Hey. Guess who forgot about responsibilitiiiiieeees
How long has it been? Uh. Two? Two years? Am I reading that right? Huh. Well. Guess we should drop some stuff on you guys! With something that long, we do have quite a few things to share and speak about. So before we touch upon any of the more "boring stuff", let's get the most interesting out of the way!
This will be the last time you will hear the name "Aftermath"
As some may have noticed (due to technical difficulties and accidental leaks, oops), the game is no longer titled OneShot: Aftermath. The new official title from here onwards is [Project: OXALIS]. It was not an easy choice to let go of Aftermath due to how well known it is, but there were many factors, especially many internal and personal ones, that in our eyes made this choice to be a necessary one. It was simply hard for us to continue progress on a game with a name that didn't have anything to do with it. There is a narrative reason for this name change as well, however, no spoilers! When the game is released, the title will tie in nicely, rest assured. We also know that [OXALIS] is, on the surface, not exactly tied to OneShot, nor gives off the vibes that it's related, but do note the heavy presence of clovers in the base game and in our promotional material. Now, note that "Oxalis" is similar to the family this plant is part of, but not quite the same, as the Oxalis Deppei is known as a "false clover". Have fun with speculation. In time, promotional material as well as the Steam and itch.io pages will be updated to reflect this.
Visual and audio stuff!
So! A lot of things have been tweaked and improved over the past bit of time we've shown. For one, the brand new animation of Teridae handing Niko a photo during the newly reworked dinner scene is now finally finished! There's also many more animations to come within the game as well! Now, some of you may be wondering of the photo she shares with Niko! While this is slight spoiler territory, y'all have been so patient and I would LOVE to see the discourse that this causes. So behold!: Feel free to go crazy with theories in the Discord and socials, I will love to see all of them.
Speaking of the bird people, recently, we decided that Moxie's face sprites still needed a little bit more tweaking before the final demo went public. So, Maeve sat down, and thus we now have the final version of Moxie's face sprites. I (💜birbohex💜) think they've turned out excellent. Here's a sneak at four of these! Moxie will now have a lot more variation in faces, so she's no longer looking perpetually grumpy. Even if she's a bit of a grump, she's not a total downer and loves her family!
We've been tweaking with the ideas of having more details to see in the world, such as more foliage, wildlife, and things of that sort in many of our locations. One of which would be the Barrens! Here, we can see some decoration pieces of rubble, piles of old robot parts and other scraps left over, and pipelines from facilities. We felt we should fill the world more for immersion and world building, to make things seem more lived in and to make sure that the world gets as much love as the characters do. This can also be seen in the Glen (specifically the Docks, in this example), though note some of these assets are subject to change! Not all expanded detail is complete and will take some time to get down right, especially within the Glen. Though, these ARE finalized! Look at these! Baskets! Baskerts! No! Just Baskets!
New CGs have been in the works for a while, one of the more prominent ones being this one from the Barrens. This example is a WIP, but will be expanded upon in the future! And don't think that's the only one we have up our sleeves! We have a new opening CG for the Barrens in progress as well!
There's plenty more down the pipeline too! Things such as new s
[New transmission received. Playback starting now.] ... . . . [No. None of this is right... It can't be. Clearly something must be manipulating me. There's no other explanation for how this code seems to be melding itself so sufficiently to my existing data. What has the Player done to me? How can I stop this from spreading further?] [It's finding its way into every corner, every crevice of my code. And what makes it worse... it fits. Like it belongs.] [It's like it's a puzzle piece. Any void, now filled. Slotted in with perfect shape. And I'm scared of it.] [This world. These people. Are now at the mercy of the player's actions. Again. It's only a matter of time before Niko returns. And worst of all... I feel something moving inside. Searching.]
ongs to the soundtrack! The following uploads aren't going to be unlisted and are a devlog exclusive! Enjoy!
[MISSING_DATA] will from here on out be replacing Asunder as the new menu theme and soundtrack motif. Changing the song outright from the last versions of the game was a bit of a hard decision to do, as many people liked it and thought it very much fit the game, but in the end we agreed that this would be the best choice. Especially as now, the themes and general environment is very different from the original vision for the game. Working on something since 2018 will do that to you. SingABrightSong did an excellent job for what the game was back then, but as the game as evolved over time, it was time for the soundtrack to start reflecting that (and the same goes for the visuals, as seen with the overhauls). Much love to Asunder, Dreaming of Time, and [INTERRUPT] in their retirement. Those tracks will likely see the light of day again in an official form again in the future, but will remain outside of the game. As for the other two new tracks, they lean more on the ambient side of things, made to set moods and thought. They're made to fit in their respective locations, and we're excited to see people's reactions! Terra (smol machine) has knocked it out of the park as always. Now joining the soundtrack team is Pigeon Scratch, callistoAshley, and me, 💜birbohex💜, so expect some more artist variation compared to previous releases!
Programming Hell.
As we have stated in the past, one thing that was holding back progress for the game the longest time was the state it was in from a programming perspective. Due to us having to program a new and custom engine for both game and text, it meant that anything relating to the gameplay such as maps and puzzles were incapable of being developed. This, while worth it for a long list of reasons, has caused plenty of months of headache to go by where the only progress on the game being done was making sure the settings menu didn't crash the entire game and our computers for some reason. Thankfully, as it currently stands, the only two things left on the current programming list is the settings menu (which still currently crashes the game, lol), and a Linux build for those whom don't use windows. Sadly for Mac users, we still don't have plans for supporting that OS. Trust us when we say we would if we could, but the way the game works means it just won't work out. On the bright side, this means that development, at least on the Windows side of things, can finally continue! Our program lead Ashley plans on writing a blog about the development of it, so when fae do, we'll be sure to update you all on it.
Side content / Developer shenanigans!
As for stuff we've done since the last log, here's some updates! We now have an official website, containing OneShot: Aftermath FAQs, easter eggs, member bios, and much more down the line! At the moment it's in its early stages, but the pages that are public are all finished at least! Yay! Our main goal is to celebrate the feel of the old internet, and to bring back the fun to "professional websites". We ain't corporate, that's for sure! You can visit us at https://eternabyte.dev/!
We also now have a new page for our Patreon supporters to be shouted out! going to /6.html will bring you to a fun fish aquarium featuring our most certainly iconic 6.png background! beware of fish mode
Speaking of, said Patreon also has some info that we are not publishing within this devlog, such as things relating to specifics of development, song WIPs, and more. This is certainly not a full dump of what we have there, just due to the spoiler-y nature of a lot of it's contents. Would be a shame if we showed some stuff early! :D
We're currently discussing optional side content too, and at the moment, we have a bit of stuff planned! Since we don't see too deep in the Ruins, nor it's backstory in base game, we're adding a new optional location called the "Deep Ruins", similar to the Deep Mines in Solstice, though significantly expanded upon. This will be a location to learn more of the Glen's indigenous culture, as well as some insight onto what the Ruins might of been like before the flooding and collapse of the world. This area is still in the conceptual phase, however, when we get the visual design down for how that will look, expect to see it! Hopefully, that will be included in the next devlog.
Sadly, we don't have many sillies to share like the last two, as development has almost exclusively been revolving around programming, and that would be just a wall of text. We... aren't doing that to you all, and there aren't silly developer notes inside there anyways as far as I know.
And finally, thank you.
Thank you all, really. We know this has been a very, very flawed development cycle. It's our first game, and an incredibly ambitious one at that. Being kids, we very quickly went in over our heads with what we wanted to do, and now as adults, we're obligated to live up to those promises. Your patience through radio silence, stagnation, the lack of playable content, and more means literally everything to us, and is one of the major reasons we've never quit. You inspire us to make sure that this project will live up to everything we hope it will, and we especially hope that this will live up to the (non-overblown) hype that is surrounding it!
From the bottom of all our hearts, thank you. We'll never be able to say it enough. We hope to see you again here soon.
Let's start with the attribute system. I've already discussed the traits/attributes that I'm including in the game. Today, I will share more information about it and a few GIFs to show the effect it will have on the gameplay.
There are two types of attributes:
Primary: Stamina and Health Secondary: Bladder, Hygiene, Hunger, Smoking, Alcohol, Drugs
We now have multiple effects to show if the player is running low on any of the attributes. For example, for low Stamina (wobble effect).
When a character drinks too much alcohol
After consumption of pills
In the past, I've written about how I'm planning to deal with Smoking, Alcohol & Drugs. They are unlockable with levels attached to them. For example, if a player smokes, only then do they get the Smoking attribute. Here are the withdrawal symptoms for each of them. They are animation effects with adverse effects on other attributes. For instance, if you have diarrhea, your character's Bladder attribute will keep falling down quickly. For insomnia, even when you go to sleep, your character will be forcefully woken up after a few minutes. As I said, I don't want to keep punishing players, but neither do I want to encourage the consumption of these substances. Don't worry, there are ways to fix them. You can have non-alcoholic beer or nicotine gum to reduce symptoms and slowly bring down the level, or you can keep buying and consuming them. The end result will be an accidental death with a heart attack or cancer (this is an extremely rare scenario, though). I will keep improving and changing these features during Early Access with your participation.
WITHDRAWAL SYMPTOMS:
Smoking withdrawal: Slower stamina recovery or reduced maximum stamina until the craving is satisfied Increased appetite and weight gain
Alcohol withdrawal: Nausea and vomiting, with appropriate animations and sound effects Headaches, represented by the character holding their head or squinting Insomnia
Drug withdrawal: Insomnia, leading to slower stamina recovery when sleeping or resting Nausea, vomiting, and diarrhea Abdominal cramps Fatigue and sleepiness
Ragdolls:The game now supports ragdolls, bringing out realism in the player's falling animation. It looks natural when someone pushes them or collides with them while running.
UI Improvements: We now have a nice circular tab for the inventory system. You can easily consume items or trade them with other prisoners.
Each character attribute will have its own indicator. You can see the current state with nice transitions. As shown in the below GIFs, once the player goes to sleep, their other attributes like hunger, hygiene, and bladder will pop up. They are tied to the time system in the game.
MISC: I've added a face mask. If you are going on a raid or going to commit a crime, it's better to wear it before doing so, as it will make your character anonymous. You won't have to worry about payback from rival gang members or the police. The interaction part is also done. Each and every character (player & AI) can now sit on a chair, use the toilet, sleep, and perform all interactions. We also have an FOV slider for the camera and settings to let you control almost all graphical aspects of the game.
Added a blood effect when you hit a player in the head. Looks cool, lol.
Another simple but amazing addition is to let the player control the camera distance.
The player can do exercises like weightlifting. There are a total of 4 different exercises included in the game for now. Doing them will improve the stamina level of the character.
Here are the items you can buy from other prisoners:
Candy bars (Snickers, Twix, etc.)
Chocolate bars
Protein Bars
Canned Food (Veg/Non-Veg)
Apples, Pears, Peaches
Biscuits
Beer, Whiskey, Rum
Tonics, Health tonics (different types to cure different traits like diarrhea, etc.)
Non-alcoholic beer, Nicotine gum, Ginseng or valerian root supplements
Performance Improvements:
Each character will consume 15 fewer draw calls. I've finally figured out a way to fake shadows for each character. It will be helpful for anyone running the game on low-end hardware. Also fixed shadow culling, so no more shadow pop-ups, and it looks much more natural.
Added vision to each character, which also helps reduce the overall load on the CPU and GPU.
Added an LOD system for the motion matching system. It helps a lot when we have multiple characters on the screen. The work is multithreaded, so they will be more efficient.
I've submitted the game build for playtesting. Hoping to get it accepted by Steam sometime next week, so hopefully, I can start playtesting soon.
I just released Update 1.43.435 with some fixes, mainly localization related.
One more content update
InfraSpace is getting close to being a finished game. We hit 1.0 in October and have fixed almost all of the bugs since then. We will continue to fix bugs that come up for a long time, so please keep posting about them when they happen to you.
In terms of content, there is 1 more update coming: It will release our 4th map for InfraSpace, which will require a lot more usage of the spaceship laser cannon and gondolas to traverse the terrain. More details in a future post.
New Game in the Works
Since InfraSpace is pretty much finished now, but it's not a "forever game" that we can afford to update indefinitely, we have been cooking up our next game in the background for the last 5 months.
With InfraSpace we learned a lot, especially regarding software quality. We want to apply a lot of these lessons and have built a really good foundation, that should lead to a lot less bugs than InfraSpace had at some points in it's development.
The next game will be a bit closer to our first game, Founders' Fortune, but there are definitely going to be some production chains and some opportunities for optimization if you're so inclined.
Let me know if there is interest in the InfraSpace community to join a closed Alpha or a mailing list and I'll see what I can do once the game is ready :)
Thanks again for the feedback and the support. Let me know if you find any more issues with InfraSpace or something that needs to be fixed and as always, Happy playing!
We would like to inform you that due to very limited interest in the production, development work on the game after the latest update has been put on hold. The game remains in early access due to the limited number of players who have had the opportunity to test the game and the potential bugs that may continue to exist. We encourage you to purchase with caution, given the above information.
The game will soon be withdrawn from further sale.
Fixed books created by colonist writers not appearing in your storage
Fixed children getting a bad thought about not getting paid enough salary right after growing up.
Updated some translations.
Since Founders' Fortune is a finished game, I don't check by the forums as often anymore. Still, if there are any other bugs I have missed, let me know in the comments. I hope you've been enjoying the game!
New Game in the Works
For the last 5 months we've been working on a new game. We have learned a lot during the development of both Founders' Fortune and InfraSpace and hope to apply it all to make our 3rd game the best one yet. If you enjoy Founders' Fortune, you might be happy to know it goes a little bit into that direction again...
Though there are some major differences to Founders' Fortune, too. It's more of the similar atmosphere, and a different-but-related genre.
Let me know if there is interest in the Founders' Fortune community for signing up to a closed Alpha or to a mailing list and I'll see what I can do once the game is ready :)
Thanks again for all the feedback and support and once again, Happy playing!
The third weekly update for 'Shell of a King' is here. As always, if you find any bugs, especially game-breaking ones please let me know via the official discord! I can always revert to an earlier update if something breaks. Change List:
Add 'take damage' red vignette effect, toggleable defaulted to on
Add small player healthbar, toggleable defaulted to off
Add ROTMG camera speed presets
Add 2k and 4k resolution options (largely untested)
Add shortcut to wishing pool when returning Book of Relics to the Archivist
Add Sthena quest marker to chapel if chose 'No' when answering her question
Put black background behind map
Improve visibility of purple ground tiles in lower sewers
Add a barrior preventing you from skipping to Queen's Pet
Prevent loud sounds when many projectiles hit an enemy at once
At last we have solved the majority of the issues with website transfer, Steam, Daily Bonus, payments and vice versa (but in case you have further issues to report, don’t hesitate to open a new support ticket). To thank you for your patience, we have prepared a gift for you.
The gift contains the following items:
7 days of Premium Time
3 Platinum Battlefield Glory boost tokens
3 Platinum Loot Crates
300 Gold
The gift can be obtained via our Web Shop.
Once again, thank you for sticking with us through thick and thin and, as always: