Beluga Lake is a residential district of New Noir City, lots of small apartment buildings near the lake, a nice view and a large concentration of powerful machines in the center of SEITEN's fleet.
The new area is classified a Red danger zone, every single enemy has as much HP as regular bosses, there's enemies and structures with new diverse skills that will surprise you and most of all...
Athena Battlestation
Sitting in the first Black danger zone block, this massive ship has enormous firepower and endurance, it won't go down in one attempt, it has two hangars with fighter jets that will constantly attack you as well as absorb damage from your projectiles to protect Athena.
Illustrious | The first Generation 2 Battleship girl you can try
A girl with a powerful kit and a nasty attitude comes to cause havoc. If you manage to conquer Beluga Lake, you will be rewarded(or punished depending on how you see it) with Illustrious, one of the three Battleship sisters who comes from the fictional country of Britain, or so she says. Illustrious will treat you like trash and bully you, but if you manage to impress her she will start treating you well. Her kit plays around her personality, if you land her airstrikes properly, your cooldown will reset, enabling you to recast the skill as long as you don't mess up, if you do mess up, it will be extended and you will suffer a defense cut.
You can't fix her.
Illustrious is voiced by Rachel Herring, an amazing British VA and you can follow her in X/Twitter.
Archive and general layout changes
I rebuilt the Archive! Now it's easier to navigate and efficient for future updates, and as you will see, it gives me a lot of room to add new features in the future like unlockable pics and stories, but for now, this is the start of something cool.
Changed the hud in the city so that it doesn't get in the way of your shooting, I also made the Auriga more compact and easier to navigate, Arris is faster now too, you'll get to do what you want quicker.
Now Hex will comment on the number of alfajores you steal from her, the dialogues change every 10 alfajores and it ends at 200 for now, disappointing, I know, but I'll add many more as soon as I get a second of free time in a couple days, these are surprisingly easy to produce so hey, people seem to like stealing from that box for some reason.
Obstacles and challenges
The lag glitch is being a pain to kill, and telling players to restart their game to fix it doesn't sit well with me, I'll focus my attention into it more.
Collabs!
I'll start working on the Collab characters, there's 7 of them on queue, but there's one that is HUGE, and I mean, ENORMOUS, LARGE, but you'll see what I mean, please stay tuned to my X/Twitter where I will announce it soon.
Kickstarter | The final lap
We are days away! We've met all the stretch goals! That means the game will have 300 Maidbots, a lorebook, an official song...though I want many but we will see, and professional Marketing/Administration assistance that is very needed so I can focus on development and deliver updates faster.
All money raised past the final stretch will be used to pay Voice Actors, we are gonna have a LOT of characters so please share the campaign if you can and want to.
Thank you for trusting me for this, special thanks to the players that have been helping in the Wiki, being vocal about the game, reporting bugs, uploading amazing gameplay and helping in general. Not gonna lie, this is being a tough challenge, but it's the kinda challenge that makes life worth living, knowing you are there brings me joy unlike anything else.
Thank you for reading, for the end I saved this precious Zero fanart by TheGenieA1
Lately we have received many reports of poor performance in the game on some machines. I hope you didn't wait too long, because all this time we have been working on optimization and performance. As a result, DLSS and FSR were integrated into the project, significantly increasing performance, as well as a number of other optimization edits that allowed us to gain a certain number of frames without losing image quality.
DLSS
The DLSS image enhancement algorithm allows you to increase the maximum resolution values, which ultimately directly affects the “playability” of the content and promotes deep immersion in it.
Fidelity FX Super Resolution
Fidelity FX Super Resolution is a real-time image scaling technology that allows you to increase productivity with minimal loss of final image quality.
Updates and changes
New control tips and new content have also been added:
The ship interface has been redesigned: it now has control tips and only the necessary information is displayed
The character interface has been redesigned, namely, a hint on the main keys for interacting with interfaces and the outside world has been added.
Now there is no need to hold down the compass key. Now it is always displayed. You can also turn off its display using the C key.
Added interface for tasks and orders. Now you can prioritize the tasks you are performing and hide those that you plan to do later or completely refuse to complete them.
A spyglass has been added, allowing you to see threats in time and adjust the course of your ship
Bug fixes
In addition to this, critical problems were eliminated that prevented players from receiving part of the game’s content:
Fixed a bug where the character would hang in the air when equipping a weapon while controlling the ship
Fixed a bug where NPCs disappeared after talking to them
Fixed a bug where it was possible to skip the starting tasks and sail on a ship, thereby breaking the passage
Fixed a bug due to which NPC weapons glowed as an item for pickup
Fixed a bug due to which additional cannons could fire in a circle
Fixed a bug where islands did not appear while sailing on a ship
This update brings a few additions as well as several fixes and adjustments mainly from things that were made known from the many games that were played over Memorial Day weekend at Hanabi Con. Thank you to everyone who stopped by and played Squarena!
Update Highlights
Added bounce pads to the corners of "Hot Potato", "Soccer" and "Basketball" arenas.
Made various obstacle adjustments in "Square Up!" game mode.
Created a new "goalie" object to replace the standard moving platforms on the "Soccer" arena.
Fixed a bug that would cause vibration to stay enabled if you paused right as it started.
Fixed a slight visual overlap in the secret arena.
Fixed a bug that made players able to shoot teleport without aiming. (it would just shoot to the right)
Fixed a crash that could happen if another player tried to pause the game after someone had already paused.
Fixed a bug that wouldn't allow mega shots to add energy to a charging portal.
Fixed health setting affecting the size of your character in "Square Up!" game mode.
Fixed a bug with setting reverse gravity and playing any of the race modes. The gravity is intentionally unaffected in these modes, but would still reverse jump direction.
Fixed a bug that would cause a player to spawn for each controller connected in the tutorial, even if they hadn't joined the lobby.
Removed the soccer balls that were embedded into the wall in "Square Up!".
Hello Adventurer's! This week's update is very exciting! We have decided to start bringing the new features from the Lil Green update! New mechanics for the Swooper, and some new assets have appeared around the map! We hope you all enjoy!
Pinhead Fixed 2 animations that were playing twice, causing double reloads and some visual jank Reworked the reticle to be more precise
Estoria The tunnel has been redone Vault Doors and Hacking terminals have been added to areas around the map Some lights and doors have been fixed All three towers have been revisited to make the platforming better
Swooper We have enabled some of the new features for the swoopers from the little green update Swooper will no longer dive or spit at the player if the player is being carried Cleaned up some logic for when the pinhead is grabbed by the swooper Removed initial hit when the swooper grabs the player, added that damage to the toss Changed some sounds to better indicate when the swooper is about to attack
Spiker Hit protection regained at the correct time after being stunned
Statues Fixed a dupe glitch
As always, feel free to follow us on X, Youtube, or here on the Steam forums!
[edit - I've uploaded a new version 5.261 which should address some of the controllers being at weird angles. I've also done a load of testing on different headsets and have only found the hand tracking to work on the Quest 2 and 3. My implementation is using XRhands which is not hardware locked so if the other headsets support it it should work. I will have to continue to look into what headsets will allow hand tracking and make a compatibility list.
This will be interesting when I start building with the hand tracking for Standalone as I know both Pico and Quest support it so hopefully they will both pick it up. Regardless let me know your experiences and what you'd like to see :).]
Hi everyone
So I've been working on a load of updates including a bit of a overhaul of the VR controller detection system. This has included the addition of hand tracking. So a quick overview.
This is a quick post so lacking a bit of detail as I wanted to get this release out so people can try it. The control system has been worked on so let me know if you have any issues.
A quick note. Hand tracking isn't on as default. It will be disable in the settings/input menu. Switch it on and it should start working. I've only tested this with the Quest 3 but it should work on other headsets as well as it's using XRhands.
Updates:
Mouse right click plays/pauses.
Mouse doesn't get locked to screen when playing in locked panning and full screen cinema mode.
Direct audio option added to audio menu.
Hand tracking.
Hand Tracking
This is the first release of this so it's a little rough around the edges. Hand tracking is a mystic art and anything that feels like it's working is a win. This is how it works.
Control panel use If you open your palm up with your thumb out the control panel will appear on your palm. You can then push the buttons on your palm. They should do all the things you expect that it does.
Pinch menu use Put your hand into a pinch gesture (without the palm one above) and the laser will link to your hand. You can then pinch to select items on the menus. This should work just like the controllers with the trigger.
Is that it?
Yes. Well no. This is the first release and I want to make it much more usable. This is the first release to give people a chance to try it and hopefully let me know what's working, what's not and how I can improve it. I will continue to work on it but your feedback is very welcome. Please let me know what you think :)
And finally
This was a quick release update but took a long time to do. Hopefully it works well and I very much want to hear what you think. Again, positive reviews are always welcome as well as feedback and bug reports.