Welcome back! Previously I was hard at work on a portfolio branding provision that I referred to as Zero Break Game Design, whereby I had previously worked on projects across a small number of game jams, consulted on a project for another developer and was also developing my own retro-style roleplay adventure. Sadly, due to a multitude of circumstances (some of them from outside influence) I had to dismantle that prior effort and step away from involvement with video game development...
Until now.
Today I announce that I'm back to work on game development projects, this time under the shorter name of Zero Break Games - same goals, just a slight bit of difference (and a shorter overall name structure). With this announcement I am also revisiting the project that was at the center of the hasty decision that led to the prior effort's collapse, but with a brand-new overall goal for what I intend to do in terms of character and story. That renewed effort, Project Able Heroes, picks up where I left off with Advent Heroes and recasts the structure of the plot and characters around the new mission of Zero Break Games - to build on classic video game mechanics with a modern touch in a way that builds awareness of the everyday issues arising from the prospect of biological limitations, perspectives and challenges, and to explore the many ways in which current provisions and ongoing research can better the lives of people who deal with these circumstances on an ongoing basis. In that respect, Project Able Heroes will center around characters defined as much by their destiny as they are by their mental and physical limitations and other circumstances - some mitigated through innovative ideas built around actual forms of technological research, others accounted for in how the characters both approach and react to their situations - all under the lens of either physical or mental disorders (or a combination of both).
I hope to share more about both Project Able Heroes and the overall renewed effort as time goes on, but hopefully this reintroduction will suffice for now. Please note that some elements of the online presence of Zero Break Games (most particularly in terms of its social media pages) may still display assets and images associated with the original branding from the prior efforts, but these will be gradually updated as time goes on.
Ocelot Sunrise is a comic-style survivors-like game set on alien planets in distant galaxies. As always, owners of Spellbook Demonslayers will get an extra 10% off via the bundle. This is the final collab bundle to celebrate the Bullet Heave Fest.
Hey everyone, it seems that there was an error in the newest update (Episode 5 Part 2) that prevented some players from getting the full experience. If you encountered an error or didn't get to see the sex scene with Ayaka at the end of the update (and you didn't reject her), you'll need to load a save file from before the start of Episode 5 Part 2 in order to fix this. You can skip to the scene you missed quickly by holding the left Ctrl button on your keyboard. The error shouldn't happen now and you should be able to see the scene with Ayaka. I'm sorry for the trouble and thank you for your understanding,
Dear players Thank you for your feedback. The updates for this time are as follows:
1. Fixed an issue where certain passive skills were not unloaded after changing characters in the main city, causing errors. 2. Fixed an issue where the healing effect of Survival Blessing could not be selected upon hitting. 3. Fixed an issue where the bleed effect of Berserker's Fury would prevent Elastic Challenge from triggering correctly. 4. Added skill description for Freya's Formation, where up to 4 formations can exist. Repeated casting will remove the previous formation and add its remaining damage to the newly cast formation in proportion to time. 5. Increased the trigger probability for certain effects when performing regular attacks.
Note: To obtain the best gaming experience, please ensure that you have downloaded the latest version of the game.
The creativity and resourcefulness of Survivors, both old and new, as they find new homes on the Island has been truly inspiring. The content and experiences you've been sharing with us are, as always, beyond anything we could anticipate!
This week we tackled a number of bugs and exploits, including a fix for a bug where baby dinos were falling through the map. We've made more progress towards increasing the performance and stability of servers, but our work there isn’t done yet. We've also started to tackle some of the bugs we've seen reported across our various social platforms (thank you for your reports!). Keep your eyes on patch notes to see some of those pesky bugs get zapped over the coming weeks!
We’re looking forward to seeing console survivors dive into ARK: Survival Ascended so stay tuned for more information on the ASA launch for Xbox next week! To our Playstation Survivors, we’re urgently working with our partners and look forward to sharing a launch date as soon as we're able!
We’re excited to introduce a cool feature in Aquascape Simulator: Auctions! This feature opens up exciting opportunities for financial success while giving you a platform to flaunt your stunning aquascape. You can auction off your aquascapes anytime, even if you're not currently working on any auction projects.
Initiating Auctions - From Aquarium to Bidding Stage
Starting an auction in Aquascape Simulator involves several simple steps. First, make sure you've got a fish tank in your home base. Then, pick the substrate to create the perfect base for your aquascape. With that done, let your creativity flow and design the aquascape you want to put up for auction. When you're happy with your creation, just hit that "Put on Auction" button.
If you already have an aquascape in your home base, you can hop into the aquarium and click "Put On Auction." Just remember, to qualify for an auction, your aquascape must have at least one stone and one plant.
Once you've initiated an auction, you're in for an exciting bidding war. Five enthusiastic bidders will vie for your magnificent aquascape, each making an offer based on their preferences. They'll state how much they're willing to pay for your creation. As the creator, you hold the power to carefully evaluate these offers and decide which one best suits your vision.
Auctions are a cool addition to your aquascape business, complementing the core client projects. By combining earnings from Client Projects with the money you can make from auctions, you'll have a well-rounded and successful aquascape business.
Thanks for hanging out with us today. If you have any questions about the features we've talked about or anything else, feel free to drop a comment or join our forum discussion. We really appreciate your feedback and look forward to hearing from you.
Also, don't forget to add Aquascape Simulator to your wishlist. This way, you'll stay in the loop about all the latest news and updates. Your support means a lot to us, and we're super excited to share even more awesome stuff in the future.
So go on, embrace the power of auctions, show off your creativity, and watch your aquascape business rise to new heights!
Join Community Manager Arciellia as she goes over the details of the upcoming November content! Join us on our Twitch.tv channel, Tuesday, November 14th at 2:00 PM PST (5:00 PM EST). As always, there will be giveaways throughout the stream.
Sorry about the cheesy title, Starchasers. I've been staring at the screen for far too long trying to come up with something better, but I cannot. I'm sure there's some law with some random last name that will apply once I click "publish" and I'll think of a better title; until then, enjoy the cheese.
Even the cats are judging me for this one.
This week's Underspace playthrough is from ryanad 2000, who has been a long-time supporter of the game. This is someone who knows what they're doing when they play, so if you've been curious about seeing a more experienced player in action then this is one to watch.
As always, if you're interested in trying out Underspace for yourself, you're more than welcome to give our latest demo a test drive. You should also totally join the Underspace Discord, because that's where I currently exist. All the time. In fact, all I know is code, pet my cats, video games, eat hot chip and talk to players on Discord.
I am sure all of you reading this joined the Underspace Discord (thank you!), so let's move onto what I did this week:
+ Added more cinematic cutscenes. + Added more cinematic camera controls. + Fixed some flickering in the opening cutscene. + Added more tutorials. + Fixed issue where tutorials would repeat. + Fixed issues where tutorial quests wouldn’t complete. + Added branching choices in some of the tutorial missions. + Fixed some missing warps on Rikenrend. + Added popups to NPC stuff. + Fixed duplicated NPCs in places. + Restored some missing map functionality. + Fixed bounds on big ancient gates. + Added bottoms to space tentacles. + Fixed issue where battleships targeted the wrong stuff. + Game audio now pauses voices. + Fixed some issues with subtitle popups.
One note -- I post a lot of Underspace videos to the Underspace Discord and to my personal Twitter (which gets retweeted on the Underspace Twitter) so if you want to see video updates as they come, definitely join/give those a follow. Steam only likes YouTube video embeds, and uploading very short videos to YouTube seems silly. So... yeah. Go there. Thanks.
Thank you all for supporting Underspace, I can't tell you how much it means to see everyone's comments, videos, and posts. If you haven't already, please help support us and give the Underspace socials a follow: