Hey everyone. This update brings a new tool that will allow you to practise whatever sections of a peak you'd like, as well as a few bugfixes. Be sure to check out the notes about the new tool below!
Routing Flag
The Routing Flag is a tool to practise sections on a peak. You'll find the flag at the starting area on peaks you have already completed (and if you have any potential collectable items from the pertaining peak). Once picked up, press the hotkey 'G' to to place the Routing Flag on a wall. You can then teleport automatically to wherever you placed it, allowing you to test different leaps and routes to perfect your climbing. The locations of the routing flags will be saved for each individual peak once set.
Routing Flag Description
Only shows up when you've finished a peak and collected all potential items on it.
Summit Stamping, Time Attack, and Bivouac use will all be disabled when using the routing flag.
Location of the routing flag will be saved when you place it. If you want to use Time Attack, Summit Stamping or Bivouac, then you'll need to put the flag back.
Hotkey for placing a routing flag 'G'. Can only be done once you have picked up the flag from the starting area.
Hotkey for moving to your routing flag 'F'.
To release from the flag, either press "Jump" or grab a hold.
While a routing flag is active, you cannot die.
Bugfixes
Fixed a bug with already having the smoking pipe unlocked even if you didnt complete 10 boulders in YFYD.
Optimised a few of the environment background mountains on Solemn Tempest.
Two weeks ago, PES launched here on Steam for free with pay-as-you-go credits for creating dreams and talking to NPCs. The reaction from players was that the label ‘free-to-play’ felt misleading, which was absolutely not what we intended, so we took the game down to rethink.
Before we relaunch, we wanted to describe how PES works behind the scenes.
When you tell PES your dream, a combination of GenAI and programmatic processes create some new content from scratch, and some new content from in-game modules. The new GenAI content includes dialog, murals, text-to-speech, and processes to interpret your dream. The procedural modules create terrain, buildings, weather and avatars.
For some of this, we use 3rd-parties like OpenAI and AWS, meaning there’s a direct cost to create a dream. Each piece of dialog, each mural, each time an NPC speaks – these all cost money for every dream.
This means games like PES are hard to launch with a simple price point that says: “Here’s our game, it’s $4.99, go for it!” Because after loads of dreaming, PES would be charged more than $4.99 by OpenAI and AWS, it would send us bankrupt, and no more PES. Hopefully not what anyone wants!
So we have to find a balance to keep PES up and running.
What we’ve done is make two key pricing changes. First, we’ve reviewed all player data so far to lower the cost of dreams, from around $1/dream to $0.35/dream. Second – to be upfront about the cost of dream creation – we’ve changed PES from ‘Free’ to ‘Paid’. Going forward, it will cost $4.99 and will come with 1500 credits, or up to 15 dreams, with further credits available on a revised PAYG basis.
If you’ve already played PES, you can keep it for free and purchase more credits at the lower price point if you’d like. Importantly, it’s still free to revisit dreams – your own and other players’.
PES will relaunch soon with this new approach to pricing. We wanted to explain our thinking behind it – hence this long (sorry) post about it. If you have any questions, you can contact us here or on our Discord.
Hey, Master! Join the Slutty Adept event now to get a FREE skin!
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First off, I'm sorry it's been a little quiet around here. I've mentioned before how real life has been busy and getting in the way. The joys of making a game as a solo part-time developer!
I really appreciate you all for sticking around thought, so I've decided to be a little more regular with my updates. From today, I'm going to try and post (at least) a monthly development update to keep you all up to date on the progress of CRT7.
So... what about February? Well, I've finally had a little time to get back to working on CRT7, and I've taken aim at a couple of things I've been wanting to work on for a while... Get yourself a cup of tea and settle in, these posts will be a little longer than my previous ones! Obviously beware of at least minor spoilers too...
Reading Your Messages
First, almost all players I've seen have attempted to read more text messages on the phone when first opening the game. It makes sense, right? Almost everyone has used text messaging or something like WhatsApp, and the fact the in-game phone didn't scroll the messages always felt off to me.
So... I fixed it:
This might seem like a simple change, but there was quite a bit of work behind the scenes to get this working. Previously, the screen was static – I manually made the messages and the backgrounds. Now, however, the messages read from a file that stores (most of) the text that appears in the game. Not only that, but it can tell whether it is a received or sent message and create the background automagically. Long story short: it works more like a real messaging app now. I can define as many messages as I like and it will create the backgrounds, set the colours correctly, and allow players to click and drag to scroll through them. I've even put in a little bounce effect if you try to scroll too far! The messages are placeholder for now, but are easy to change and update thanks to this update.
Not only that, but it is set up that later on I can add functionality for players to receive new text messages as they're playing... Mysterious!
Modes and Nodes
The second major thing I've worked on this month is some new game modes for the CRT monitor arcade game you can play. For a while now there have been five mode buttons, but only two of them you could click. I'd planned the other modes, but not had the chance to make them. Well, this month I changed that:
Above you can see the 'Nuclear' mode in action. It is, of course not finished yet (and also it is set to be way harder than in the final game so I can test everything is working) but hopefully you can get the idea of the main twist in this mode. 'Bomb' pieces will regularly appear on the board, and you disarm them by creating a quad that contains them. It's inspired by modes in other big arcade puzzlers you might have played!
The tricky part is the bomb space blocks you putting down your pentomino, and if you aren't quick they can blow holes in your board... holes that don't contribute to your completion percentage and will cause you issues later. On the more complicated board shapes, things can get out of hand very quickly!
The eagle-eyed amongst you might have noticed another mode in the top right is now active. I wonder if you can guess the big twist to that mode? Any guesses?
The March of Time
But what, I imagine you asking, is next? Well, in March I'm going to start working on what happens in the game after the segment in the demo. I already have a bunch of functionality there from early prototypes, and it's now time to start integrating it into the main game flow again. I'm hugely looking forwards to this, as there are some really fun things I can't wait for you to get your hands on.
In particular, there are more lights that need to be turned on in this dark basement, a strange and potentially haunted radio to interact with, and an important use for those strange gold pentominoes you've been finding around the place... And that's just a taster of what's in store.
As always playing, sharing, and wishlisting is hugely helpful and allows solo developers like me to make weird games for you to enjoy. So, if you haven't already, please do nudge a friend or two to try the demo and wishlist CRT7 as well:
The judgment day is here! Ascend to godhood and unleash your wrath on the mechanical invaders!
First of all, we would like to thank everyone who gave us feedback on our demo and prologue. The game wouldn't be where it is without you! Your passion for the project motivates us to work harder and create the best experience possible.
The path to the stars
What's the plan from here? More spells, blessings, enemies? Yes, all that and more. But first, we want to focus on the immediate issues - bugs and balance issues. Rest assured that we will do our best to fix everything in a timely manner. We also need to take a little break to catch our breath. Once we are sure that the game is without any major issues, we will start working on new content - stay tuned for our roadmap, which we will share in the coming weeks. Your feedback will be invaluable in shaping it, so don't hesitate to let us know what you think of the game!
Divine collection
If you want to show your support for Gods Against Machines, we have added a Soundtrack DLC. By purchasing it, you can support further development and enjoy some epic music created by Daniel Zea, a very talented composer from Chile. Buy it separately or get it bundled with the full game for an additional discount!
When the player submits an incorrect answer, the rows of clues that are violated by the answer will now have a shaking effect in addition to turning red.
When the player submits a correct answer, a button to proceed to the next level will be shown.
Fullscreen mode has been reintroduced, and an exit game button has been added to the settings menu.
Give your avatars a voice like never before! With the new Avatar TTS node, choose from a selection of 100 different voices and adjust their pitch to your liking. Script out dialogues for your avatars or let the chat take control. Plus, with the built-in queueing system, you can customize how your avatar responds to incoming messages - whether it interrupts or queues them up for a seamless experience. The possibilities for fun and creativity are endless!
Definitely some fun to be had with this!
🎯 Channel Point Node Upgraded! 🎯
Our channel points node just got a major upgrade! Now, not only can you see who triggered the redeem, but you can also view any personalized messages they added. Just imagine the interactive possibilities when combining this with the Avatar TTS feature!
Toggle Nodes
Say hello to the Toggle Nodes - the convenient solution for switching between different states in your node graph. Easily toggle the visibility of objects or enable/disable health damage for avatars with just a click. It's never been easier to control the elements in your space!
📜 Check out the Latest Changes
Avatar TTS and Lipsync with 100 voices and pitch control
Toggle nodes for all objects
Updated channel point node to include output for username and custom messages
we are thrilled to announce that our sci-fi detective adventure Between Horizons will launch on March 25th, 2024! Time for you to hop on board of the generation ship Zephyr, and take on the role of Stella - the newly assigned Chief of Security. Dive into the conspiracy behind the incident that threatens to disrupt the Zephyr’s social order and foil its mission.
While we're counting the days until release, we're adding the final touches to the game to provide you a fantastic gaming experience.
You can watch the new release date reveal trailer right here:
We can't wait for you to enter the Zephyr and utilize your detective skills to unravel the mysteries happening on this ship. Don't forget, failure is very much an option.