[Major] * Battle surrender option (same buttons as card game - E / Enter / Option) * Inventory item move/swap fix and sorting option (via E / Enter / Option) * Raised all techs that inflict No Heal(1) to No Heal(2) * Fixed "cancel" card effects * NPC movement fixes
[Minor] * Enemy card deck tweaks (slight nerfs to Benny and Memory Meadow boss) * Rain City sewers entrance is blocked off if you don't have the debugger * Added item discard confirmation to prevent accidents * "Unique artifacts" cannot be discarded now * Kylfou (tunnel bat) set to flying movement * Nyarn's sprite update (scaled it down a bit) * Added Nut Bomb crafting recipe
Another giant update for our game Terrene! We have been focused on player feedback and game balance to make the game loop a little faster and more fun. Fun is the key factor for us. Here are all the amazing new things from version 2.4.
Steam Deck Support
Terrene is now compatible with the Steamdeck. Take Terrene anywhere you go now!
Cloud Saves Enabled
Cloud saves on Steam are now enabled.
Updated Map
We added a true mini-map. You can now zoom and move the map around to pinpoint an exact location. You can also place a flag marker at a desired point on the map to return to. Exploring underground will uncover the map. Using Translucent Orbs will uncover a larger area around where it is placed. Using a Far Sight or Super Far Sight consumable will uncover a large portion of the map. This is a much needed enhancement to the game and we are super pleased with it. We hope you are too!
New Orbiter Design
The orbiter is now a much larger ship and there are separated rooms for different terminals. All the same terminals with the same functionality. There are also new terminals. Overall, a much larger Orbiter is added in this update.
Orbiter Terrarium
Now, you can collect plants, rocks, labyrinth foliage and more with a new crafting item called Foliage Containers. Bring these Foliage Containers back to the Orbiter Terrarium and plant them. They will grow over a series of days and then can be harvested. Foliage can be sold for Gold. The highest amount of Gold is given for a fully grown foliage. A wonderful new additive to the game.
Rebalance to Planets
We felt that the planets took too long to complete and we wanted players to explore and travel to more planets sooner than later. We addressed this in a couple of ways.
We decreased the overall size of the planets so that flying to the surface and exploring a full planet takes a little less time. We didn’t decrease their size to the point where the planets seem too small. It is really fun to explore these more bite sized planets.
We decreased the amount of BioMatter needed to complete a planet to 500 for all planets. This feels way more manageable and a lot less of a task. More fun!
We decreased the ground density, allowing players to mine more efficiently in the early game. This make mining less of a chore and much more fun and engaging.
We removed the Red, Orange and Blue dust items dropped from mining plants, rocks and ground. Players must now craft items for health, oxygen and battery to be prepared for exploration. More engaging and fun! Players start with a few items to aid them in their initial journey.
We placed the Orbiter closer to the planets atmosphere to decrease the amount of time it takes to get planet side to your Orbiter. This also opened up space above the Orbiter for ship combat.
We added an Oxygen and Mining cost for each planet. The higher the level, the more Oxygen or Battery is used on a planet. Planets with high levels also have a chance of dropping more ores. Planets can be level 1-4 for these levels. 1 being the lowest and 4 being the highest.
Telnotian Outposts
There are now Telnotian Outpost planets you can find in the solar system. Travel to one of these planets and visit the base on the surface of the planet. There you can use Condensed BioMatter collected after completing a planets BioMatter requirements to aid in cloning efforts. There can be a Relic Deposit terminal where you can sell any special relics you have found. You can deliver terrarium sample from your Orbiter for gold.
Lore Planets
We have added planets to discover that contain a lore terminal. These terminals will provide a piece of the full story for 1 of 4 races. The Leshna, The Berartans, The Jenx & The Telnotians. Collect all the pieces of the story and read it all on the Orbiter Library. There are also ancient relics to be found on these planets that can be sold on Telnotian Outposts for gold.
Player Battery Rebalance
We felt the battery depleting was taking away from the fun so we wanted it to hinder players much less. Now the player has a lot more battery at the start of the game and it lasts much longer before needing to be refilled. Exploring and mining is much less restricted by battery now.
Solar Map Enhancements
We have updated the Solar Map to give more useful planet information. The size of a planet is no longer displayed in a number that made little sense and is now displayed like “Average” or “Large, etc. There are also different types of planets now. Planetoid, Giant Planet and Moon are some of them. We also added the Oxygen and Mining levels to the description. A step needed for future planet updates.
Orbiter Terminal UI Update
We have finally upgraded the Orbiter terminal menus to be in a high resolution. Now we can fit much more information and items per page. A much needed overhaul.
Super Gems and Super Items
There is now a Super Gem terminal on the Orbiter. Use 500 coal to creat a Super Gem. These Super Gems can be used to craft Super items such as Super TNT, Super RoboDiggers and much more!
Trash Compactor Enhancement
You can now choose to compact trash into Diamonds or Gold. Just choose which type you want and insert the trash for that type.
Additional Updates/Fixes
Increased the price of items in the stores (mining Diamonds is easier and faster now)
Decreased the amount of AA guns in the sky.
Fixed an issue where Broken Labyrinths and Slime were spawning in mid-air on the planet surface.
Updated some mini-boss missions to require more mini-boss kills for more reward.
Added small space snakes to space.
Added a new lore intro when starting a new game.
Updated the player and ship healthbars to include the amount in numeric format as well as number icons to show the player that it is increasing or decreasing.
Asteroids now drop trash and coal. Harvest these and create diamonds and gold on the trash compactor.
Updated ship art.
Your ship slowly repairs and refuels itself when docked on the orbiter.
Your player regenerates battery when in the ship.
Added a Ship Beacon itme that brings the ship to the player when used.
Updated pistol chips to allow stacking them in you inventory stacking their power up effect.
Added chips that can be stacked in you inventory that give you upgraded health, battery or oxygen. Stacking chips will multiply the effect.
Missions now have an image when talking with Ed and being viewed in the missions menu.
Moved notification text to top center and added a list view so that no notification is missed.
Added additional notifications for new shop items.
Updated mite eggs art.
Added a new useable digging machine called Worm Digger.
Guns now lose durability with each repair. Once durability is gone the gun can no longer be used.
Resolved an issue where the lazer gun was always equiped when you loaded a save or changed planets.
Update the main menu to auto-detect keyboard/mouse or controller depending upon what is being used.
As every Friday (every 2 weeks, that is!), we bring you the 10 minute highlight video with the best moments from our Dev Stream.
This week we decided to be greedy, and focus on constructing as many scoops as possible and maximizing loot. Just to see how far we could go. It was super fun, hope you enjoy watching it!
Kiki released in Early Access on Steam as November 29th! Don't miss the opportunity to play the most exciting cube platformer with chiptune music! 🎵 Special music DLC also will be available! Wishlist now!
It's almost the end of 2023, but good things are still underway. In the last devlog, I was sure that I could get back to 100% by middle of October and then have something ready by November. Long story short, I was wrong and was about 2-3 weeks off, BUT here's the good part!
I'm back at it 100%
The last few months have been super rough for me health-wise so I appreciate the patience! Truly! Everyone who has played the game, given feedback, and left nice reviews I am super appreciative of!
Controller Support is still the goal!
Just about everything here is in relation to trying to make the game easier to edit things and ALSO make it nicer for the controller.
Create and Edit Palettes have categories and are completely refactored
All 3D UI's are being reworked into 2D in favor of game-play and multi-edit
This one was something I was trying to hold off on, but the more I implemented controller support, the more the system was begging to change. Early on in the project I thought that I could make a whole 3D editing system where the buttons could feel really nice to use on all the different nodes. What ended up happening instead was that each node had a bunch of 3D buttons that were really hard for the player to juggle. Having things be a bit more traditional in this sense where a UI will show up for each node on the right for editing, not only makes it easier for the player to edit, but also makes it easier for me to add cool new features. ALSO, it's now just ONE ui. No more selecting 10 nodes and seeing 10 UI's show up.
Here's some examples.
Progress on Note Editing UI (The note grid I am still tweaking, I think I like it, but needs more time to settle in)
All of the previously mentioned changes are coming too!
With everything centering around full controller support, nothing that I said in the previous devlog has gone away. It's all in the works and moving forward now :)
The Steam Awards are here, it's time to pick your favorite games of the year. If you liked the Rough Justice: '84 OST you can nominate it for the "Best Soundtrack" Award!
The Rough Justice: '84 Original Soundtrack (OST) contains 18 tracks with over 37 minutes of neon-noir retro-synth vibes composed and performed by Raouf Djeffel, whose work can be heard in trailers and promos for Star Wars Andor, Marvel's Midnight Suns, Call of Duty Warzone, Halo Infinite, The Handmaid's Tale, The Expanse, and many more.
1. Main Theme 2. Detective Squander 3. Bread and Butter 4. Day Shift 5. Wake Up Call 6. We Own This City 7. Down and Out 8. Bleeding Hearts 9. Bountiful Hunters 10. Heartbeat City 11. P.I. Dreams 12. Agency De-jour 13. Do Me A Solid 14. Falscher Freund 15. But Wait, There's More 16. One More Question 17. Follow The Money 18. Neon Nuremberg
Have some feedback? What to chat with the devs and other players? Join our discord. You can join the conversation and hang out with other fans on the discord server and talk directly to us regarding your thoughts and ideas about Rough Justice: '84.
YOUTUBE SHORTS
We've had hundreds of streamers check out the game so far, check out some of the Youtube Shorts from their gamplay experiences on the official Rough Justice: '84 Youtube Channel.
Wrath Demon has a brand new ability, Summons Mimic Books!
UPDATES
Greatly Increased the XP gain from quests. This should allow players to level up much faster and reduce the grind in trying to unlock harder difficulties. It also gives players more options for cosmetic purchases by the time they have enough Astral Motes to purchase some.
Research now grants Astral Motes starting at level 3. Level 6 grants 8 motes up from 5. This gives research a much more valuable incentive to complete for players saving up for materials and cosmetics. In addition, the Possession chance has been changed to a 50% increased chance to possess rather than a 50% chance baseline. This will increase the survivability against gluttony greatly on lower difficulties.
Glutton Demon Ability overhaul – gluttony will always purge, however, it will ways devour the spawned Hallucination from the purge 10 seconds afterwards (duration increases with difficulty). In Addition, the
Wrath Demon Ability overhaul - When hunting, Wrath summons evil MIMIC books!!! (1 mimic per player). The mimic will follow its victim for 9 seconds (longer with harder difficulty). If it reaches its victim, it will deal sanity damage, if not, it will despawn itself.
Hallucinations now have a smaller percentage chance of possessing players on all difficulties.
FIXES
Fixed an issue that was causing Voodoo Doll ability to not deal sanity damage properly.
Fixed an issue where purchasing only a single item from the merchant NPC was not reflecting into the inventory.
Level: Finalized the rock models for the game. Started the overhaul of caves in the pillar region.
Code: Save game system is pretty much done, only some loose ends need to be tied up. Switching to POV camera in sex will always face forward now and remain in POV when switching to another character. Added event listeners to Lua, enabling you to automatically execute functions when a certain event is dispatched. Added Lua functions to access the last parameter that was used to execute the current code. All events can now be assigned a button for quick testing and ease of use.
Character: Continued work on Mud, Maya’s curly hairstyle and several more outfits for the story mode.
Animations: Continued to work on mocap polishing and started implementing polished mocap data for NPC routines. Implemented some first raw mocap data into the cutscenes. Worked on the to do list for cutscenes and started creating some meshes for the intro cutscenes.
Design: Completed list of missing Quest, Dialog, and AI Features for code. Started improvements on Sex Minigame (button logic) and preparing list of Sex Minigame To-Do points regarding camera and flow. Started restructuring data of Sex Minigames so multiple scenes for the same pairing are possible. Worked on Adûn Quarry level blockout. Dressed the NPCs with their new, game-ready outfits where already available. Planned the first iteration of facial expressions during dialogue. Finished the 'Market Rivalry' quest in Apoc.