Love Sucks: Night Two finally has a release date: April 26th, at 4 PM PST, and will sell for $10!
If EA drops a bunch of shit that day we're gonna make it like Monday or something though :|
It's been a long time coming. Much longer than we anticipated, but after all our years of work and effort, we can finally consider N2 to be ready for people to buy and play! We've passed compliance, we've got the date, and now we start the countdown to launch.
In the meantime, we're going to keep working on it. We've got two weeks to polish it up as shiny as possible! We'll make sure it's the best damn booty titty game you've ever played, and I'm both impossibly nervous and unbelievably excited to see everyone finally get to play the game.
Sorry for such a long wait, too. Turns out, game development is very hard. Everything takes a long time, and real life got in the way more often than it didn't, but we never stopped working on it. Thank you, to each and every one of you, for your continued support and patience. Whether you supported us on Patreon, joined the Discord community, told a friend about the game, or even just played it once and are now reading this post, I appreciate you sticking with us for so long.
I speak for all of the team when I say we genuinely appreciate, and are endlessly thankful for letting us get this far.
♥ Kayla, Frosto, and Aila
A couple of things:
We'll keep updating and supporting N2. We may add some things, we make tweak some things, and we will definitely be fixing any bugs and typos we find.
Saves from Night One's older versions and Patreon Builds will not be compatible. Please start a new save, or you may encounter bugs/crashes!
To Patrons of all tiers, the Love Sucks Art Book is already available, and you can grab that if you want! It will also be available for $3 on Steam as optional DLC to Night Two for anyone who wants to see some neat art and support us a little further!
We also put together a Redbubble store, because a few people have asked if they could buy some merch. Well, if you want to, you can! Me and Aila put together some designs from the art that was made along the way, and some of it looks pretty neat :D
(Please click 'Explore Designs', the products page only shows stickers for some reason, but we have more than just those. We may also add more over time!)
The Patreon names in credits are now locked, so if you join our patreon now, please be aware your name won't appear in the credits of Night Two!
We hope you are well! Just a quick update on a new small patch that we just rolled out!
Bug Fixes
Fixed severe calculation errors and frequent crashes in some system languages
We genuinely appreciate the time you've taken to share your experiences and feedback with us, as is crucial in helping us refine Anomaly Collapse every step of the way. Please continue to share with us your feedback, suggestions or any issues either here on Steam or through our Discord channel!
If you are enjoying the game, we would really appreciate if you could leave us a review on Steam. Your positive feedback is a tremendous encouragement and motivates us to continually improve. Thank you for your support!
This is an unplanned update that I decided to release due to many bugs in the game that players and I have identified.
New in the game:
- added option to select starting weapon at the beginning of the game - added pop-up hints for the amount of damage when hitting a dummy - now you can destroy several barrels or vases at once with one blow
List of fixes and improvements:
- Fixed many bugs in the character window. Namely, the incorrect display of various types of damage and effects and errors associated with updating the character statistics panel has been corrected - bugs in skills have been fixed. Namely, incorrect subtraction and addition of indicators when, during the action of a skill, its level increases in the skill window or when equipping items that increase the level of this skill - fixed a bug in obtaining extra experience from notes. Now, to get the experience, you need to burn the note - characteristics requirements for items are no longer visible if the requirements have already been met - fixed a bug when enemies turned around when dying - reduced the chance of rare items dropping at the beginning of the game - fixed a bug when the form window was not updated if characteristics were added from the character window - increased the performance of the bow, which can be selected at the start of the game - reducing the number of enemies at the start and increasing at the end of the level for better balance in the game - the frequency of appearance of combat prompts has been adjusted and increased
Be sure to update the game!
I'll continue to release updates and add content so you can enjoy the game.
- Fixed issue with the Transfigure Equipment spell. It should now work properly both in and out of battle - Fixed various minor UI issues - Fixed issues with XP values getting too long for the screen- they have now been condensed after the value exceeds 10,000 or 10,000,000 to have a k or a M after the value. - Minor typo corrections
I'm happy to announce that Psychopomp is now available in Spanish, thanks to the help from our Spanish translator, Cygazzi! The full game is now available to play in Spanish, simply select Spanish on the main menu or in the inventory, if the game does not detect your language automatically.
NEW FEATURES: - Full controller support, even in the menus and map - Game Options: you can set multipliers for Enemy Health and Enemy Damage to make the game easier or more difficult