[Fixed] - Implemented method to fix missing Rifle of Justice retrospectively, when player already have completed the quest. - Reworked Jozef's side quest. - Reworked one of the main quest. - Adding to camp storage by short cut key from inventory will scroll to focus on the item. - Fixed BGM not playing after defeating Boss2. BGM will play regardless of the save if you load the game.
✓ Fixed: Broken spots on 'Morgenstund', 'Fiskersted', 'Shipwreck Hollow', 'Grave Gulch', 'Greywood Castle' and 'Ancient Temple' ✓ Fixed: Removed old collision texture on the Fill a Pot version of 'Grunewald Library' ✓ Fixed: Recently played friend list not ordered correctly + new players not being added at a certain point ✓ Fixed: Friend requests not reaching the receiving player ✓ Fixed: Imposturous toads can’t be reported ✓ Fixed: Quickmatch is not working as intended ✓ Fixed: Input Help is not working correctly in some casesr ✓ Fixed: Loading screen animation freezing when opening maps
This update adds a nice skybox to gameplay, improving the look and feel of the game quite a bit. The Main menu background has also been updated to match latest art style changes.
Hello everyone! Critical Bliss is here to give you guys a report!
We are happy that so many people are excited and even restless about this project's release. Trust us when we say we see you! Please don't confuse our silence for inaction; we are simply hard at work. We function very much like a normal game studio and release information when we feel things are ready to show.
Because of your enthusiasm, we want to work hard and deliver something that will meet expectations.
During the past few months, Critical Bliss has been working hard on:
• re-evaluating the original NTRAHOLIC's game design for improvements in the DX version; • Reworking game systems for a more satisfying experience; • overhauling the minigames; • building new maps, backgrounds, and items; • Working on both large and small animations; • adding new side characters!
While we will hold back on revealing everything that we are doing. Let's give you guys a glimpse of what we are doing so you can feel confident that NTRAHOLIC DX will release sometime this year!
Art Direction
First, the use of Live2D will not be present in any shape or form in the DX version. All animations are done by hand, as we feel that this makes the material far more erotic, as we can add further detail to expression and movement.
We have hired more animators to help with rough ideas for things to move quickly. These animations are then converted into pixel art to maintain the aesthetic that we are training to aim for.
After deciding on the larger pixel art style for the bigger animated scenes, we decided to revisit the style one more time to be more in line with the game's overall vision and fit closer to the concept art.
This is important, as other pixel artists can now contribute to the project with a unified vision of how the style looks. Regardless, our lead pixel artist always double-checks the work and ensures they give feedback so they can improve without needing constant correction.
Mini Games and Systems
As we said before, we don't find the mini games in the original NTAHJOLIC very engaging. We have completely remade the chore system to something far more advanced but still simple to interact with. Our goal in this touch-and-feel system is to reduce dead time and keep the player active for most of the game. How exactly does it work? Well... you will have to wait for release!
We have many mini-games planned. Each was designed to be fun and simple to play while visually engaging and exciting. Some other games secretly share similar mechanics but have been given a new art and context to maintain your attention!
Look forward to many surprises to come!
For those who want a more relaxed environment to experiment with actions, a gallery system will be built that will have all unlocked actions for you to freely play with at your leisure! You will have to unlock all the items and actions, however, in the main game before they become available.
Updated Maps and Environments
We hinted at this before, but yes, we will also have detailed and rich environments. While there will be a limited amount of areas for you to navigate due to the game's point-and-click nature, we are trying to maintain our sense of quality in every corner of the game we have.
Areas are more believable in scale and now open new opportunists for lewd scenarios.
There is a dedicated illustration team whose job is to take care of this to let the animators animate without stress. Another way we maintain a healthy work environment for our employees.
To ensure that the artwork is going in the right direction, all pixel art is "gray boxed," details are added later after the artistic leads have reviewed it.
We have big plans for the hotsprings portion of the game, and it will be an element that you can visit multiple times in the main story!
More Characters
Alice is no longer the only side character that Ryonosuke can interact with. We will be adding 3 new characters to the DX (Critical Bliss) version of the game, each with a unique quest to accomplish.
CEO (Name Pending): A serious, no-nonsense CEO who has recently awakened to performing perverted acts in public. Her side quest is to find her favorite locations and have your way with her once you have caught her enough times in the act.
Gyaru (Name Pending): A slutty bitch who becomes upset by you ruining her chances to make money by not letting her current client into the club downtown. She will send men to fight you once you have angered her enough! Beat them up and take her body as a prize!
Nerdy Girl: (Name Pending): This is a nerdy-looking girl who works at a local convenience store downtown! You will visit this place often when you decide to buy some "supplies" you need to have a good time Chiho. She may seem not threatening at first, but you will quickly find out she has a deep grudge for Chiho and won't hesitate to give her a hard time if she has the chance.
And if she takes notice that the wife is cheating... well, you will find out yourself!
Alice: High-Class Escort! It will remain mostly the same conceptually but will still be giving an uplift. You will find out what we did with her once the game releases!
While side events are optional, they may open up opportunities for new things to do with Chiyo or even special new endings and content! We look forward to all of you seeing what we cook up!
2 games in 1
While we are fully committed and confident in the quality of this remake, we understand and sympathize with those who still want to enjoy the original experience on Steam. We are happy to announce that the original version of NTRAHOLIC will also be included entirely for free as a selectable option when launching the app.
This will effectively mean that purchasers will get two games in one! We hope this gesture will invite older fans to at least give the DX version a try, but if you are not at all interested, you will have the choice to ignore it completely.
Note: This will also not affect the final price of the game in any way and will match other storefronts.
All we ask is that you be patient for the DX version to be completed this year, and you will have an amazing deal on your hands!
Post-Release Support
We plan on this game coming out this year, but some ideas may be left aside to achieve that goal. However, the team is very resourceful and dedicated. After the DX version is released, we will add some new things and more events completely for free for all to enjoy.
If you liked what we did with our side characters, perhaps more can be in-store in the future~
Closing Statements
Again, we must thank all of you for being patient with this process. Regardless of it being porn, we are a company dedicated to creating quality experiences that rival the indie scene of sfw work.
Please let us cook! We will make sure the meal is significantly worth the wait!
Welcome to the first issue of the “.Forty-Five Bullet-in”!
This is our way to communicate with you, the players, in order to give insights into the development process, share behind the scenes content and announce whats to come.
As you may have noticed playing the game, we are not 100% finished yet. We decided to release anyway, mainly to gather feedback. But that also means that there is still a lot of work ahead of us, which is why we are presenting our plans for the game in this issue of the “.Forty-Five Bullet-in”.
Roadmap
Weekly Content Updates
In order to keep the game interesting, we want to provide (hopefully) weekly content updates including new bullets, new effects, new insights into the story of .Forty-Five or even new enemy types.
Here is a little sneak peek of what's coming sometime soon…
Quality of Life Updates & Bug Fixes
We’ve already received a lot of feedback from you guys and the first patch with some small bug fixes is already live! We are planning to add a lot of quality of live improvements and will continue to fix every bug we can find, without creating tooooo many new ones.
We’ve also decided to rework the tutorial to prioritize short and visual learnig over just pressing “okay” on an endless wall of text. The tutorial is the first interaction the player has with the game, so we want it to really be short, informative and sweet. Also, we know half of you aren’t reading the tutorial anyways ;)
Big Content Updates
In the background, we will be working on some bigger updates like new biomes or the missing areas. We’ve also brainstomed some new archetypes, so there are more ways for you to … shoot things. Also we are aware of the current issues with the progression of the game and want to rework the game loop so it feels more like a true roguelite.
We hope you are as excited for these plans as we are. Till then, let us know your thoughts and see you in the frontier!
Behind the Scenes
Also, speaking of balancing… We don’t get the issue, the game is peeeerfectly balanced...
For context, we used to have an encounter modifier called lookalike, which would create a copy of a card every time it was placed in the revolver. As you can see, we quickly realised that it had some issues…
- Players can no longer walk through a certain bookcase in the mansion scene and skip a small section of the game. - Players can no longer finish the mansion scene with only 5 keys. - Performance upgrades.
Thank you for all the support and have a great day :D
Hello, long time no see! I'm 1000wateri, the producer of "Esports Godfather," and I'm delighted to be reunited with everyone here.
I believe many of our gamer friends have noticed that since the day before yesterday, we have gradually updated "Esports Godfather: origin." Yes, we uploaded an unstable version in advance. But now, we have done our best to make the version more stable. Although there may still be some bugs, we believe this version can make everyone happy, and we hope you will enjoy it.
Since the last version update about a month ago, we have added many new elements, including development features, playoffs, sponsors, and more. For specific details, you can directly enter the game to check. Compared to the official Grade league 2, the current version may lack some settings and specific features, but the functionality is basically complete. If you encounter any discomfort or issues in the game, feel free to communicate with us anytime on Discord or X. Of course, if you find the game fun, we also hope to receive some praise. Our team has been working hard in closed development recently. It would be a great encouragement for us to hear that you like "Esports Godfather."
I know many gamers are very concerned about our development progress, so I want to take this opportunity to share with everyone our development plans and situation for the next two months. Currently, "Esports Godfather" is about 90% complete.
In terms of league procedures, only the interview process (not yet disclosed), transfer period (including player market, rookie draft, youth training camp), and some scattered interfaces (such as the preview of each game in the playoffs) are still unfinished.
Then, the freely customizable player interface [where you can freely define player characteristics, appearances, etc.] we have actually completed, but due to procedural issues, we are temporarily unable to implement it into the current version. If implemented, it may take additional time and manpower, which is indeed challenging for our currently tight development schedule. We hope this won't cause too much trouble for everyone.
We are working on custom options for starting a new game, where basic settings such as game difficulty, format of regular season matches (bo1 or bo3), etc., can be modified by players themselves. In addition, some gameplay-related custom options, such as whether the opponent club will grow, whether the resource group can be abandoned, etc., have also been included in the development schedule.
We expect to complete these tasks around April 20th. In terms of specific designs, such as the training content of daily training, more medals, title systems, etc., we will also fill in during this time. At the same time, the second round of balance adjustments will also take place during this period.
In the last month, we will enter the stage of internal cyclic testing and optimization to avoid bugs and other issues that may trouble everyone as much as possible. We expect this testing to end on April 30th. Hope you find joy in the game, and see you next time!