I'm pleased to provide you with our regular bi-weekly update on the game's development. Currently, I'm diligently working on advancing the graphics and text elements, reserving the final phase of my work for programming and integrating the content of the "second week" of the game. I'm also revisiting some parts of the first week with the goal of making it more intuitive and streamlined. However, I will assess this possibility at a later stage.
Due to the ongoing holiday season, work progress will be sporadic. Therefore, the next report will be released on January 15th. In the upcoming update, I plan to share details regarding the integration date of this new development package, taking into account the progress made during the holidays.
Currently, the progress status is as follows:
GRAPHICS: 80% TEXT: 50% PROGRAMMING: 30%
I appreciate your continuous support, as always, and wish you a joyful holiday season.
A large patch is going to be released early next year (2024). I'm hoping for January, but we'll see!
What Can I Expect?
There will be a lot of big and small changes in Placebo Love with the next update, most of which I'll outline when the time comes. For now, the main things to know are:
Profile Images
Character art assets have been changed to a pixelated style, only possible with the wonderful superpowers of Vic Mietus. Some of the designs of the characters have changed to better fit this style, like how Tristan decided to stop shaving his head between updates!
New Endings
Two new endings have been added. Each of these are a little peculiar in that they require a person to NOT have full Bonds in order to unlock them. Strange! Weird! But okay!
For those who have seen the endings wheel, you probably noticed some blank spots. Those had always been meant to be other endings, which I never got to complete. Now, they exist!
There are two cheevos that are linked to these endings. Previously, both cheevos were earned automatically when viewing the ending [Alternative Solutions]. Now they will be split between the two new endings. That said, if you have already unlocked those cheevos, nothing will change for you.
Victor Route
Victor's route is mostly the same, but compared to everyone else, his route has undergone the most changes. Some extra characters show up throughout, and, as he likes to say, he always leaves on the "taste of a woman." Hm.
These changes were made for two reasons. One, it helps set up implications for one of the new endings. And two, Victor's route has always been a tough sell among players, so maybe some of the new stuff will act as bait.
Rawn
He's still Rawn.
Other Stuff
There's also other stuff! I'll be putting up the OST, making MOTHEMO accessible after Ash events, and dealing with bugs, typos, and QoL features.
What About My Save Files?
Okay, save files might not work. They could, but I expect there to be bugs here and there if you use them. To be safe, go ahead and play V1.2 from the beginning.
What If I Want to Play The Old Version?
No problem. I'll leave that accessible in a public Beta branch. This might be useful if you want to finish off a save file before updating. Or if you're just not a fan of lost media.
How Do I Stave Off the Loneliness?
... I wish I knew.
How Can I Help?
Suggestions
Glad you asked! If you've played before, and have some feedback on things you'd like to see in V1.2, let me know! I'm open to suggestions and corrections.
Spread the Word
Also, if you like the game, and want to support me more somehow... spread the word! Once V1.2 is out, the immediate art impressions will be a little different, and it might be more attractive to a general audience. Help me show people!
Reviews
Reviews are good, too. If you liked the game, please leave a review! If you didn't like the game, please don't!
Howdy y’all, we are probably (definitely) well overdue a new devblog update! It’s been a busy time in the Semaeopus offices (I mean when is it not!? We are making a big video game after all...and funding it by making other people's videogames in parallel) but these last few months have been especially packed on the OFF GRID front. We’ve built new mechanics, polished art, been on international adventures and welcomed a host of new talent onto the team. Here’s some highlights:
Time For a Quick Vent
While we've always talked about trying to focus on realism, and are perfectly aware that air vents rarely are large enough for a person to fit in, what would a stealth game be without being able to crawl through some air vents?
We've had this feature planned almost from the first versions of the game, but now that we are trying to get more of the game levels completed it was the time to make sure it all actually works, and that our designs for air vent dimensions etc are usable.
This has meant a fair bit of adjusting things as far as our character controller and camera behaviour goes while crawling. The movement was fine for hiding behind some cover in more open spaces, but the tight spaces and corners inside air vents are a whole different issue so a lot needed to change to make it easier to navigate your way through the vents. We've adjusted both the movement code (and controls), tweaked our animation setup, and locked the camera more tightly close to the player to avoid clipping through the air vent walls and to make sure the player has good visibility in front of the character while moving.
...and talking about good visibility, it turns out air vents are really, really dark. And keeping things feeling suitably dark for hiding, while at the same time having enough light for the player to see what's going on, can be a bit of a challenge to balance. So we've set the camera to adjust more to different lighting conditions, just like your eyes would adapt in real life, and also cheated a tiny bit by adding some light around the player. This works reasonably well, and we'll certainly get things to look and feel even better in the long run. Same goes for the movement and control.
The main thing is that from now on you can finally do what every action film hero and stealth game main character has been doing for ages, crawl your way through the air vent networks in buildings to reach different areas conveniently out of the sight of the guards.
CCCamp 2023 and Modding in Off Grid
Stef headed over to Germany this year to get stuck in at The Chaos Communication Camp, which describes itself as ‘a five-day open-air event for hackers and associated life-forms’.
While there she did a talk about Off Grid’s development history and the modding options we have available in game. You can watch the talk here.
Following the talk Stef held two workshops where she walked people through the modding and setup process of Off Grid, the Level Kit tools and how to get involved with a CCCamp specific mod built by Mcfly of the Milliways Village.
We are very excited to see this mod coming to life as people populate it with all the things they love about CCCamp. We can’t wait to see it grow as more CCCampers get involved and add themselves to the project. Details on the Mod and how you can get involved, are on our wiki .
Modding with unity…on the Steam Deck!
A highlight of the CCCamp was when two campers, who wanted to take part in the workshops but didn’t have their laptops with them, managed to get everything up and running on their Steam Decks instead. Yeah, including a full download of Unity! That’s dedication to modding.
Once again thanks for your continued support friends! Lots of things are speeding up now in OFF GRID development, and with Semaeopus as a whole, so be sure to keep your eyes peeled for new and more regular announcements.
If you haven’t already - be sure to wishlist Off Grid on Steam - each wishlist makes a big difference to us, and we really appreciate your support!
We are continuing to polish the game. Firstly, we have implemented significant improvements in the main game code. We hope this addresses various issues such as black screens and missing menus. Please let us know if the game now functions better for you.
Secondly, we finished redesign of new graphics of all spells like spike trap, barricade and etc. They all got casting animation. All barricades have 3 types of damage levels. Same for spike traps. There are 5 types of them, all have different visuals. Fear spell finally got graphics. And we made new Rage Totem. Old one was too old.
Mission 12 of Mode #3 starts with the Bird Boss Battle. This time, the boss boasts a considerable amount of health, while the player starts with low gold and limited options for countering the boss. As a result, players must strategically balance defending against hordes of enemies while attempting to deal damage to the boss. If the player fails to defeat the boss within 20 minutes, they'll face seemingly insurmountable waves of enemies, resulting in a loss.
This level demands strategic planning and offers a fun and engaging gameplay experience. We hope you enjoy the challenge. On a side note, almost all missions are complete, with 42 in the game and only 3 remaining.
In addition, Challenges have been added to all missions of Mode #2. Some challenges require players to complete the mission without using certain spells, while others demand finishing the level before the timer expires. An intriguing challenge even requires hexing 5 enemies simultaneously when the Voodoo Tower is not the optimal choice. There you have it—15 more Skill Points to achieve.
Bug Fixes
Fixed a bug where a tower could be built on an inaccessible location if it was selected via hotkey.
Fixed a bug in Mission 15 where the Boss Phase didn't initiate when the player used the Caviar ability of the Fish Tower.
Towers affected by the damage aura of the Woman Tower now have their damage displayed in green.
Addressed a bug where a tower could be placed in an impassable location if the player used hotkeys.
Resolved an issue where the old mage did not show the challenge description while he was missing (between Missions 12-15).
Fixed the bug when Dino Woman Tower wasn't available at Mission 8.
If you've been following along on the Discord you may have been keeping track of some recent developments!
You may also have read the previous devlog and been waiting for more!
Well, I've been cooking this one for a while now! It's time for devlog 3!!
Monorails
The keen observer might have noticed something, once or twice, in the background of Zeepkist's main menu.
Look at the very top of the image, behind the glass:
I've always been fairly secretive about the whole affair. It's been something I prototyped long ago and since then never had the time to actually implement.
Here's what it looks like in the Unity Editor:
For v16, I figured it was time to add this for real :)
IT'S MONORAIL TIME
Monorails!
The ideal form of public transport!! Tried and tested in real life, their swag outperforms trains, their grace makes them preferable to airplanes, and their passenger-carrying capacity makes them an obvious winner over automobiles.
Zeepkist could not do without, of course.
Monorails
Monorails come with dedicated monorail station blocks, which allow for easy access to player-enterable monorail cars.
Upon entering monorail cars, players can brake and a little anchor icon will display in the bottom of the screen. The anchor icon means that the player's Zeepkist is connected to the monorail car beneath it.
This mechanic makes it possible for players to hop onto monorails, connect, and go through curves and over hills without any fear of falling off!
I've also decided to retrofit this new mechanic to sleds, which were a perfect candidate for this "connection" mechanic! No more falling out of sleds for you folks!! :D
Tunnels
Next, I wanted to make sure that the new monorails meshed well with already existing Zeepkist blocks, so I made sure the following was possible:
Monorails can use bobsleigh tubes as tunnels!
Special Blocks
Monorails also come with a couple of special blocks!
There's a "horn" block which lets the monorail toot its horn.
And a buffer stop which will, naturally, not allow the monorail to continue.
Bankings
Monorails also come with a couple of banked blocks!
These are especially useful for making it easier to dismount monorails. Zeepkists will easily roll off of tilted monorails!
On top of which, banked monorails are extremely radical to ride on!
Insanity
Finally, monorails can go up and down!
And they can go further up!
...and down! Really, you can do whatever you want with monorails!!
One Warning
However! And I cannot stress this enough! All of these monorails are 100% physics based. They are not following any invisible splines or whatever. They exist in your level as rigidbodies with colliders, some forces applied, and nothing more!
⚠️ This means they can derail! ⚠️
They can even derail on perfectly regular looking track pieces, if you set their speed too high!!
⚠️ Their default speed, 100, works very smooth and stable, and should not cause any problems under regular use.
⚠️ However if you feel like fiddling with their speed values and decide to send them through too tight corners, they will absolutely derail in any manner of unpredictable ways.
⚠️ And even then, Unity's physics aren't perfect, so even completely fine monorails might sometimes decide to break and derail!
⚠️ So be careful of that!! :D ⚠️
The End
That's it for this devlog!! I hope you enjoyed the little behind-the-scenes insight and I hope all of you are as excited for Zeepkist Version 16 as I am!!
If you want to be even more up to date on Zeepkist development, you can join the Discord!
We created a new option in the menu where you can choose between "always run" and "swing to run". With "always run" activated you can go full throttle just by tilting your thumb stick, with "swing to run" you need to swing your arms to run.
We've added a whole new shop this time around -- Onda, largely a sporting goods shop, that's been planned for a while. Find it by asking around at other shops. It has quite a few new items to buy, and will feature some additional content in future (Cinci messengers, perhaps?) There are also a load more items and accessories to buy elsewhere, a couple of new bags and some other bits and bobs. This update also features a lot of new content in testing that should see a public release early next year.
Christmas event
Our regular Christmas event will also start in a few days, and will last for a couple of weeks. We'll have access codes, new gifts from lovers and more, including a new short story. So even if you've done Christmas in Cinci before, there's still something new for you.
Read the full changelog below
New shop in the slums -- Onda. Frank's Bar has had a little work. Added a load of new accessories and items of clothing. -- Some already previewed, some totally new. Added two new bags. There are a couple of new supply packets.
New artwork.
Fixed heavy weapons having zero value. Fixed some typos and other minor bugs; thanks for the reports!
We ask you to complete a test in which you need to choose your favorite waifu from our 3 games: Lust Kingdom, WANDERER: Broken Bed and AURA: Hentai Cards. There will be 32 girls to choose from 🍑
We are aware that time has passed since last update and we want to inform you that we are working on everything by announcing you some of the things we gonna do and update the game with.
We are about to add:
-More new music -Menu and Options Settings: Keybinds (Keyboard and Controler), Audio, Visual. -Fix Controler Support -Add UI sounds to menu buttons and settings -Day-Night Cycle Weather Conditions etc. -Gas Station with working gas tank to fuel up -Tuning Shop to tune up your car. -Graphics optimizations -Performance optimizations -New Cars -New places (If not this update, then the next one)
For people that don't own the game and wan't to be part of it will be a discount that will come soon! So wishlist the game and follow to get notified via email for the discount!