Player Updates - Player flashlight position and quality updated - Player compass rotation fixed - Mini-Map fixed - Player Health bar fixed - Default weapon fixed and upgraded
General Updates - Death bug fixed
Bootcamp Practice Map Updates - All courses have been updated - Added new courses
HellMode - Netherhood Nightmare (DISABLED) - HellMode has been disabled until further notice
Balance adjustments - The initial number of shield counter-layers of the relic [Turtle Shell] is changed to 15 - The initial effect of the relic [serum] is changed to poison damage reduction - The negative effect of the relic [Little Daisy] has been adjusted, and the card [Desecration] will be obtained instead. - The damage bonus algorithm of the weapon [Golden Sword] has been adjusted to weaken the later ability. The bonus value is displayed directly next to the weapon. - The energy consumption of [Bleeding-Ⅲ] is adjusted from -5 to -4 - The energy consumption of [Attack-Ⅴ] is increased to 6 - The number of attacks of [Extra Attack-V] is adjusted from 7 to 6 - Blessing [Compounding Profits] has been adjusted to the third level of blessing
Bug fixes and optimizations - Fixed the problem of incorrect energy consumption when using other skill cards after using [Energy Accumulation] -Fixed the problem of decimals appearing in monster health bar - Adjust the protagonist's image -Added death animation for the protagonist - Some art resources updated
We extend our heartfelt thanks for your ongoing support and affection towards our game development team, "BBQ大好き". We are excited to announce that as of January 1, 2023, the APP for "DEVIL'S 5 DAYS MISCHIEF GAME" will be officially taken over by our team, "BBQ大好き". All future maintenance and development activities will be handled by our team.
We would like to express our gratitude to Seikei Production for their contributions to the game's maintenance and operations. Their work has provided important support for the game.
We look forward to your continued support in the future and hope you will keep an eye out for more works from both Seikei Production and "BBQ大好き".
Thank you all!
We sincerely apologize for the inconvenience caused by the recent replacement of certain content in the Steam version of "DEVIL'S 5 DAYS MISCHIEF GAME". This update may have unintentionally reverted the game content back to the Steam version for some players who had already installed the complete version. Please be assured that this update will not affect your saved games. To restore your game to the previous version, you can replace the game content by visiting the "BBQ大好き" homepage, accessible from the right side of the store page. We deeply regret any inconvenience this may have caused and appreciate your understanding.
Today we would like to share a brief update on the current status of development for WORLD ENDS WEDNESDAY.
Our team has been continuing work on finishing the first chapter of the game. We had the goal to make the first chapter of our game beatable by the end of 2023. We are very excited to announce that we have reached that goal as of a few days ago! However, beatable is defined by being able to run through the area and see the story to the end. This does not include having entirely finished art, bug polish, finished music, NPCs, side quests, etc. While we are very close to hitting a big milestone, we still have quite a lot of work still to fully wrap up Chapter 1. We are currently aiming to finish the chapter before the end of Q1 2024. We have something planned to reveal once we finish this section of the game, so be on the lookout!
CLOUD SAVES We mentioned on our Twitter a few months ago that we are working on making sure WORLD ENDS WEDNESDAY runs well on Steam Deck! As of right now, there are no noticeable differences between running our game on PC and Steam Deck (as it should be). However, I was started to get a little annoyed having separate save files from my PC and my Steam Deck while testing. This got me to finally enable cloud saving for our game on Steam! While this was always a feature I intended to implement, I am happy to say it is now implemented and being tested across different platforms. I have been able to start a playthrough on my desktop, then continue it in bed on my Steam Deck with no issues! I hope others will get to experience our game this way, as I do this with a lot of games I play on Steam.
COMBAT In October, we said we planned to show off the combat before the end of the month. That did not happen for a couple of reasons. The first reason is that we are still waiting to polish up art in this area. We want to show it once it is in a form we expect to ship the game as. The reason we are not to that point yet is due to personal life obligations that kept us from completing this section. Another reason is that I decided to implement some new features into battles that make the battles more engaging, and I wanted to implement those first. As of writing this post, most battle mechanics have been implemented, but we would like to hold off showing the combat until it is more polished.
PROGRESS Next, I would like to touch on progress completion rates of Chapter 1. ➤Programming: 90% ➤Art: 40% ➤Audio: 20% ➤World Design: 90% ➤Writing: 95% Main Story / 25% Side Content
We have recently been hiring composers to create the soundtrack of WORLD ENDS WEDNESDAY, so now the audio section has made some progress. While there is still quite a lot of music missing as of writing, we are working with some incredibly talented people to fill out the missing songs.
Programming for this chapter is almost complete! Every feature I intend to be in this chapter is implemented. The 10% that is left is mostly bug testing and small things here or there! World design also had a huge jump in percent completed. The big section we were working on last update is mostly complete now! There is just a small part of the map we still need to make a final plan for, and it will be done!
Thank you everyone for the patience you have shown waiting for our game. We are gearing up for a super busy 2024! We have a LOT of plans for the first half of the year that we are super excited to share when the time is right. Currently we are aiming for our first trailer to drop within the first half of 2024. Will we have more than one trailer this year? More than likely!
Please make sure to follow @Chopbusters on Twitter to keep up to date on new information on WORLD ENDS WEDNESDAY.
We want to wish you all Happy New Year filled with many memorable moments. The end-of-the-year festivities are over, and we returned to our desks with renewed enthusiasm. There has been a lot going on at the end of the last year although it might not have looked so from the outside.
Most of our time was taken by finishing the long-awaited DLC called "Rise of Caesar". It is going to be a very different expansion from the previous DLCs, and we can’t wait for you to try it out. The more we play it, the more we like it and hopefully you will too.
There have already been few Faction highlight videos and several Spotlights explaining the mechanics of the DLC, and more is about to come. We plan a limited release discount, so wishlist the DLC if you haven’t done so yet. 😊
The next big chunk of our time was taken by our new project. The new game is still at a very early stage but requires more and more attention as it grows. We already got some testing 3D models and music tracks done as well as prototyped terrain. We’re eager to share the first looks with you, but you will have to be a bit patient with us as there are other tasks to be finished first. If you want to support us, please subscribe to our Developer page here on Steam (Steam does not allow regular news about another game posted on different game’s Steam page).
As if there was not enough work already, an early Xmas gift was delivered to Kube Games in December. Our first game, Aggressors: Ancient Rome, has come back “home” (the rights to publish it were transferred from the publisher back to the dev studio). We needed to prepare an update with some bug fixes and improvements.
If you haven't heard about the game yet, check it out. Even though Imperiums is pretty much a descendant of Aggressors, Aggressors has its own charm with a different campaign map and simpler rules. If you want to support us in our indie endeavors, please buy the game, we would really appreciate it.