Hey everyone, just a reminder that Sneak Out releases in one week today on the 15th February 2024!
Thanks to all those who have played the demo, and just to know, the full game will have 10 escape scenarios, instead of the three that were in the demo.
Consider wishlisting the game if you haven't already so you know when the game releases with the 15% launch discount.
Hello, friends! We want to extend our invitation to the community, requesting your valuable assistance in testing our game. We will be providing weekly builds for you to test, and we warmly welcome feedback from all players. If you're interested in participating, we have created a form to gather your information, and from there, we will select a few of you for our testing phase. Your involvement will be instrumental in shaping the future of our game, and we greatly appreciate your support!
If you're interested, kindly fill out the form below, and a member of our team will reach out to you. If you have any inquiries, don't hesitate to message me.
Thank you for your interest in our demo as well as our streams!
We are also glad that you liked our voice acting test.
We are also grateful for the reported bugs, it helps us a lot in improving Noble's Life.
We take your reports very seriously. That's why we're already publishing with this news the first and probably not the last demo hotfix.
# Courtyard
Guards on the walls should already have proper and working dialogues.
Slight improvement in horse models and animation.
Improved animation of the stableman.
Correction of wall materials to increase colour consistency.
Removal of unnecessary invisible walls on castle walls.
Improving some doors and door frames to better quality models.
Improving the view of the city from the castle walls.
Improvement of the view of player character coats of arms.
# Audience
You can no longer hitch the protagonist's brother, Hennequin, as he leaves the audience chamber, which triggers the last choice again. No more banishing him from the city and squeezing the brass on his way out xD (Which confuses advisor Guiscard and causes errors in the next month).
Extracting money from Father Simon to rebuild the church should no longer be so offensive to blacksmith Thomas that he doesn't come and block the audience.
The semi-secret option to send peasants from Agésouche to Duretige in dialogue with the peasant woman Perrette no longer blocks the game.
Refusing to help the merchant Jaques should no longer block the audience. The character should also return correctly when the player tells him to come back later.
New animations for dialogues and fixes to existing ones.
Minor improvements to dialogue texts.
# Estate map
Improving or reducing the frequency of a bug that causes getting stuck under the map.
Correction of a bug causing an impossibility to leave map mode.
Slight improvement of dialogues near the map.
# Other
Minor fixes of typos and graphics.
Improving the multiplication of some sounds.
Correction of the volume of some sounds.
New minor sound effects in levels.
Known major bugs we are working on:
Looping dialogue with advisor Guiscard when using the estate map. We've noticed that the game doesn't always handle blocking interactions during map transitions. We will fix this, but we strongly recommend that you do not click RMB during blackouts.
Occasional incorrect saving of some decisions during gameplay resulting in event results different than expected.
At the same time, we invite everyone who has played to fill out the survey, which is available both from the main menu and at the end of the demo content. By doing so, you can make a real impact on the development of Noble's Life!
JOY OF PROGRAMMING - Software Engineering Simulator - maschere
Thanks to everyone in the community for their help in identifying and squashing bugs and suggesting crucial gameplay and QoL improvements. Today's update brings the game to version 0.5.4. You can find the full changelog below, two highlights are:
Fully draggable and resizable code window (though remember using VSCode is also always an option)
Customizable controls, with mouse sensitivity, mouse lock and mouse invert.
Remember, if you'd like to receive these updates 1-2 days early, I invite you to enable the "pre_release" beta channel in your Steam client. To do that, simply right click JOY OF PROGRAMMING, select Properties, then Betas and select pre_release:
Also I'd like to invite you to the game's official Discord channel, where a lot of the discussion about future developments and the current programming challenges happen.
- Added mouse invert, mouse sensitivity and mouse lock settings
- Added user key customization for most actions
- Added draggable and resizable code window. Size and position is saved persistently.
- Holding Left ALT now highlights all entities in the current level.
- Added 1 new way to quit the game to the house level
- Added rate limit warnings if getters or setters are called repeatedly without sleep() or outside SimEnv.run_main()
- Added get_is_moving() to AirliftCrane
- Added small indicator cube to center of TriggerZone
- Improved log window: Will not minimize anymore while mouse hovering. Added manual minimize toggle as well.
- Improved workshop file handling. Changing title is now possible.
- Improved workshop subscription handling. Files should now download/update while the game is running.
- Improved stability of level editor to not lose level code on testing. Removed line highlighting during level construction.
- Fixed leaderboard top10, top3, top2, top1 achievements not being awarded correctly (would only award highest instead of all)
- Fixed histogram percentile achievements not being awarded correctly (would only award highest instead of all)
- Fixed not being able to import downloaded leaderboard scripts
- Fixed leaderboards showing a download script button even if there is no script attached
- Fixed rotation_limits not being clamped (on MovablePlatform for example)
- Fixed rare null pointer exception in first person mode
- Fixed PyramidPuzzle level getting stuck at 75%
- Fixed timing of Goals display (would sometimes not update on level complete)
- Fixed RobotArm not resetting to its initial position
- Fixed potential hang-up of code editor when importing modules
- Fixed ESC key not working properly when viewing certificates
- Fixed int getters not reading negative values (e.g. RaceCar get_gear)
Note: A new weekly challenge is planned to be available on Sunday.
No fantasy game is complete without some fantastic creatures for fight, and in our second team up with artist Gtox, we bring you some new critters to do battle with, and to give your games that extra quality.
The Dungeon Denizens booster pack contains 10 fully scripted and animated creatures, complete with full audio, ready to be dropped into your games.
Dates: February 11th, 18th, and 25th Time: 4PM EST
We've been focusing on overall polish, VFX improvements, and stability as we approach our Early Access release date. We have a long road ahead with many new features to add, including classes with unique equipment and role abilities coming soon after release, which will dramatically change how the game is played and enhance team coordination. We're always looking for playtesters and talent to join our team, find us on our Discord.
A brief image content update with new cards and units, that will be use in the next upcoming major update (loyalty feature). Some cards issues fixed, and texts changes.