Updated all game systems to a newer version. Several overall adjustments, and improvements. Various Lobby Updates, including design and layout.
The second zone is currently not optimized, this will be addressed in patch 1.7.3. Upcoming patches will return to work on more content, including more quests.
Bug Fixes
Fixed a couple of issues in the subway, including the train stopping sometimes twice.
Ai
Improved Player and Ai interactions. Further improved Ai movement. The Ai can now respond to the player when painting, work in progress.
Features
Updated the settings, Gamepad keybindings have been added, needs testing.
Quests
Fixed the quest, The Local Graffiti Shop.
Random Events
Added the first Event, randomly spawned, not yet interactable.
Anomalytics: From the Files of the Arcane Statistics Authority - RighteousFighteous
Greetings, number crunchers!
We come bearing dreadful news: Anomalytics, the first game from Happy Accident Studios, is now available on Steam. This is the beginning of something momentous. A venture into a dark and disputed frontier of encoding-based horror games. A veritable Pandora's box of questionable gameplay.
To commemorate this historic (in the good or bad way, time will tell) event, you may enjoy, at the cost of our own financial ruin, a 15% discount on the already-reasonable price during the first week after launch. Tell your friends. And certainly tell your enemies.
For those of you who are already involved in this dreary business, we hope you enjoy your stay with us. We asked our resident game developer for a glimpse of what lies ahead and he sent us this image before running, screaming, into the woods. Make of it what you will.
Cheers!
The Director Arcane Statistics Authority Redacted, Redacted, Redacted, S.I.
I'm WTFMAN, a developer making anachronistic games.
Time To Live was originally conceived as a 'Twisted Princess Maker', so I tried a lot of different directions and eventually decided that what was lacking in a Princess Maker was an 'after ending'. Time To Live will include more than 20 different endings. But what do you do after you've seen the ending? What do you do then? Isn't there anything you can do? I thought about that, and I thought about what's beyond the Sim game, and... I decided the answer was "Multiplayer." Have you ever heard of a multiplaying Sim game? Of course you haven't.
Once you've seen the ending, you're in a new game after the ending... I mean, Fight! Let's take her, and fight another player's version of her! It's like Pokem... anyway... Isn't it exciting to think about? Overcoming all odds with her and becoming... what is it... a She-Master? That's a little weird, anyway!
You will need the following for multiplayer
1. Two computers with RS-232-compliant serial ports 2. An RS-232-compliant cable for direct connection.
Then play as follows
1. Connect the serial ports together with a direct cable, then turn on the game. 2. Enter the Ending Gallery. 3. Select one of her endings that you have seen. 4. Launch multiplayer and send a signal to your opponent. 5. If your opponent accepts, you can play against them using the selected her.
This multiplayer can only be played with a serial port connection.
Q: My computer doesn't have a serial port. A: Newer computers may not have one.
Q: So I can't play multiplayer? A: Yes. Give up.
Q: I plugged in a serial port, but it doesn't recognize it. A: Multiplayer game code is made for DOS, so it only works in a DOS.
Q: Those computers don't have the recommended specs, doesn't that mean I can't play? A: Yes. Give up.
We are excited to announce that we will also be releasing the Original Soundtrack to Morels: The Hunt 2 on April 17th. The game and soundtrack will both go live at 10am CST that day.
We will also be releasing an update to the original game on the same day with some of the new features from this game.
We are excited to announce that to go along with the release of Morels: The Hunt 2 on April 17th, we will also be releasing an update to the original game. This update will feature some of the new features from the second game. We are also excited to announce we will be releasing the original soundtrack to Morels: The Hunt 2 on April 17th as well. All releases and updates will go live at 10am CST that day.
Morels: The Hunt 1 updates coming on April 17th.
Footprints where you have been on the map.
Daily morel counts and daily record.
Option to turn off spiders and make them bunny balls.
Sunglasses
Will lighten dark shaded areas and darken the brightness of the sun.
Music will no longer default to looping the same song over and over again.
Music will now play the default song for the map first and then continue on to an acoustic playlist of songs by default.
Redwoods morels location bug fix.
There was a bug that was causing morel locations in the Redwood Forest map to spawn in new locations everyday instead of the same locations. This should be fixed in this update.
Link to the Morels: The Hunt 2 Soundtrack Steam Page if anyone is interested.
Hello chasers and happy Easter to those who celebrate! This month we integrated a new playable unique car, new billboard designs, new animated lights for player cars, deployed servers in new regions and optimized the game when driving around.
We integrated the chase car of Kickstarter backers livestormchasers.com and all its exterior and interior accessories. The led lights can be turned on and off by the player to improve visibility in hazardous conditions. You can see the reveal post on their official Facebook page here : https://www.facebook.com/100044525645683/posts/962897378537775/
BILLBOARDS
We integrated a lot of new billboard designs in the world, including all Kickstarter rewards we received. If you had a billboard design Kickstarter backer reward and you didn’t send us your design, please send it to contact@outbrkgame.com. Here are some of the newly integrated billboards that can be seen all over when driving around.
ANIMATED LIGHTS
We integrated animated hazard lights that can be activated by the players for more immersion and roleplay opportunities. There will be 3 models available for early access, a small, a medium and a large hazard light. Here they are in action:
REGIONS SUPPORT
So far, all of our playtests sessions were limited to the Americas for technical reasons. As we gear up for Early Access, this also means we started deploying servers across the ocean to accommodate players from other regions. We now have a server cluster in North-Europe on which we started testing matchmaking connectivity and stability. We don’t expect to have a lot of server clusters for early access, but enough so that our international players can have a nice gaming experience without too much latency. We can relatively easily add more server clusters in different regions if the game becomes successful in regions we didn’t anticipate in the future.
ROAD OPTIMISATION
In an effort to make the game run smoother at early access, we found significant improvements on the way we calculate our road trajectories, resulting in smaller file size. This will reduce fps drops that some users had when driving around during playtests, especially when approaching a city.
NEXT STEPS
We’re still working diligently on integrating the volumetric cloud and tornado. The collaboration with the shader artists team is going very well, we have a weekly meeting with their team every Friday and they submit their progress regularly. We are at the last phase of debugging and we already started recording footage to show this new technology in a proper video. This part of the work is what takes the biggest chunk of our development time since we’re making a weather game after all, and we can’t wait for the big reveal you’re all been waiting for!
That's all for this development update ! Please keep Wishlisting the game on Steam, as it helps us break through the visibility algorithm and reach potential new chasers! If you haven't already, Wishlist OUTBRK here: https://store.steampowered.com/app/1107320/OUTBRK/ Till next time, chasers. -The OUTBRK Team
We've just released a patch that fixes the issue with the labyrinth door and the Short-Term Rental achievement. Thanks everyone who brought these issues to our attention ִֶָ𓂃 ࣪˖ ִֶָ🐇་༘࿐
Hey, Dialtownies! It's time for a devlog where I discuss Roger's route some more! The next devlog after this one'll likely be the announcement for the Norm plush (which I've just received the prototype for!)
So, how's the DLC comin' along, Dogman?
Some pretty major strides have been made, actually! The biggest and most important change to discuss since the last devlog is actually in how much new content has been added to the route. Roger's route has grown massively since I started working on it. Most notably, many new scenes have been added featuring appearances from practically everyone in Dialtown's cast! By my count, including characters who physically appear on screen during drawn segments or have full dialogue scenes, I think there's about 17 cameos! There's also references to characters who DON'T appear! So, very few characters have been left out!
Here's a new cameo scene from the start of the route, featuring a character that was previously unmet (but that many of you likely know!)
Joe isn't the only 'special' cameo in the route, by the way ;)
I can also announce that 6 out of the 8 route ending slides have been completed now! Some of you might be surprised to learn that 2 NEW endings have been added since my last devlog! A lot of new assets for the route have been completed (including new character sprites, with the route even having a few brand new characters!) Lemme whip out the chart so I can quickly quantify what's done:
The little bit in green is implemented and ready to play in-game right now. What's in orange has a more or less finalized script, formatted + ready to enter into the engine! What's in white isn't entirely incomplete either! These scenes have been story-boarded and I'm currently writing and finalizing a script for these segments right now!
The wordcount for the green + orange bits is about 68,000 words! For comparison, Norm's whole route is about 42k, and Oliver's is only about 24k! The route also has a record number of endings, with Karen + Randy's routes tied for second place, with only 6 each! So, this is already shaping up to be the largest Dialtown route by far! There's quite a lot of branching dialogue, tons of cameos, a new art sequence with voice acting is in the works (and yes, some of the new voice acting is recorded for the route, with two fan-favourite characters getting brand new lines!)
Since it's been so long since you guys have had a truly meaty DT content release, I'm going all out for this route, treating it like an expansion to the base-game! You guys have been really great to me and honestly, Dialtown's success has really changed my life, so I'm trying my hardest to deliver a route that'll entertain, satisfy and hopefully make a lot of you really happy! There's even nods to my older work + fandom in-jokes in the route and some scenes were drafted specifically using feedback I've gotten from the base game's content (aka, what you guys want more of!) Because the route has grown much larger in size (with lots of new art, voice acting, tons of scenes), the price-tag of the route will probably be $5!
I'm aiming to have the DLC out in July! No idea on the exact date yet. Presuming nothing catches on fire, I should be able to meet the date, given how much is done.