The fourth world isn't quite done yet, but we didn't want to go into Steam's Endless Replayability Fest with an almost 5 month old patch, so we're bringing over most of the changes from the Beta branch while leaving out the new world. - Mag
NEW CONTENT
New skillcards: - Rushdown (Green Ace) - Leaf on the Wind (Green) - On Guard (Red) - Fuel to the Fire (Red) - Go Big (Red Ace) - Static Shock (Blue Ace) - Stone & Sky (Blue) - Frost & Flame (Blue) - Trifecta (Orange) - Burning Retort (Red) - Shield of Stone (Orange) - Evasive Maneuvers (Green) - Cold Comfort (Blue) - Swift Fist (Green) - Concussive Fist (Orange) - Spirit Fist (Blue) - Steady Hand (Orange) - Flickering Form (Green Ace) (This one might've released a bit early by accident.) - Angle of Death (Green) - Critical Guard (Red Ace) - Opportunism (Orange Ace) - Recall (Orange Ace)
New items: - Fault (Legendary Axe) - Card Dice (Consumable)
New feature: Skillcard reroll! You can now reroll your skillcard options once per run.
New feature: Difficulty modifiers! Game too easy for you? Press buttons that make it harder, with new elite modifiers and other inconveniences! (Work in progress feature.)
New tutorial!
GENERAL GAMEPLAY CHANGES
- Removed the ability to send yourself to Pocket. - Added Pocket portals to various locations where you'd get softlocked due to no longer being able to recall.
- The game should now be better about waiting for all players to load in before starting gameplay in a new world.
- Knockback now has more forgiving impact angles for max damage. - Friendly-caused knockback states can now be cancelled into sprint attacks.
- Increased Block recovery delay from 3.25 -> 5 for the first Block and 0.25 -> 0.4 for consecutive ones.
- Some characters are now aligned with a thermal element, and are immune to their respective thermal status conditions while being more vulnerable to the opposite one.
- Seals no longer get spent on a failed run. (Which is all of them cuz we didn't get the final boss into this patch.)
- Basic Treasure Chests now only drop one item. - Reduced World Core drop rate from chests a lot. - The first floor of Brittledeep now always has a guaranteed easy silver chest. (Cannot drop legendaries.) - Slightly increased average chests-per-world. - Battle Chests now have a visible link to enemies keeping them locked.
- Crates now have a chance to contain bags of gold or fruit.
- Increased shop selections at fountains by 1 item. - Removed price ramp-up for consecutive purchases on shop items that aren't infusion upgrades or fruit.
- Reduced enemy spawn rates on floor 1 and increased it on floor 3 of each world.
- Reduced Sprint windup delay from 0.64 -> 0.58. - Sprint now increases your movespeed by a flat 1.68 m/s instead of multiplying it by 1.6.
- Increased base duration for all elemental boons from 6 -> 10 seconds.
- Increased Thermal Shock damage by 1.
- Infusion slot upgraders from bosses are now autocollected near instantly.
- Disabled Pocket Capacity limits. - Added automatic sorting of items sent to pocket by rarity. - Automatic pocket organization now makes a slight effort not to stack items on each other.
- Increased Boon of Air movespeed bonus from 15% to 25%. - Boon of Air now also gives 10% action speed.
- Invulnerability now protects from receiving fog poisoning during the effect.
CHARACTER CHANGES
- Added speedboost to Deckhand's Decksweeper.
- Reduced Miner's weight from 1.25 -> 1.15. - Miner's Radar Pulse now has a smaller radius, Marks instead of stunning and highlights found items in a more obvious way. - Miner's Radar Pulse can now detect wall rifts. - Reduced Miner's Radar Pulse uses from 4 -> 2.
- Damage dealt by Whiskers is now attributed to Gardener, and can be affected by her skillcards. - Whiskers now gains any Elemental Boons Gardener gets. - Slowed down Whiskers' grab glide fall velocity from 2.5 -> 1.5m/s.
ITEM CHANGES
- Added soap.
- Removed recovery animation after throw on daggers. (Mostly noticeable on phantom dagger spam throw.) - Nerfed aerial dagger dash spam.
- Hammer shockwave hit detection now better matches the visual effect. - Removed clink sound from 0-damage physical hits that weren't reduced by armor. (Primarily affects hammer shockwave.)
- Increased Healing Potion healing from 2/3 -> 3/4.
- Conjure Elemental is now an Astral Spell and generally reworked. - Pinging while holding Conjure Elemental now commands summoned elementals to the pinged location.
- Rain Bow arrows now split on hit with enemies or objects. - Rain Bow primary arrow can be recovered like normal bows. - Doubled Rain Bow durability cost per shot.
- Needle Cape now triggers on lost block, not just health. - Needle Cape no longer targets passive characters (like calm Shopkeepers). - Fixed Needle Cape dealing absurdly high knockback.
- Platform Boots now also activate from rolling.
- Boost Boots now improve rolling and allow canceling animations into roll.
- Crossbow now gains 100% crit chance after 3 consecutive powershots instead of scaling gradually.
- Blast Scepter projectiles are no longer destroyed by melee attacks.
- Pickaxes now play a "clink" sound if you try to dig without durability.
- Candle infusion burn chance nerfed 33% -> 25%.
- Enemies being pulled by wind blade infused projectiles now have a 1% chance every 0.025 seconds to spot the culprit.
ENCHANTMENT & CURSE CHANGES
- Curses will no longer disappear if the item is dropped on the ground while at 0 purification progress.
- Enchantment value lost when using enchanted items as infusion material is now converted to gold.
- Reworked Curse purification from a level up requirement to a 0-100 condition that gains progress from several actions: Level up +20 Kill enemy +8 Open chest +15 Take damage +(DamageTakenx2)
- Intuitive and Unlimited spell enchantments now additionally give +50%/+100% Charge speed respectively. - Inspired enchantment stacks now save between worlds.
SKILLCARD CHANGES
- Renamed 100% Natural to Iron Fist. - Iron Fist now gives +1 health.
- Ghost now gives +10% movespeed at all times.
- Increased Lingering Power+'s duration bonus from 3x to Infinite.
- Increased Fleetfoot's speed bonus from 10%/15% -> 15%/20%.
- For Glory no longer gives health. - For Glory's effect now gives crit chance instead of flat damage, and lingers for 1.5 seconds. - Reduced For Glory's detection radius.
- Increased Mundane Missile's damage bonus from 1/2 -> 2/3.
- Power Grip now also increases weight. - Reduced Power Grip grab power bonus from 50% -> 40%.
- Conjuration now gives +1 mana.
- Increased Follow Up's Empower bonus from 1 -> 2/3.
- Increased Firm Stance's block bonus from 1/2 -> 2/3.
- Written Word can no longer spawn common spells.
- Vendetta now also counts any kill within 2.5 meters to be a "melee" kill, regardless of damage type.
- Fixed Run & Gun shots veering drastically towards your sprint direction, making aiming really hard.
- High Roller deck now grants a Card Dice as a starting item. - Halved the chance of getting Invulnerability Potions from Potion Peddler.
WORLDS
- Added a gate to the Pit in the Heartspring.
- Renovated the blood shop.
- Added new rooms to Brittledeep & Archives. (Some room designs contributed by zaprice, Cellestus & Wunarg!)
- Made the ruins below Fairweather Fleet way smaller, and added a wind storm around them that prevents venturing (see: getting lost) into the wastelands.
- Curse Pools can no longer be offered as a Pit floor reward.
- Buffed barrel hiding stealth bonus. - Hiding in a barrel after turning a corner now causes enemies without line of sight to drop aggro.
ENEMIES
- Void enemies and Fog enemies will now fight each other.
- Target dummies, stunned or frozen enemies no longer jump out of grabs.
- Humanoid enemies now flail their arms when calling for help.
- Added new Floor Shark visuals (including an actual model) and some behavior adjustments.
- Stonecallers (archives rock shield bears) now block characters in addition to attacks. - Stonecallers can now cast a smaller version of Bookkeeper's earth shatter spell. - Elite Stonecallers now drop Shockwave. - Stonecallers now fire 3 -> 4 projectiles when breaking their shields. - Increased Stonecaller projectile size. - Increased Stonecaller action speed. - Reduced Stonecaller movement speed.
- Elite Really Big Weed (Melvin) will now wear shades.
- Pages now take full knockback while hiding in their bottles and are faster to hide. - Pages now spend less time awkwardly staring at you between attacks. - Page projectiles are no longer destroyed by melee attacks.
- Made Admiral bigger. - Made Admiral faster. - Added a more obvious visual indicator to Admiral's parry stance, increased the size of Admirals attacks. - Admiral can no longer use Parry consecutively.
- Preachers can no longer spawn as elites.
- Increased health regen interval of early game chest crystals from 1.2 -> 1.4 seconds.
- Marked Shopkeepers & Crystal Chests as minibosses (can now be killed with traveler's pact).
- Added a new Shopkeeper variant with a different cool hat. - Shopkeepers base health changed from 35 -> 15x2, with brief invulnerability between the two health pools. - Shopkeepers are now less prone to getting instakilled by their own dash attack if parried or interrupted.
- Adjusted Hound collision to stop thrown items from passing over them.
USER INTERFACE
- Reworked skillcard description texts to include upgrade effects in the main text and have highlighted keywords with little stat icons.
- Added Empower bonus info to item tooltips.
- Reworked boss healthbars. - Boss health bars now show burn/chill.
- Added a lil amulet icon onto empty passive item slots.
- Added a tooltip for item rerolls.
- Replaced manafont discount "-cost" text with "free!" for clarity (Conrat) - Added spell interactions to elemental boon keyword info tooltips.
- Made the skillcard available HUD text pulsate a bit more aggressively.
- Added keyword tooltips to skillcard markers on HUD and in Codex. - Added card images for fruits & single player revive. - Cleaned up skillcard marker tooltips a bit.
- Item tooltip on the right side of tab menu should now only be visible while using controller.
- Added some missing items to the Codex.
- Characters now play their formerly-recall animations when selected in the character select screen. - Whiskers is now visible in the 3d character view for Gardener.
- Improved controller pointer visual in character select menu.
- Renamed Instant Infuse to just Infuse in keybindings.
GRAPHICS
- Updated graphics for the galaxy-vortex below the fountains.
- Added new shop rift visuals.
- Added art for a lot of skillcards.
- Fool's Hat now has cloth physics!
BUGFIXES
- Cleanup and adjustments for hurtle character collision logic. - Fixed Windwaltz windblades triggering off of burn damage. - Fixed Windwaltz not being considered a sword. - Fixed rope drones becoming elites. - Fixed some Old Digger jankiness. - Fixed Flashy Cape stun being weird. - Fixed client side shop rifts not digging holes in the floor. (zaprice) - Chronic Injury now displays on the HUD health regen text properly. - Fixed Thunder Projectors continuing to attack while frozen. - Fixed Potion Peddler potions being able to attach to revive penalty cards. (zaprice) - Fixed spike traps not damaging client players. (zaprice) - Fixed target dummies randomly spawning as elites. (Cellestus) - Fixed repeatedly picking Gardener in the character select screen leaving behind duplicates of Whiskers. - Fixed Whiskers having broken collision while perched after being revived until receiving next command. (Aewynne) - Attempted fix to Pure items not appearing Pure for client players. (Aewynne and others) - Wind Blade can no longer push Really Big Weed or Nails. (Cellestus & zaprice) - Chaos no longer loses its card upgrade bonus when traveling between worlds. - Fixed fruit being stealable from vending machines with Go Big or with well timed jumping. (zaprice) - Fixed Boulder Crab being able to turn into an elite when the boulder breaks. - Fixed sending items to pocket while they were on a repair or uninfusion pedestal causing them to clip into the pocket corner and be very loud. (Aewynne & Jazdia) - Fixed buff-based Empower effects not triggering properly on spells. - Fixed Frost Spires taking damage from frost blasts. (Cellestus) - Fixed Rock Crabs briefly latching on and dealing damage when stomped on. (Aewynne) - Rock Crabs should no longer latch onto teammates of a character throwing them. - Attempted to attach shop portals to moving rooms properly. (Cellestus) - Fixed a lot of characters (including all humanoids) not using the correct directional animations when knocked back. - Fixed Solar Automatons not using their knockback animations at all. - Fixed NPC Librarian in Archives Fountain asking you to wait up even if you didn't ignore her. - Fixed client players pulling up a Nail getting stuck holding their arms up, then unequipping their held item for no reason. (Aewynne) - Fixed picking up a passive item while holding another item causing it to be treated as the held item until active slot is swapped. - Fixed enemies using weight for knockback calculations when hit by spikes-type damage. Should fix heavy enemies getting stuck in spike pits and the sort. - Fixed Crossbows being unable to use Item Block. - Fixed AI bug that prevented enemies from jumping over gaps when chasing unless target was also jumping. - Fixed unarmed Mine Workers sometimes forgetting how to punch. - Fixed being able to piledriver a barrel while hiding in it. - Fixed Witness' beams being affected by gravity, causing them to explode on the floor after some distance. - Fixed enchantment visuals ignoring static meshes on items with skeletal meshes.
major background update to support all sorts of displays, wide and square alike!
basic controller support with a virtual cursor, mostly targeted at Steam Deck users. We'll continue working on gamepad usability in later patches - please send us your feedback and ideas!
storyline cooldowns for smoother story flow.
additional storylines and events for the guy who wants to steal some eggs, the guy who wants to turn manure into gold, the guy who wants to find the meaning of life, and the cow.
some night event and other art update.
fixed the fireplace animation.
changed the face on the rejuvenation bottle (It was me, Dio).
Hello hunters! This is a report about the development of a major update that we are currently working on for you. As the update will be quite large and complex, it will require some time to complete. During this process, it's better for us to communicate with you so that you have an understanding of what we're doing and why. Otherwise, some people may form a negative opinion about us if we remain silent.
We are constantly striving to improve the visual aspect of the game. Therefore, we decided to update the crucifixion and incense models, as well as their effects. In addition, we are working on redesigning old maps to make them more relevant after the update.
We decided to change the background of the main menu to a darker and more atmospheric one to create a more immersive experience for users.
We also provided the option to go back to the old background video if someone prefers it to the new one.
Updating old maps will provide a new gaming experience with vivid impressions.
New crucifixion and visual effects
New incense and visual effects
In the next report, we will talk about interesting new features that will be included in the next global update.
We are not talking about everything we have done to maintain interest in the update. The gameplay and visual style may change as work.
This update is coming in hot with multiple new features and Quality Of Life additions/changes!
Lights ON! We've had a lot of positive feedback from players who loved the pickup that would light up the whole level. So now for Easy and Medium difficulties the lights will be always on! Don't worry though, your Photon Gun is still very important (see below). If you are a hardcore Photonic Distress player, you'll be happy to know that the darkness is still there for a challenge in Hard and Impossible modes!
You will now encounter enemies as you go through the level! They are not spawned initially and will only spawn when you get close. Shoot them with your Photon Gun or blast a scan grenade to kill them. Scan grenade also makes them spawn earlier, so be sure to throw it ahead to reveal/spawn enemies! Follow up with another one to kill them or shoot them from afar once they have spawned. Different enemy will have a different effect on you, some of them push you, some of them shock you and the red guy straight up kills your character with his projectiles! Speaking of projectiles, you can deflect an incoming projectile if you shoot it with your Photon Gun. In short these enemies bring a lot of fun and excitement that was missing before!
To make it more enjoyable for everyone we've added checkpoints that will spawn along the way as you progress! No more running all the way from the base. You will now respawn at the checkpoint if you fall off or get killed by an enemy. Of course you can still teleport to the base (if you need to use the Photon Generator for example), and if you have a checkpoint there is a handy new portal on the starting island (there are starting islands now btw) that will take you to your latest checkpoint!
The sliding system has seen a major upgrade. We refactored it to be smoother and more enjoyable. You can not brake while sliding with your Move Backwards (Default - S) input key to control your speed on the sliding surface. Be careful though! Braking is not infinite, and your photon gun has a new symbol that indicates your brake status. Once it starts flashing, you better release the brakes and let it recharge a bit! This update also comes with fun new sliding tiles that are longer and chained for maximum fun factor. If you decide to go for the Hard mode, we've made sliding tiles illuminated, since it was not fun or fair to attempt them in the total darkness.
A lot of polishing, new features and quality of life improvements come with 1.1 update. The cloud savegames are now on. The screen resolutions are no longer hardcoded and all resolutions available to your system are now automatically available. Doors open faster and won't block you anymore when you're bee-lining into your next adventure. Graphical and audio assets have been updated from the 2018 standards. Upgrading your character is faster and with less hassles. Interactable objects now have nice outlines around them. This and a lot more your can read below in a TL;DR update changelog.
Added Checkpoints
Changes to difficulty levels: more checkpoints for all difficulty levels and changes to difficulty per level increase
Add enemies (Red enemy = kills, Blue enemy = shocks, yellow enemy = pushes), you can deflect their projectiles by shooting them with Photon Gun.
Scan grenade spawns enemies and kills spawned enemies
Sliding reworked, you can now use a brake to slow down. Keep an eye on the status symbol on your gun though, if its flashing brakes are not working and you need to stop braking for it to recharge a bit.
Flashlight unlocks at 5 fragments
More sounds in tiles
More Music
Add Voices to NPC's
Shorter Intro logo and warning and ability to skip intros
Game Icon updated
Add outlines for interaction
More tiles
More Loading Screens
Rework Upgrades update scenario in rooms / fix room cutscenes
Cloud Savegames
Graphics updated
Detect native Resolution (Borderless Window is now standard)
EPIC graphics settings on default
Doors quality of life update (opens earlier)
Tile Rework for better gameplay
Rework some animations
Merge all shaders into newest GRIP420 standards
Remove 180 degrees turns
Getting stuck in large Door fixed
Death Animations added
Various Bug fixes
We hope you'll enjoy this update, thank you for your feedback and support. Feel free to join our Discord to talk to us directly and learn more about a new game we are working on.
Sex and the Furry Titty 3: Come Inside, Sweety - shanesmith
Hey there, friends!
Enough teasing - it's time to check out the last two stories from Sex And The Furry Titty 3. What, you've thought that we can't catch up on the process? Well, we probably need some time to...
SWITCH OFF!
Margo is a very busy mistress with a long list of needy boys to look after. She likes control just as much as she likes spending her time on the phone. But she also would like to forget about all of this and relax, leave the whiny men behind and let someone she trusts take care of her and her desperate need to have a bottle of wine.
Lionel just happens to be her best friend who's always up for a good drink. He invites Margo just as she calls him. They spend the time together and discuss their work. Naturally, Lionel has a solution for Margo's problems. In fact, he's one of the best in their field, and he's ready to help a gorgeous woman to relax.
He has a couple suggestions, and so does Margo. They are so ready to have fun together.
Will Lionel be able to take Margo's world into his hands and hold it tight letting her release her inner sub? Or Margo is too dominant to let someone like him to rule the process?
LUSTY MALPRACTICE
See, our Kira loves to help those who are in need. Especially if it's someone as hot as Fred. She's happy to stay and rub some confidence in all the special places, if you know what I mean.
Fred would be glad to be an active participant in the activities Kira has to offer, sadly, he can only take what she gives. But beforehand, he has to understand all the signs Kira has been sending him since she's stepped into his room.
Is Fred smart enough to receive the hints and care from Kira? Will her fantastic abilities rehabilitate his bones and male power? Or is he doomed into having a fight with his broken arms and painful boners until he's healed?
Let's find out together in the upcoming Sex And The Furry Titty 3. Can't wait to spend May, 16th with youːls_heartː
Thank you for all the love, time and passion you've put into my little game so far! I have big ideas for the Early Access, and here's an outline:
huge plans!
This roadmap focuses on the things I want to improve or add in the near future. Once I'm done with most of these, I'll focus on new big adventures, including Act 2 and Act 3. That doesn't mean that there will be a content drought for now: apart from the new parts, outfits and decorations, there're at least 3 more side-quests coming in the next few weeks — your Overseers’ continuous employment at the Fourth Cartel is safe with us.
So, without further ado, let's take a deep dive on different sides of the game.
Factory & Duels
The strategic part of the game requires a bit of polishing, and a lot more content as I see it. There are more departments, engines and policies that I will add in the coming weeks and months. One of the very valid criticisms I've heard is that duels feel a bit dragged out, and this is something I'd like to improve as well.
More departments, engines and cosmetics — ideally, every duel should have a unique reward
Power Rework: activated policies automatically consume power without clicking on the core
Better tooltips: explainers for quirks (Locked, Cursed, etc.), previewing policies before enabling them
More reactive lines, more factory conversations
More reactive & conniving opponents, with different personalities
Opponents' cornerstones and flavor
Adventures
I hear encouraging feedback surrounding the adventures themselves! The biggest problem here seems to be that there's not enough of them, so I better get back to work! One thing I want to improve is the factory development between adventures: for now, Fay improves her health at the hardcoded points in the story, and I want to replace it with something like a skill tree, so you can choose what upgrade is the most important for you at the moment.
Fay’s Skill Tree (select a stat to upgrade after each adventure: health, heal per isle, factory power, etc.)
More side quests involving characters from Displace Bay and No Job Slope
Infinite roguelike adventure
More coping mechanisms & contextual actions (ie, drinking when sitting at a counter in tavern)
World reactive to spellcasting (moving trees, a whirlwind of leaves, etc.)
A unique font for names of all characters
Edge Harbor
Your trusty corporate town feels a bit empty at the moment, and this is an area I want to improve a lot. I've also seen some really fun and creative homes (hello pentagram mugs! staring into the wall! plushie typing the next big novel on the typewriter!), and I want to put some work into that too, and also make it easier to share your beautiful house.
Living up the town: more inhabitants, random events, busy streets
Tavern, townhall, and more interiors
World map improvements, including better lighting, showcasing which adventures you've already visited, and highlighting what adventures you have available
Home improvements:
Stackable decorations
Changeable walls & floors
Photomode
More outfits and outfits colors
A way to obtain the departments the player missed
Better sleep animation and flow
Technical Improvements
The game runs quite stable from what I hear, and the launch went quite smoothly (as much as could be expected!) While I've already fixed a few of the most annoying bugs and spelling errors, there's still room for improvement and polish. Another technical limitation is that the game only supports 16x9 or wider screen ratios, leaving several important devices with black bars at the top and the bottom: Steam Deck, laptops (including MacBooks), and tablets (if you have one of those tablets that run Windows). It will take some time, but this is something I'm eager to work on.
Support for Steam Deck and other handhelds
Support for 16x10 and taller screen ratios
macOS version beta — this might take awhile
UI scaling — this might take awhile
Big sound design improvements
Varying level-of-detail models
Bug & spelling fixes
In Conclusion
So, for now — I have my work cut out for me! While I don't want to commit to a date prematurely, I expect the full release to happen in very early 2025 (don’t quote me on this!). I will continue to release updates all the way up to release, so please stay tuned, and thank you for your support — it means a lot to me.
Come chat with me at the Discord if you have any questions, concerns, or bug reports, or just want to follow the development a bit closer.
I've been hard at work crafting Oceans for the World of Wildaria. You know I never thought I would get to add oceans, it was always a distant idea, a pipe dream. But as I started building the biome with diving mechanics and swimming. It all fell together. I think the diving mechanics with underwater combat is unique in the genre, let alone the art style. I was inspired by the California coast line growing up with Garabaldis and kelp forests and my times spent in warmer tropical waters snorkeling. The Ocean is an amazing domain, on our earth. It is taken for granted, I tried to do it justice, but it need so much more depth (literally haha).
But for now here is what is new in "An Ocean Odyssey" 1.1.1 Update for Wildaria:
New Ocean Biomes (plus amazing new Ocean music)
New Diving Mechanic - SPACE to dive and resurface (with bubble helmet :))
New Beaches and shallows - and ability to add specific biome generation features with biome weight
New Kelp Forests and Kelp edible Item
New Coral Reefs with Sea Urchins that drop edible Uni item
New Palm Trees and Monsterra plants on beaches
Fixed many bugs that were as old as time
That's pretty much everything. Excited for the next Wildaria Update, it will either be a pet update or caves update. Please leave any feedback or bug reports on the indev version (demo) in the discord!
Increase special map boss explosion rate Opening difficulty selection: cannot be modified after entering the game Simple (unlimited, explosive strengthening equipment, can be given as a gift) ordinary difficulty