Thank you so much to everyone who has supported us this far. We're only getting started on making this a great new story - and you're a huge part of this.
Familiar faces.
Learn about what the girls have been up to since the last game.
EXPLORE A completely revamped resort!
Now that you are owner and manager of the Tuvatuva resort, you'll uncover new locations, and improve them to make the best island paradise!
CALL Tori and have a sexy chat with her.
Now features and ways to communicate with the girls, even when they aren't on the island, like video-conferencing.
MEET Ryoko & Emi, along with the new characters we're introducing!
Who will be the fan favorite this time?
The plan for running this Early Access period is to do what we did last time: more-or-less weekly releases to our beta users and monthly tested updates. This worked great for everyone in Paradise Lust 1, and we see no reason to change it.
More news on future plans soon - but for now LET'S CELEBRATE!
Join us for our last developer interview of the year!
We unveil theย exciting updates headed your way in this groundbreaking crossover update! DAVE THE DIVER X DREDGE! ๐คฟXโ
Update Content: โ DREDGE Crossover! ๐ Load Time Improvements on Switch ๐ฌ Beluga Taxi Improvement in Sea People Village ๐ฑ UI Size Improvements and more!
Your invaluable feedback continues to shape 'Dave the Diver,' and we're committed to fulfilling your requests. We extend our heartfelt thanks for being part of this incredible journey.
Stay tuned for the FREE DLC and content update on December 15th! Dive deeper to discover the ocean's marvels like never before! ๐โจ
this week, we're releasing a multitude of minor fixes for things here and there:
Fixed moving distribution center's consumer buildings not adding(removing) itself to(from) the distribution centers in realtime
Fixed clicking on a car that's going to a building without a sideroad throwing errors
Fixed distribution center's UI sometimes throwing errors
Fixed update InfraSpace 1.23.413 causing some players' saves not to load
Fixed moving AOE buildings (e.g. parks) that were sorrunded by many habitats sometimes throwing error
Fixed clicking on Recyling Center and Soil Enrichment not kicking in visualization mode
Throughout the last weeks we have reduced the number of bugs by a lot. There are a couple still on the list, so we're gonna continue with more small fixes for next week, too. Thanks especially to Sepehr for all the hard fixing work.
So, as many of you know, we are currently working on the first part of the Events & Gameplay Update. As mentioned before, this update will be done in parts due to its large size. We don't have an exact release date for the next update, but we can guarantee it will be out before the new year.
What to Expect in Events & Gameplay Update Part 1 We've been working hard on getting systems cleaned up and workflows refined. Part of this was making one unified model for the characters in-game. Previously, we were using 3 different "models" for the gameโone for the females, one for the males, and one for the male and female scenes. In the upcoming update, we will be merging the models into one unified project. This will help with animations, clothes, and anything regarding the look and feel of models. This will hopefully speed up the process of fixing models and making animations.
Finally, some bust options! You've heard right, we will now have 4 different bust sizes for female characters! Skull Zombie and Rivrina have been hard at work adding the assets needed for this amazing update. This will allow girls encountered in the wild to have different assets that may titillate your fancy.
So, what about the girls you've hired already? Shouldn't they get a chance to enhance their assets? Well, we have good news! The hospital will now be fully functional! No more are the days when you need to return home to heal your wounds. No more are the days where you're stuck with a fugly worker. Now, you'll be given an option when you get beaten in a fight. You can either pay a fee to get healed at the hospital or you can rest at the brothel and lose a day. You will also be able to visit the hospital to get plastic surgery for your workers (for a price).
Next, let's talk about events and gameplay. In this update, we will be adding debt collector visits, police visits, worker visits (extracurriculars), and shower events. On top of that, you will also be able to visit the local bar for refreshments or to pick up ladies. With all of this added, we hope the game will feel more lively than ever.
Here are some other things you will see in the next update. - From this update on, you will no longer be able to go without sleep and businesses will no longer be open 24/7. - You will now be able to change the time format in the settings menu to 24-hour format. - When hiring workers after certain scenes, you will now be able to view their stats before you make your final decision. - You will now be able to summon staff to your cabinet. - A large portion of the text for the Russian translation has been done by fan/supporter/Giga Chad K14M - New Animations for the female Model - More outfits and hairstyles for both males and females - Lots of other stuff my dumb brain can't remember - A ton of code optimization
Outro Like always, we want to thank you for your support and patience. Without your support, this game would still be a pipe dream. Each update gets us closer to where the last game left off and we can't wait to get there.
There is now an option to make your own class in character creation along with a brand new character creation screen. Also, new fatigue status effect. Fixed a couple major bugs from a couple patches ago and made some other minor improvements.
Complete list of changes:
-New option in scripts to make your own class. -New script command: "objCreateChar" (brings up character creation screen). -Added new status effect: Slowed (decreases move speed, wears off over time). -Added new status effect: Fatigued (decreases max Meta and accuracy, party members get tired after 24 hours). -Modified fishing script so chance of success depends on Cunning and changed timer to daily limit (5 times per day). -PartyChecks.bsl script now makes party members slowed or unconscious if too fatigued. -Resting in beds now cures fatigue, and some herbs also reduce fatigue. -Fixed MAJOR bug from v10.7 where shooting missiles crashed the game. -Fixed bug where "timePass" command wasn't increasing hunger, etc. -Douse Arrow ability now requires flint and steel for petrol+boomdust. -Added more baddies to Chapter 2, improved Jadenbury Bridge. -Fixed script bug where bats were phased out indoors.
v0.8.93 -Fixed an issue where ocean simulation inputs could get skipped if a computer is running at a high frame rate and the sim is set to run at a low frame rate. This could most often happen in online scenarios. -Improved Destroy Hammer and Repair Hammer logic and feedback. -Improved rock collisions to add more detail. -Fixed a rare case where building in online while someone else is destroying things in online could end up with inaccurate water collision data that leaks water. -Fixed an animals-colliding-with-the-world issue that could happen for some objects while using the demolition hammer and an animal is on top of the target object.
Join the festivities as we commemorate another fantastic year of Prominence Poker! This upcoming Tuesday, Dec. 12, marks the seventh anniversary since Prominence officially launched on PC after its initial early access debut on Steam, following releases on PlayStation and Xbox. Over these seven years, we've had the pleasure of hosting nearly 6 million players at our tables, creating countless unforgettable moments.
To celebrate, all players who log in between Dec. 8 - Dec. 11 will receive a FREE three-day boost, courtesy of The Mayor. But wait โ thereโs more! Keep your eyes locked on our official social media accounts throughout the month of December for multiple opportunities to win free chips and a vinyl copy of the Prominence Poker Original Soundtrack!
Official Prominence Poker Social Media & Community Forums:
Added User Interface elements for Customer Segments. ๐จโ๐ฉโ๐งโ๐ฆ
Changed weather list order to show Night weather ๐ first.
Started adding tooltips ๐ฌ to top bar section.
Added interactive fields to tooltips. ๐ฌ
Implemented elements for Weather Forecast User Interface. โ๐ฆ๏ธ
Improved transition effects when switching between City and Locality view.
Looking for a unique blend of intricate strategy and classic tycoon gaming? ๐ฎJoin our community and plunge into a world where every burger flipped is a step towards your tycoon dream. ๐๐
After 5 months of silence, we are back with good news: GLASSHOUSE pre-production is officially over!
Take a big breath, in the next few lines of this DevBlog we will dwell on the new Demo and what is involved in leaving the pre-production phase for the FLAT28 Collective.
COPS DON'T BARK, THE NEW DEMO.
Over the past year we've been working hard to create the best possible concept of GLASSHOUSE, a virtual gym within which to develop mechanics and systems, the foundation of our video game. If LivingRoom_Build (The demo currently playable on our Discord) represented the more dialogic soul of GLASSHOUSE, Cops Don't Bark introduces the exploratory element, implements high-requested features, and amplifies the depth of quest design.
First of all, Cops Don't Bark will introduce two new settings, Canal 73 and Wealdmaer's Room. The Canal 73 opens the door to the underground network of the Old Canals of Lundonstoch, a dark labyrinth manned by patrols of the Control Damage Brigade.
The Old Canals represent an opportunity for us to create a more complex level design than the canonical geometries of Dormitory 73B, so expect hidden passages, environmental puzzles and a more extensive pacing!
Wealdmaer's room, as mentioned in the previous DevBlog, is part of the natural evolution process of apartment 28, the central HUB of GLASSHOUSE. Within it, the player will be able to craft tools, equipment (did anyone ask for "more Inventory slots"?), deposit resources and thoroughly investigate the past of their avatar. After all, we are intruders in the head of the protagonist, who wants to deny us information vital to our survival. We have opted for a bottom-up characterization approach, Wealdmaer's room in fact is a temple of memories waiting to be discovered on multiple levels. Of all, the idea that each player may have a different degree of knowledge of Wealdmaer is one of the elements that excites us most.
JOURNAL, QUALITY OF LIFE AND CONTROLLER SUPPORT.
By pressing the "J" key, it is now possible to consult Wealdmaer's Personal Journal, within which it will be possible to keep track of progress and get useful advice on carrying out quests. Don't call it a quest-log, because it's so much more!
We are also happy to report the full compatibility of GLASSHOUSE with controllers and WASD support for movement. But it doesn't end here, these days Andrea and Gianmarco are working hard on the implementation of a much requested feature during the previous playtests, the overline of interactive objects! This feature will allow the player to more easily locate interacting objects during mouse exploration.
NEW 3D MODELS.
GLASSHOUSE can now enjoynew 3D models for its characters, who now show up in significantly more detailed guises and with a consistent artstyle vis-ร -vis the new portraits. This increase in quality was a not inconsiderable investment of time, but it now allows us to take much closer shots than before, going on to greatly expand the directing possibilities during dialogues!
GLASSHOUSE ENTERS PRODUCTION.
With the introduction of the Political Compass (which we will discuss in detail in the next DevBlog) in Cops Don't Bark, GLASSHOUSE is officially "Feature complete" and we are ready to move out of the pre-production phase. This means that we have all the systems we need to develop GLASSHOUSE, from start to finish.
As anticipated in the July DevBlog, GLASSHOUSE underwent a major redesign over the two years of development: In the absence of publishers or investors, reducing the content scope was a necessary choice to focus the development of a game that was born with too much ambition. We are human beings, and like all developers struggling with their first game, we made miscalculations out of inexperience.
However, as it was born, we still decided to continue the development of GLASSHOUSE in our spare time, without funding. Cops Don't Bark is a concept and as such, it will mark the end of one journey and the beginning of a new one.
Cops Don't Bark will be released by December 2023 on our Discord and on Itch.io, after which, we will continue full steam ahead, treading the path of self-publication. For us, telling the story of the flatmates of Apartment 28 is a necessity, and one way or another, we will succeed.
We close this DevBlog with a letter dedicated to all those fighting their own war: In November, during Milan Games Week, for the first time part of the collective met in person. One cannot describe the joy of putting a face to the people with whom one has been communicating uninterruptedly for about two years, behind a black screen. This DevBlog is for all of us, for the collective, for those who have left and for those who remain.
Thank you all.
Giacomo Montagnoli, Creative Director Collettivo FLAT28