Cube - the xeightster
Hello again, my fellow Cubers.
Let's talk about what I did in January.

The Failed Plan
At the start of January I decided to make myself a plan for future, to not take too long, it went as follows:
  • Finish Act 1 map by February
  • Finish Act 1 by May
  • Release a demo in summer
  • Polish it up until late summer
  • Start work on Act 2 in autumn

Sounds good right? Well, it sounded good to me, but it was too good to be true, unfortunately. You see? Somehow I failed at what I usually don't fail at - Actually, evaluating my abilities. I thought that I could make the Act 1 map easily, and, don't get me wrong, I could... If i worked nearly every day.

Procrastinator's Guilt
In all honesty - I procrastinate, or work on other projects a lot, and that doesn't help with the fact that trying to make something interesting to explore and not get stale is kind of hard. Cube IS my priority, but I don't feel like working on it all the time, especially since there is no real insentive apart from it being visible to everyone on Steam, and people waiting. In all honesty I never really wanted it to be that way, but now I feel like I am obligated to work on it somewhat consistently, and I have to uphold expectations that in actuality don't even exist.

I really just want to be able to work on other game ideas I have in mind (That being an entire channel on my private server), do game jams, and just work on fun stuff without feeling like I could instead be spending that time on fullfiling my, objectively, unrealistic plan. SO, ultimately - The plan is a failure and is getting scrapped.

Can't really do it all by myself
All that not to mention that I am still very much working completely alone, there are 2 other coders - Name and Kenan, but other than them I do most of the coding and everything else. As I mentioned before - I am not an artist, I don't have a "strong vision" for the art, I have a strong vision for the level design, but I can't make models, or textures, not good ones, at least.



Moral of the story
Act 1 will be ready when it is ready, and Act 2 will be starting when I feel like Act 1 is at the point where I am satisfied with it. And it could very well take a year or more before that happens. I could very much do early access after Act 1, but there are still some issues I can't really address until way further into development, so for now it's out of the question.

Also, I know I am talking about my feelings about the game too much, but, in my opinion - It matters. It matters to show my thinking process, and what I feel like when trying to make this, honestly, very large project. And I also need to explain the lack of actual progress.

But there is progress!
Intro level
Most of the time since the start of current version of Cube I have been trying to make the first intro level the best I can, and I feel like I more or less succeeded. It has some very cool (in my opinion) architecture, and it introduces the player to core mechanics of the game (Not ideally, since the controls are not as obvious to introduce, compared to the mechanics they depend on, so I still have to add tips or prompts).

It's quite empty, mostly is just walking, and the visuals are nothing too mindblowing, especially for the puzzle elements. I still want a good way to showcase the connection between different elements, which I can't find a way to do that wouldn't take ages setting up (e.g. Explicit line renderer for every pair of objects).

Options
Yep, I added options. I was overthinking the system in the beginning but it was quite simple by the time I figured it out. It's quite easy to expand as well.

Only thing is missing is actually saving these options, because I don't do that yet. I wanted to make a custom save system, because using Unity's PlayerPrefs is not ideal, and I don't like relying on third-party plugins.

Anyways - Here are the options, quite minimalistic for now, will probably add actual menu later.


Sounds
The hardest part about adding sounds is somehow finding them. i thought I could easily hop on some website and find some sounds, but no, apparently, its really hard, and I had to sift through hundreds of sound effects until I found some nice tile footstep sounds.



And then after that I almost had my ears blasted because of improper option setting (It set volume to around 110 db instead of 20 db).

Conclusion
I didn't do much, and I think the progress will continue at the same rate. But, I feel like I am approaching a good milestone. (That being completing the intro and starting on the first actual level)

Currently I have another project that I am working on with several people, alongside Cube, as well as another game idea, which I will wait out on until I understand how to make a good movement FPS controller.

Also I think I semi-decided on monthly devlog style. No promises there will be one every month, but if I make at least some progress I will make sure to talk about it. As always, there are more updates in the Discord server, though.

Thanks for reading. I will hopefully see you next month!

- x8c8r
Jan 30, 2024
VR HOT - VR HOT
Hi friends,

first of all, thanks to the users of our Beta channel for testing and providing valuable feedback on the forums and on Discord!

So, what’s new?

We were already proud of our self-programmed cloth system, but it had its flaws. The clipping issues, in particular, were something we couldn’t completely eliminate with the existing system. However, we've rebuilt the cloth system from scratch, and we believe it’s a significant leap forward.

With „Auto-fit“ you'll experience almost no clipping, and the clothes will load faster. We've also applied different thickness to the pieces - e.g. knitted garments will be thicker than a pantyhose. Additionally, undress commands for individual clothing pieces have been implemented, addressing a feature many of you have requested.
Disclaimer: Erected Nipples will stay a problem!

Moving on to another intricate body feature – hair. For our female characters, we've implemented a Body Hair simulation, covering pubic hair, eyebrows, eyelashes, and vellus hair – the barely visible, tiny, fluffy stuff.

The Hottie now better understands the distinction between commands and conversation, thanks to a fuzzy matching system we've integrated to minimize misunderstandings.

For the toy users: VR HOT now works seamlessly with Intiface from buttplug.io

But there’s more!

For users of the additional software 'Virtual Desktop', we have added a Green Screen Room. This allows for a Basic Passthrough Mode. It has been tested and approved for Quest 2, 3, and Pro. Beta users are telling us that it also works with the Pico 4!

We've also added a pantyhose for the fans, introduced seven additional hairstyles, included four more skins, and implemented new sliders for skin specular effects, genitals, glutes, legs, along with improvements to the softbody sim, hair shader, wrinkle system, skin rendering, and face expressions…

Phew.

Oh, and nearly forgot – bug fixes! Check them out in the full list below. Especially the fixed AMD GPU driver issues might be interesting.

Take care
VR HOT


Discord for PC (HottieCards, Support, etc.)
Website (incl. FAQs)


Full list:

New:
* simulated Body Hair (Pubic Hair, Eyebrows, Lashes, Vellus Hair)
* Cloth System 2.0 with „auto-fit“
* Cloth Thickness
* Individual undressing of Clothing Pieces
* fuzzy AI for improved conversations
* Basic Passthrough Mode: Green Screen Room for users of Virtual Desktop (additional software)
* 7 Hair Styles
* 4 Skins
* Pantyhose
* Sliders for Glutes
* Sliders for Legs
* Sliders for Genitals
* Slider for Skin Specular Effect
* Checkbox in Desktop Mode: „Always track Controllers!“ for rare controller / headset combinations which don't work properly with OpenXR yet

Improvements:
* Support for buttplug.io Intiface
* Softbody Simulation
* Hair Shader
* Facial Expressions
* Skin Rendering
* Wrinkles
* Hair keeps Volume better if Hottie stands
* Warning if no OpenXR Provider is set

Bug Fixes:
* Problem with current AMD GPU Driver
* male Hottie walking too slowly
* facial Expressions male Hottie, mouth too wide open
* Left-Hand Mode: Mic Button n both Controllers
* Eye Lighting off on new Eyes in „Room with a View“
* Crash in „Insane“ Quality Level after some Time
* Smooth Locomotion Frame Rate synced with General Frame Rate
* Mic threshold not working correctly
* Interaction Menu not fitting on Screen in Full HD

Known Issues:
* Menus covering stuff (hands, etc.) (with upscaling)
* Some wider Clothing Pieces might look different than before on certain Body Types
* Nipples clipping

As always, we appreciate your feedback and encourage you to share your thoughts in our Steam forums or on Discord. Enjoy the game!
The Hayseed Knight - Maxi / SandraMJ
Now that The Storyteller's festival has started, it's time to make a couple more announcements yet!

First off:

To celebrate the announcement of the full release date (29th February, don't forget!), I'll be holding a Steam live broadcast playing through the as-of-yet unreleased full game demo! including lots of cool new visuals, voice acting, and the all-new rewritten meeting scene in chapter 1.

I'll be answering questions and hanging out with the chat, so come join us on the THK discord, and click on the event to get a reminder!

The schedule for the broadcast is:

PST - 9 AM, Friday 2nd of February
CDT - 11 AM, Friday 2nd of February
GMT - 5 PM, Friday 2nd of February
AEDT - 4 AM, Saturday 3rd of February (sorry :<)


Secondly:

The Hayseed Knight is 20% off for the duration of the festival! This will mark the last chance to get The Hayseed Knight discounted at the current price of 14'99.

After 7 years of development, and 3 and a half years on steam in a low-key early access state, the full game is finally going to hit the metaphorical shelves. By the time chapter 5 is out, there'll be more than DOUBLE the amount of gameplay as when chapter 3 was released!

The Hayseed Knight was the first game I ever worked on, and it has grown massively in scope over these years. I want to make sure I can continue to support a future where it keeps reaching new heights, be it potential console releases, side stories, sequels, merchandise, or even new additions to the game itself.

That's why I've decided that the full release will be priced at 19'99 USD, effective on the 29th of February.

This change won't affect the current owners! As promised, everyone who bought the game in its development state gets a better price, and free updates for every chapter.


Thank you all so much for your time! I hope to see you in the livestream!
Jan 30, 2024
封神外传 - 442357295
3.71
1,增加新剧情,新boss,在平安村,打败纣王后开启。
2,增加成就系统(使用道具四羊方尊开启)。
3,增加了几个收集任务,有24颗定海珠任务,有姬昌吐子,收集兔子任务等,这些收集任务比较贴合封神演义剧情。
4,虚拟按键优化。
5,战斗画面显示角色等级。
6,bug修复。
Wild Country - chrisslight
We have a fresh development update for you, covering...

💅 A preview of skins for your character
🏠 New UI elements
🛜 Multiplayer updates



Want to stay in the loop for any future closed betas? Our Discord is the place to be!

We can't wait to show you even more as the release gets closer and closer! Let us know what you thought of these updates and what you'd like to see more of! Your feedback is essential for shaping the game we're making!

Keep it friendly!

The Lost Native Team
Paleo Pines - Rancher Wilby
Twitter users, this one's for you! The lovely folks over at Makeship and we here at Paleo Pines are running a giveaway for a chance to win one of two rootin' tootin' Carrot Anky plushies!

Just head on over to @PaleoPines or @makeship on twitter for the full details!

Or jump directly to the competition tweet! The competition is only taking place on Twitter because it's being run and delivered by Makeship and we're just along for the ride on this one. Any additional competitions we hold this month with be multi-platform.

https://twitter.com/PaleoPines/status/1752072492460417362

Jan 30, 2024
Mask of the Rose - Failbetter
Platform: PC (Windows/OSX/Linux)

Build Versions:
Steam: 1.6.1031-win, 1.6.135-OSX, 1.6.1034-linux
GOG: 1.6.1032-win, 1.6.136-OSX, 1.6.1043-linux
Epic: 1.6.1033-win, 1.6.137-OSX

Release Date: 30/01/2024


Tech bug fixes
  • When running the game through the Steam client achievements pop-ups will be seen at the time they are triggered, rather than when the game is relaunched.
  • Setting preferences are now saved on closing the pause menu when using gamepads and keyboard controls as well as a mouse.
The Darkside Detective - Amber [Spooky Doorway]
Bugfixes

  • Issue with Dialogue not being in the correct state after Resetting the game, causing softlocks
  • Language: How to Play, controller screen layout is inconsistencies between languages
  • In Windowed Mode the Cursor doesn't Scale and Items don't Scale with everything else except when dragging them
  • Game won't save after completing the second case
  • Case 4: Possible to un-light the Nodes in a way you are not meant to
  • Case 7: Visual issue with Armelia's Portrait
  • Migration Issue with Save Files
  • Restarting a Case while Dialogue is on Screen will make Dialogue Choices unable to be interacted with
  • Item Hotspots can overlap inventory causing the wrong item to be picked up on smaller screens
  • Case 6: Leaving and re-entering a Screen makes the Tapestry Hotspot layer over the shopkeeper's Hotspot
Jan 30, 2024
Path of Trials - Proksx
story mode:
- rebalance game difficulty, simplified obstacles
world mode:
- environment update
UI:
- added "jump prediction" button
Jan 30, 2024
Subverse - BNKRD
Dear Fans,

We enter a new year full of new challenges, and the team is eager and rested to take them on!

ANIMATION

The animation team took some time out this month to do some much-needed promo work. We felt it was healthy for them to have a change of pace and work on something a bit more challenging on a creative level, after the constant grind of DQ scenes. They will return to finish off the remaining cinematics next month, and we anticipate them to complete all work on the game in the summer. There will be some exciting news in the future as we near this date, so please keep an eye on the studio’s discord!

-DC



PROGRAMMING
Hungry JJ

Hello,

Recently, I have been focusing on Sova’s final combat mission and Taron’s adventure sequence. Sova’s combat mission will have a unique enemy type to interact with and Taron’s sequence will showcase the environment more than the previous clickable sequences have.



Samantha Flowers

Hello everyone,

As usual, it has been a busy month for me, but even more so than usual! As I steadily apply the SFX for the cinematics that roll in, I’ve also been working on polishing the visual novel segments of the upcoming devotion quests as much as I can. Small details, like making sure the characters' eyelines are pointed at one another, can go a long way!

Also, because I’ve wanted each devotion quest to feel more personal/unique to each character, I’ve still been carefully selecting new music tracks that would speak well to each storyline. By the end of it, I imagine the jukebox is going to look quite full…

Another interesting task, I got to write some fun new dialogue for my favorite nikith, Taron! (Milly, I apologize in advance!) You’ll all hear it once you complete her “heist”!

…Last but not least, SOVA HAS 14 MINUTES WORTH OF SPOKEN DIALOGUE FOR HER DQ!?





Billy Grande


Wishing a Happy New Year to all, full of Subverse! Besides working out the combat mechanics for the upcoming Devotion Quests, I’m continuing my spaceship trip through the Nebulas, visiting the Event Planets and assessing what our crew could do to assist.



ART & MODELING
WTX


Starting off the new year by modelling yet another waifu outfit, this time using Taron as a base model.



ErinTheSketchy


Hi everyone, happy new year!
This was another creative month, working on graphics, storytelling material and more. A lot of things are happening behind the scenes and, let me tell you, the team is all fired up!
Here is a glimpse of what's coming soon.



Tibor

Hello, this is Tibor.

The last few months was a gradual intensifying and isolated work - isolated, as not in prison for creating obscene adult material for innocent computer users, but isolation from a task allocation viewpoint - the tasks are mainly related to the C++ source base.
  • Performed work that relates to users' experience, execution time, module loading, event management, video compression and many other more, relatively low level tasks.
  • Work on a massive game-play improvement by finalizing and integrating the Devotion Meter.
  • Added a new, well tested, industry standard event management library to decouple currently interconnected modules and fix several very problematic reference hell originated problems.
  • Fixing issues from the codebase that create bottlenecks both at development and runtime.
  • Ongoing work on scalability and extendibility that required further fixes. That means we shall have the ability to release free add-ons such as clothes, language packs, etc. following release 1.0.
  • Restructure the whole code base and refactor our Software Bus implementation, so all the above can happen in more efficient manner.
  • Fixing bugs.
  • Finally rolling out a frontend & backend system (Streemster) that will allow us to serve our less fortunate German, South Korean, etc. users who are unable to obtain Subverse via any other commercial channel.
We are entering the final phase of the software development and project. The work ahead of us is exciting and professionally fulfilling. Thanks again very much for your support that makes it possible we can deliver this project.

In the meantime, you can still buy or send as a gift the game for the reduced Early Access price. The final, 1.0 version of Subverse will be a greatly improved gaming experience and a transformed game compared to the current form. The price of 1.0 will be a lot higher. Early Access buyers will have access to that improved game too, by default. .

More info, design and technical content will be at my blog more frequently as we are entering the final phase of the project.

Take care all and talk soon!

Tibor


See you next month!

Bis bald,
Till Eulenspiegel
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