Been two months since the last Steam post, but thought I'd drop an update on how the game's shaping up before I take some time away next month visiting some loved ones.
So to start, what's been done since the beginning of February? Well, I spent most of the month working on a big quality of life update for Dave.EXE, which took me a few weeks to get done but am very happy with. For those unfamiliar with Dave.EXE, it's an ongoing game I've been continuously updating and including new content for on my Patreon before I drop it on Steam in the future. Wanted to freshen the game up before I leave it dormant for awhile while I finish Vex Clock. As for March, I've devoted the whole month towards finishing the last few act 4 levels and am now in the final stages of it's development. A lot of cutscenes and the final boss fight is all that's left before I start preparing a playable version for a select few playtesters. Very anxious, and I know it's going to take me some time to animate and work on, but I'll do my best to get it all done in a timely manner!
What's Left To Finish?
To sum it up, I've got a whole load of cutscenes to make, a final boss fight and plenty of quality of life changes and additions before I'm ready to declare Vex Clock a playable game and send out keys to some playtesters. Here's hoping the next Steam post won't be too many months from now, where I'm able to finally say that the game is finished. Very excited for that day and I hope you're all looking forward to it.
For now, I bid thee farewell and I hope you have a wonderful rest of your evening.
Day advancement, More Packages, and Incoming Pickups all now add 0:45 seconds to the timer (up from 0:40 seconds)
New difficulty modes added (unlocked by winning with a character), and new achievements for beating each difficulty level
New achievements for packages delivered and wins; as of this update, these stats are now kept track of (deliveries and wins prior to this update are not counted)
A color-pocalypse is undoubtedly incoming. The secret project DESATURATION that caused the extinction of the humanity is about to enter another phase and threaten the current Earth residents, the Splatians. We are extremely thankful for your support and love for Desaturation. We are thrilled to share some news - one of which is the release date itself.
Yes, that's it, the game will release in just 3 weeks, on 19 April 2024. We are very sorry for making you wait that much, but we also wanted to make the game feel as completed and polished as possible and to convert this free prologue to serve its purpose as the game demo.
Here is what's new in 1.0.0-pr5
in comparison to the old 1.0.0-whatever-it-was
Yeah, we are in this beautiful 1.0 era when lots of stuff changes but version number stays the same.
This prologue build is on par with the first release candidate of the game, but some things will change before the release.
Total graphics overhaul such as:
New post processing,
Lots of vegetation
More detailed geometry by using tessellation
Levels like Library and the Forest will feel refreshed for you.
More props, more barrels,
More physics details. e.g. Tables break.
FSR 2.0 upscaler and hardware tessellation
Some small physics tweaks and many bugfixes.
Steam Input. Please make sure you update your controller config!
And with all these improvements, here are some possibly-sad news. I love all you achievement hunters who hunted on the old Prologue and checked every nook and cranny. When you buy the full game, your progress will carry, but the full game features much more different achievements. And achievements will not carry from the Prologue to the full game. So, I went off and removed Photons & Matter completely from the Prologue - so no Spring Shoes, coins, vents and similar. And because I prefer to be honest, another reason for this change is to make the prologue shorter with very strong call to action in its ending - and a short teaser trailer too. And your old saves will not work with the new version. Just start over, experience the updated chapter, and if you loved it.
Because the game now defaults to use Steam Input, please check and reset your controller configuration to the new official one. If you want to keep constant 58-60 fps, enable manual GPU clocking and set it above 1.2GHz. The FSR 2.0 implementation in its "As Intended" quality level may actually be slower than Marketing Mode - but Balanced also works well. Alternatively, you can lower the resolution and enable FSR 1.0 for both increased frame rate and battery savings.
Help us grow!
Let us defeat Lord Ashen together! If you loved the game feel free to make videos and let's plays. If you are a blogger, feel free to review. And...
In this update we have - enabled Hash Bash - the 1v1 mode - fixed the bug with weapon select - added buying health from vending machines - fixed bugs in several missions
This is a tiny patch update to fix patch update 1.18. Please let me know if you encounter further issues related to being unable to return the main menu or colonists no longer performing actions after 30+ minutes of play time. Thanks everyone for your understanding!
Hey all, we have another full release patch (1.0.2) ready for you!
- Fixed problem that was preventing users from selecting taunts and other cosmetics after unlocking them - Fixed various collision and out of map spots across all of the maps - Fixed collision with upper ship masts on Ghostship - Fixed more localization bugs