bullets LARGER than 9mm can still penetrate glass and doors.
Fixes: • Fixed VOID PvP round time. Set to 20 min per round (previous only set to 15min per round). • Map images in Multiplayer lobbies no longer get dimmed. What was that about? Lol! • Fixed VOID front door wonky physics • Fixed smoke grenade pin grabbing hand pose • Fixed Enemies shooting while playing reload animation for clients • Fixed Aggressive enemies causing error if no target is found • Fixed several bugs tied to Severed Snake Technical(50cal truck) • Fixed odd light probe issues on character models sometimes showing as bright in dark areas
The official Discord server for It Consumes is now live. Come be a part of the community and share your thoughts on the game.
As a solo developer, I'm very eager to hear everyone's feedback. Are there some things you disliked about the demo? Come let me know. Have some ideas or suggestions? Share those too! Incorporating the community's feedback will be a key component of the game's development, so everyone who plays is welcome to jump in the server and be a part of it.
I put the game on a big sale on a whim for Halloween, and we got wayyyy more sales than I ever could have expected!
To honor that, I came back and finally made the grueling journey I needed to to make some fixes on this game.
It's been well over a year since Nuumonsters was last updated, last time I worked on this game the Steam achievements weren't working, and then GameMaker changed how you do steam stuff.
After finally converting my project to use the new system, I was running into an error that was stopping the game from launching at all, so I've been unable to send this update out until now :(
It turned out being an issue with POWERSHELL of all things, if you can believe it!
Regardless, I'm now back older and wiser, and the game is fixed, and at this time there is no bugs or issues I am aware of.
I hope you can continue to show me your love and support you all have provided over the years of my game development^^
Now that this issue is fixed, please let me know if you find any bugs or issues! I will be able to fix anything and everything rather quickly with this hurdle finally out of the way.
I've become a significantly better programmer in the years that followed the release of this, my first game, Nuumonsters :)
I'm really looking forward to continuing the Nuumonsters journey in the near future, with my newfound abilities, please look forward to it!
'Magic Sword Girl Twins' game build review has already made no progress for more than 50 days. Therefore, we decided that Steam was intentionally completely ignoring inquiries and support for our game, so we made the following decision.
Magic Sword Girl Twins Development Postponed indefinitely
Due to the change in Steam's policy regarding AI art as mentioned in the previous notice, our team has made a difficult decision to postpone the development of 'Magic Sword Girl Twins' indefinitely.
We didn't release much information, but I'm so sorry to disappoint everyone who looked forward to it and waited.
We are also very sorry to have to stop the project without even revealing our hard-prepared store pages.
Our current situation and development environment
New development has been suspended, but the team is still busy.
It's a stopped project now, but the time and capital already spent on development cannot be reversed, so we have to work in a more difficult situation than before.
The idea of a new work
We've started to come up with a new game that can respond to the changing policies. And this time, we set our goal to present an excellent gameplay experience instead of an anime girls.
Information on this new game will also be released sequentially depending on the development progress.
We considered recruiting illustrators, but we don't have that much financial space at the moment, so we decided to promise a far future.
Related to Executioner Girls Updates
The update of the Executioner Girls will continue.
However, I can't guarantee you the speed of the update. Please just note that post-support for Executioner Girls continues for now.
That's all for this news.
We will now begin to develop new works in earnest.
Just a quick touch-base following yesterday's update. Based on your feedback, we've made a couple more bug fixes to the game, ensuring that every prison corridor you tread is as immersive and bug-free as possible.
Bug Fixes
Fixed a bug where players could not re-enter the game after saving in the pipe area, following a switch selection on the rooftop construction site.
Fixed a bug where certain items such as work shoes affected Stamina recovery during rest.
We want to extend our gratitude to you for sharing your experiences and feedback with us, it has been super helpful in helping us make the game better for everyone. Please continue to share with us your feedback, suggestions or any issues either here on Steam or through our Discord channel!
Hey all! We've fixed a bunch of the stuff that popped up during week one of the game being out.
ADDED - a new Keeper XP Upgrade - play to find out what it is! Hint: monster tank keepers will rejoice. ADDED - Delete Tank option!
ADDED - Store Tutorial popup that explains the moneyless design and how to take fish home
ADDED - a Lighting slider to the Tank Panel as a placeholder before a full equipment update
ADDED - text to Photo Mode that explains where the files are saved (a failsafe for if the folder doesn't open)
FIXED - super black shadow bug FIXED - 2D Fish bug (we're going to miss it, too) FIXED - fish never recovering from illness FIXED - Middle Click drawing poop on the ground FIXED - dragging plants in and out of tank getting stuck FIXED - bugs with tank settings that pull wrong tank info FIXED - "pile of sticks" bug that made some plants look wrong when trying to replant them
Thanks for your patience with these! More soon! Tell ur friends.
Wonder Wonder Punch Now has Stealth! Combat is fun in games, but I do also like to just take out a whole camp of enemies just by planning stealth fights then the last guy gets to fight me one on one! Whichever way you want to go about a fight is up to you in the end. But I grew up playing stealth games so adding it to WWP felt like it was purposeful. also, I do feel like stealth does get boring if it's just you getting through an entire game just by stealth killing so I made it so anyone higher level than you can't be killed just by stealth. so you can grind before hitting a camp or something then go in there and blow their backs out. Hopefully as I test it, it proves to be the right choice without being a hassle. but if not ill just revert it.
anyways the goal is to have an open alpha sometime at the end of the year hopefully!