Put your VRM files into [\Dance Dash_Data\StreamingAssets\Avatars]
Known Issues
Characters may appear overly bright due to bloom Avatars with complex materials may be rendered incorrectly Some Avatars may have scale and binding issues
We’ll continue to improve the compatibility of this feature
One More Thing!
Added Camera Tracking Preview for VR version
You can use a webcam to track your feet while holding controllers in your hands This would help with headsets that having difficulties tracking controllers on feet Switch to [Betas > feature_preview] from the game properties page to check out this new feature!
For camera related issues, please check the guide for desktop version
It's been over a year! Time to hit that button. Season 11 will be archived on January 26, starting the new ranked season 12.
If you are new to the game, I highly recommend you to dip your toes into the ranked queue during the holidays and before the reset to get properly matched with other new players.
It’s the most wonderful time of the year, Guests of the Fleapit!
We at Finch Bird team are wrapping up 2023, so it’s as good a time as any to reflect on what we achieved so far, what we’re doing right now, and what our plans are for the nearest future!
(Almost) Done: Freaked Fleapit Demo(!?!)
This year, we put out an exclusive live event demo that showcases what Freaked Fleapit will look like going forward — battle system, dating, quests, and even voice-over!
Concept arts of some of the enemies encountered in the demo
We’re incredibly thankful to everyone who gave us feedback throughout the year and proud to have players who even visited us multiple times during the events just to spend a bit more time with Freaked Fleapit!
Now, to a more pressing question: when do *you* guys get to play the demo? A quick answer is: early next year.
A more nuanced answer is: We made this current demo to see if our vertical slice even worked on players, and we realized that we can still tinker with some stuff and make the first public build of Fleapit the best it can be!
Of course, we know that some of you can’t wait to play it ‘as is’, so we’re probably going to make that build available earlier — we just need to localize and test it properly, so as many Guests of Fleapit as possible have a pleasant time.
(and yep, our Patreon subs will get an even earlier access, learn more about it here)
In Progress: Mini-Games!
Some eagle-eyed players on expos have already noticed that we’re planning on making a cocktail mini-game in Freaked Fleapit, but what if we told you that we have even more of these in the works? We wanted to spice up the Dating and Dungeon Crawling parts of Freaked Fleapit, so you’ll also be able to have fun with some Demonic mini-games, such as Tower Defence, Bowling, and more!
Tower Defence gameplay screen (WIP)
Fasaria Bowling Cutscene
We have even more stuff in the works for both demo and full game, of course, but we’ll have to leave them outside of this devlog so as not to spoil the surprise! Perhaps, you’ll be able to find some hints, though… 🤫
Whether you play these mini-games by yourself or you take one of the Fleapit Ladies with you to gain their affection, we hope you’ll have fun!
In Progress: Lobby Upgrade
We only showed you the initial version of Fleapit’s Lobby thus far, but we’re working on expanding the places in the shadows!
Will our beloved Freaked Fleapit turn into a whole Freaked Amusement Center by the end of the game? Honestly, we don’t know yet, but it’s fun to play around with the idea. Anyway, here’s a tiny snippet of what’s to come, hope you enjoy!
In progress: Pizza Tower
Just kidding! I found this in our folder while searching for concept arts I can show in the devlog and, why not. We’re open to crossovers though!!
In progress: A Lot Of Other Stuff
There’s also a lot of internal stuff we’re working on that doesn’t have cute concept arts attached yet! We’re designing new attack patterns, perks, skills, and mechanics, designing and improving narrative bits and bobs, fine-tuning the rhythm dungeon crawling, and so on.
We’ll talk about all of this more in 2024, but for now, it’s just a reminder that all of this is *also* being worked on!
*Enters the devlog, drops a concept art of previously unseen character with no context*
And that’s a wrap!
Before we go, we’d like to take a moment to thank everyone who’s been following us throughout this time. It’s the best gift we could possibly ask for this holiday season, and we want you guys to know that you’ll always be our beloved Guests of the Fleapit!
We can’t wait to tell you about the many plans we have for the future that will make Freaked Fleapit even more ambitious and awesome in 2024, and we hope you’ll love what we’ve got in store as we open up the gates of the Fleapit to its first guests supersoon!
Happy Holidays, everyone, and here’s to an even Freakier New Year!
The first patch for 0.7 has been updated! We will continue to do the optimization and new content in the next year.
1.Fixed the problem that resident’s favorability changes wrong when receiving gifts from players. 2.Fixed a problem that Kabedon on trees will get stuck in animation. 3.Fixed weather error in Underground World. 4.Fixed a situation that handheld props may not display their models. 5.Fixed a situation that language cannot be switched into Traditional Chinese. 6.Fixed the problem that items in the backpack will disappear after saving the game in Cookery Battle. 7.Removed cutscene of wedding in dream, and deleted EA complete sign in save files. 8.Optimized helpers’ behave in non-working day. 9.Optimized Lori’s hair color. 10.Fixed the problem that the number of helpers may show wrong in Prosperity Board. 11.Fixed the possible Bulletin Board disappearance. 12.Fixed the models overlaying inside the hospital. 13.Fixed the placement error of Simple Streetlamp. 14.Fixed the interaction of Sunflower Pots in hospital. 15.Fixed the problem that some missions cannot be submitted. 16.Fixed the problem that players cannot cut melons in Watermelon Festival. 17.Fixed the building replacement failure in the open space of town. 18.Optimized the error of helpers’ location in Guild Commission Work. 19.Optimized the abnormal light in cutscene during the night. 20.Optimized overexposure in Innerspace. 21.Fixed the problem that basic information will not be saved in Interpersonal interface. 22.Adjusted indoor illumination. 23.Adjusted environment effects in Underground World. 24.Adjusted performance of snow in Winter. 25.Adjusted performance of daytime in Spring and Summer.
If you like Song of The Prairie don’t forget to share it to your friends. See you next time!
This December was rich with events for our small team. We implemented a new playtest system, and after that, our testers sent us tons of feedback. When we finished analyzing it, we decided to make some changes to our new battle UI and the previolsy made tutorial. Oh, and our Steam page is finally online!
Steam and marketing
Our small dream has finally been fulfilled: Dead Weight is finally on Steam, surrounded by our beloved games. The game release might still be far, but this thought alone warms our gaming-loving hearts... You can warm them too by adding Dead Weight to your wishlist!
Wanna get some inside marketing info? Of course you do! In 6 days we got more than 600 wishlists. UTM links only tracked 1/3 of them.
Most of our wishlists came from Russia, thanks to our social media pages. The US got second place mainly because our first Reddit post ever got a lot of attention.
Live playtests and feedback
During our previous playtests, we learned that most of the players found our game too complicated. To solve this issue, we decided to change our battle UI and create a complete tutorial section. After it was all done we needed someone to test it.
Dead Weight game designer watching the livetesting.
That's why we decided to try live testing for the first time. A few people who were willing to participate and had never played Dead Weight before were selected. Later, we called them on Discord and asked them to play the new tutorial section on stream.
Every player had the exact same set of tasks, but they all found different ways to solve them. Some of them were unquestioningly following all the tips from the mysterious voice inside their heads. Others decided to go their own way.
We noticed four different types of players:
The player reads and follows all the tips we left them. For this type of player, completing the tutorial sections was pretty easy.
The player still reads the tips but misses a lot of important information. It leads to misunderstanding of some core game mechanincs. For this type of player, completing the tutorial section was difficult, but still doable.
The player decides not to read the tips and hopes to use their gaming experience to solve the tasks. Because of that, they struggle with completing the tasks and get negative experience with the game.
The player reads the tips but does not want to follow them. Instead, they want to stress-test the game. They do all they can to find bugs and exploits. Such a playthrough takes a lot of time, but it's so interesting to watch.
500 fuel units? Something isn't right here.
After the first couple of tests, we made some adjustments based on the testers' feedback. We made the tips shorter and highlighted key words to make them easier to understand, added some restrictions to traveling to stop players from getting lost, fixed a few bugs, and created save points.
The voice in your head can be pretty useful.
At first, we hoped that the players would finish the tutorial in 30-40 minutes. In reality, they only managed to complete roughly 40% of it in that time. That's why we decided to force an ending at 40% of the tutorial. Although there is still a way to bypass the ending and see the remaining 60%. Maybe someone will find a way to do it...
UI
We wrote a lot about UI changes in our previous devlogs, but, sadly, they aren't (yet?) translated. The moment we received some feedback regarding these changes, we decided to make some changes to it.
During live tests, it became obvious how hard it was for the player to notice that the enemy was preparing an attack. To fix it, we replaced the old attack indicator with a new one. Some of you will definetly find it familiar...
Moments before disaster.
This is still a temporary solution. We are thinking about whether we should add a special attack preparation animation or not.
RIP
In December we:
made 172 build updates
got 666 wishlists
got 2 followers who wanted to make a donation
got 19 000 impressions on Reddit
planned 1 demo release on Q1 2024
got 2 sick team members
ate 78 tangerines
spent 10+ hours on live testing
drank 722 cups of tea
organized 1 party
got 21 700 impressions on Steam
prepared 5 holiday animations for our social media pages
Thank you for the support! See you in the next year <3
You will encounter save problems if you load saved games from the first 5 maps. Rather start a new game. The levels are vastly overhauled so are enough to warrant a fresh playthrough. This only applies to the first five maps.
Character updates Stub characters have textures updated and improved model Flyer enemies replaced with a new type of character. The sentry robot.
Map updates The first set of map updates is live. The levels have received updates to everything from layout, design, enemy placement and item placement. Initially, the plan was to create more levels and introduce episodic content but over time I have ended up rather just improving existing levels. There are also more destructible objects in general.
Refinery (Level 1) overhauled. Layout and design vastly improved.
Forest (Level 2) overhauled. Layout and design vastly improved.
Rocket Fuel (Level 3) overhauled. Layout and design vastly improved.
Kosolov (Level 4) overhauled. Layout and design vastly improved.
Prison(Level 8) minor updates and visual improvements
Collider (Level10) minor improvements and end elevator replaced with jump pad.
Hangar (Level 11) grapple nodes removed.
Central (Level 12) grapple nodes removed entirely. No more annoying environment challenges.
Gameplay updates The scale of the game has been adjusted slightly to make it feel more impactful and less “floaty”. Enemy size has been adjusted due to them feeling smaller than the environment. Also player speed has been decreased (crazy for a retro-FPS game right?!?!). There is some air resistance applied to the player when jumping , player feedback was that it was hard to control direction when in the air.
Air control decreased by 25% (from 1.0 to 0.75) This will allow for a more natural air resistance instead of ‘slippery’ feel when jumping
Player run speed decreased from 1500 to 1300
Weapon sway decreased by 75%
Dying screen has been improved. Instead of an instant kill screen which players might accidentally press restart it has a slight delay.
Weapon bobbing animation improved
Enemy character size revised. Some enemies are 10-20% bigger to balance the overall scale of the game
Spawning enemies now have a sound effect
Size of breakable objects revised.
Max rockets increased to 45
Minor updates
Many particle effects have been revised such as destruction particle effects and enemy spawning FX
More sound fx added to breaking objects
More breakable objects added
Player weapons are affected by SFX volume settings now
Developer menu setting shown in game options. This will allow a dev menu accessible from the root menu.
Price updates Price has increased from $6.99 to $7.99 (+15%)
Story in the Dream World 3 -Sinister Island's Mysterious Mist- - Nuriverse
Before we know it, all images for each stage that will be included in the Bonus Image have been completed. It will not be released in the trial version, but will be released once the conditions (item acquisition) are met in the full version!
It's been a while since we last connected, but rest assured, our silence has been filled with the bustling excitement of the holiday season and intense dedication to making Shadow of the Road the best game it can be.
We're thrilled to see your ongoing interest and are eager to share the fruits of our recent labors!
Volcano
Let's dive into what we've been working on lately - the Volcano. This fiery environment offers a stark contrast to the frosty landscapes we showcased previously. As you might expect, it's a level teeming with danger, yet irresistibly captivating. Every step must be calculated, and only the strongest samurai will survive there!
Relax and contemplate…
But fear not, Shadow of the Road isn't all peril and flames. We've also crafted spaces of serenity and peace. Here, time slows down, offering moments for contemplation, haiku writing, and training. Take a glimpse at one such relaxing spot in the footage below.
What do you think? Do you prefer a darker ambiance or a more serene setting? Don't worry, we've got both covered in the game!
Knock, knock!
Focusing next on our interaction system, we've been fine-tuning this aspect extensively to enhance the game's realism and depth. Each interaction with the environment is designed to enrich your immersion. Check out how we've been experimenting with door interactions!
Let us know what you think and which option works best!
We’re on TikTok!
As a reminder, we've been active on TikTok, bringing you exclusive content from Shadow of the Road. Our posts range from serious to comical - which, surprisingly, fits perfectly with the game's vibe. We invite you to visit us there - you might find yourself lingering longer than expected! ;)
We want to express our gratitude for your support, feedback, and contributions to the game's development direction. To further involve you in the production process, we encourage you to join our Discord channel.
Your responses to our questions can significantly influence Shadow of the Road's development. Come and be a part of our journey!