This is our final update for 'Alice: Through the Fey Realm'. We are grateful for all of your help and feedback throughout the development of this project made by 3rd year students from Breda University of Applied Sciences. This update includes:
Added cutscenes to the start and end of the game.
Added several audio improvements (e.g. character dialogue audio, equipment usage audio, credits background music, overall audio level adjustments).
Added cooldown to dialogue response selection.
Removed several punctuation and spelling errors.
Several small improvements in the quests and dialogue based on player feedback.
Fixed bug in tutorial that required the player to delete their local appdata to progress.
Optimized the hidden Frikandellenbroodje. (Shhh, don't tell the others!)
We won't be updating the game anymore as we've reached the end of our development process on this student project. This does mean that there might be some minor bugs left in the game for which you'll have to forgive us. Thank you all so much for your love and support.
Real Girl 3 is an interactive virtual sex simulation game. Fully immersive with or without VR, it offers extensive customization options, allowing you to create and personalize countless girls to bring the girl of your dreams to life. The graphics are incredibly realistic, ensuring an unparalleled visual experience.
Check out our customization screen: create as many girls as you want, or personalize the pre-created ones!
We are thrilled to present this game to our users. Real Girl 3 promises to deliver an experience like no other, pushing the boundaries of what's possible in virtual reality and interactive gaming. You'll find yourself completely immersed, interacting with stunningly beautiful women in a way that feels entirely real.
Prepare to be amazed by the level of detail and the depth of interaction that Real Girl 3 offers. There’s truly nothing on the market today that compares to this game. Get ready to explore, customize, and connect with the virtual girls of your dreams.
Get ready, nonogram-loving detectives! It's time to embark on a journey full of mysteries with our intrepid feline investigator, SherloCat! Discover the locations that are part of the game and get ready to unravel puzzles in each of them:
Espírito Santo: The starting point of this exciting investigation. Among paradisiacal beaches and charming cities, uncover the first secrets of this puzzle. Stay tuned for more updates and new locations coming soon! Convento da Penha
Built in 1558 by Frei Pedro Palácios, it is one of the oldest sanctuaries in Brazil.
Offers an incredible panoramic view of the city of Vila Velha and the neighboring beaches.
Spiritual and tourist refuge accessible by trail or vehicle.
Pedra da Cebola
The curious name derives from the resemblance of the rock to a sliced onion.
It is one of the main points for outdoor leisure and recreation in Vitória, with hiking trails and picnic areas.
The site also hosts cultural and sports events throughout the year.
Pedra Frade e a Freira
Impressive rock formations in Cachoeiro de Itapemirim-ES.
Attraction for nature lovers and climbers.
Stunning mountainous landscape accessible by trails.
Praça do Papa
Named in honor of Pope John Paul II's visit in 1980.
Spectacular views of the city and the Bay of Vitória.
Venue for cultural events and leisure moments.
Pedra Azul
One of Espírito Santo's most famous postcards.
The bluish coloration of the rock is due to the sunlight's effect on minerals present in the rock.
The region is highly sought after by ecotourism enthusiasts, offering trails, waterfalls, and rich biodiversity.
Cachoeira de Matilde
Nature spectacle in Alfredo Chaves.
Features an impressive waterfall, surrounded by lush Atlantic Forest vegetation.
Great spot for swimming and nature contemplation.
Mosteiro Zen Morro da Vargem
Founded in 1974, it is one of the first Zen Buddhist monasteries in Brazil.
Offers spiritual retreats, meditation courses, and practices aimed at personal development.
Known for its peaceful atmosphere and beautiful natural landscapes around it.
Projeto Tamar
Conservation of sea turtles in various locations.
Educational information and interactive experiences.
Contributes to the preservation of marine biodiversity.
Farol de Santa Luzia
Built in 1870, it is one of the oldest in Brazil and still in operation.
Located in Vitória, it offers a panoramic view of the city and the bay.
Important historical and tourist landmark, attracting visitors interested in the maritime history of the region.
Terceira Ponte
Inaugurated in 1991, it is one of the main connections between Vitória and Vila Velha.
Spans 3,322 meters in length, making it one of the largest bridges in Brazil.
In addition to facilitating traffic between the two cities, it offers a breathtaking view of Vitória Bay.
Basílica de Santo Antônio
Located in Vitória, it is one of the most important Catholic churches in the state.
Built in the 16th century, it features colonial architecture and is dedicated to Saint Anthony of Padua.
Houses various religious relics and is a pilgrimage site for believers in the region.
Museu Mello Leitão
Located in Santa Teresa, it is a natural history museum that houses a vast collection of taxidermied animals, minerals, and fossils.
Founded in 1949, it is considered one of the most important natural history museums in Brazil.
In addition to permanent exhibitions, the museum promotes educational and scientific activities for the public.
I hope your clans are doing well, I will tell you about this week's announcements.
Minor improvement:
Camera movement in the battle scene has been made possible by holding down the middle mouse button as well as using the "W-A-S-D" keys.
Bug fixes:
Errors in the UI section related to different screen resolutions have been fixed.
After drawing a path for an army, when the path was drawn again, the army would follow a part of the previously drawn path and then return to the new path. The error has been fixed.
While drawing a path for the army, the drawn path may not be visible, the error has been fixed.
Hi! I'll be pushing the latest build and transition to full release in the very near future. At the moment, I'm implementing steam achievements. This probably won't take me long so keep an eye out for the full release!
While the previous update focused on significantly improving the visuals, this one addresses content and game systems.
We've made significant adjustments to the game balance, revamped enemy sets, revised the job system, added new maps, and more. Both visible and behind-the-scenes aspects have been updated.
The difficulty has been adjusted significantly.
Previously, the game was about whether you could barely clear it. Now, reaching the target floor, the 15th floor, will be relatively easy. Instead, the focus has shifted to competing on how quickly you can reach it.
This patch is meant to smooth out some of the gameplay issues that come with endless mode. The goal of endless mode is to provide an increasingly-hard but increasingly open sandbox for you to play in. Of course there's a limit to how much fun the game can be with its systems, weapons, and enemies. So, the idea of an endless mode is really just a lie because really you should be dead by around the 20 minute mark ːsteamhappyː (but in a fun way).
HEALTH SCALING:
Enemy health steadily increases over the course of a round. By wave 20, most enemies will have 1.5X their base health. By wave 40 they'll have double. Certain enemies scale faster, like the Cylinder, Airship, and Obliterator.
WEAPON BALANCE:
-A fully charged Microwave Beam is no longer heat-cancelable. Spamming the giga beam was way too strong. -The microwave beam is now impacted by "Expensive Rounds".
-The Neutrino Cannon projectiles have been tweaked a bit. They now have a maximum speed, maximum amount of enemies they can hit, and bounce off plasma shields. However, they now double their velocity and increase their friction with each tick they're inside something. Basically this means you'll get the most bang for you buck if you shove the barrel right into an enemy before firing.
-SMGs shield damage slightly reduced
CHANGES:
-The upgrade "Expensive Rounds" can now show up again around wave 19. -New fight for wave 21. As well as changes to the compositions of the waves after 20. -Cylinders dash attack deals better damage to the enemies it runs over. -Added a minimum amount of time the Cylinder should be on the ground before it can jump again. -Cylinder slowly tracks the player as its landing. -The CUBE is less accurate. -Easier to see the explosion radius of active falling bombs. -Increased the ammo refill rate of weapons that you're not currently holding.
FIXES:
-Shlugoids now ACTUALLY don't get stuck inside rocks. For real this time I promise. -Your hitbox is back to its previous size (it was accidentally larger). -Running into turrets before they've landed. -Turrets not firing the right amount of bullets. -Dropships flickering in and out of our mortal plane. -You can no longer die to a falling bomb while leaving a map.
Remove a log function that was taking 7ms (!!!) on my laptop whenever a building or conveyor was placed. Hopefully this fixes the lag other people have been seeing.
This update is also only accessible by switching to our Experimental branches (instructions on how to do so here) - although please be aware they have slower load times and worse performance than normal builds due to the extra logging they contain!
Gameplay Changes:
Added research text for the Ultradense Alloys and Biosurvey Array research projects.
Sentinel Module now has a 360-degree vision arc (and the item tooltip reflects this).
Added a death sound for the Servitors so they no longer scream like humans.
Bug reporter tool will now delete excess Xenonauts 2 crash zips if you have more than 25 on your machine.
Bugfixes:
Fixed a hang on the AI turn that could hardlock the entire game.
Fixed Secton eyes always glowing purple when the unit is moving, even if Psionic Triangulation is not active.
Fixed an issue where moving items in the soldier inventory could lead to "ghost" temporary duplicate items being created, which could cause crashes if interacted with.
Fixed replacing a weapon on the soldier equip screen not also updating the ammo clips if the weapon in question was an upgraded Laser.
Fixed the game incorrectly showing the "quicksave completed" popup if you quicksaved with another pop-up open (as that will prevent the quicksave being made).
Fixed multi-shot UFO weapons in the air combat (e.g. on Cruisers) continuing to fire the remainder of the burst even if you pause the game, or destroy the UFO.
Fixed a bug where the player was not being given notifications when alien units suffered a morale break and panicked, fled or berserked if they were not directly in the vision cone of a Xenonaut soldier. This "fixes" a bug where suppressed Sectons were still performing overwatch fire - what is actually happening here is that they're suffering a morale break after the death of a nearby Psyon and are berserking, but the game wasn't giving a notification.
Help Us Improve The Game!
Thank you so much for your continued support of Xenonauts 2! We genuinely appreciate all the feedback you’ve provided. Your thoughts are incredibly valuable to us, so we invite you to share a Steam review to help us keep improving the game.
Dear Whispers in the Moss community! I'm happy to announce the 1.1 update, which will provide many important tweaks to improve the game experience further. For a full update log, check below.
While the game has received excellent feedback, I've been diligently taking notes on all the criticism, suggestions, and ideas too. By far, the thing that has received the most mentions in this regard is the UI and especially the clunky saving. The update provides an important fix with a Quick Save feature, quickly available as you step on any Save Crystal.
Another wish I've heard from many players regards the bestiary, and how it should be accessible in-game too. This turned out very challenging to implement since I had coded the bestiary system in a way that was not compatible with this idea. It took me a pretty long time, but I'm happy to announce that I did manage to squeeze it in eventually. The bestiary is now available from the 'Hunts' menu by pressing ENTER.
I wanted to add native gamepad support too, but it will have to wait because I wanted to get this update out quicker. Anyway, there is some good news for SteamDeck users, as according to several reviewers and test players, the game should be functional with the SteamDeck, although you'll have to adjust the controls manually. I haven't tested it myself, and the game is not verified, but feel free to give the demo or the full version a try. There are also several third-party apps that allow game controllers to emulate keyboard input, but I do realize it's a clunky extra step for the player. Hopefully one for the future.
The 1.1 update does not include new story content. As far as I'm aware, only a handful of players have finished Whispers in the Moss by now, and I'm not aware of anyone approaching a 100 % run either yet, so additional content didn't seem relevant yet. If you think you're having a strong run, I'd love to hear from you! Feel free to share a screenshot of your Hunts/Skills/Status tabs or your Bestiary-% and show them off to fellow players (and me!).
Anyway, I hope you enjoy the new features. Keep those suggestions coming!
Best regards, – Tapio
Quick Save: Added a 'Quick Save' feature when stepping on a Save Crystal. Will save on slot #1.
Quit to Desktop: Added a 'Quit to Desktop' option in the game menu.
Bestiary Access: You can now view the bestiary in-game by pressing ENTER when the 'Hunts' tab is open in the menu.
Venom Balance: Made Rosemary items much cheaper to balance the venom status effect.
Venom Bug Fix: Character's HP amount in the menu will now update as a character takes field venom damage (the bug prevented the menu from updating, and you couldn't see the damage taken).
Item Shop: When browsing for items in an item shop, you can now see the equipped status of jewel-type items.
Improved Interactions: Increased the interaction/activation area for various places and objects.
Fishing Minigame: Some balance and bug fixes applied to the fishing minigame.
Capture Skill: Adjusted the success rate for Veda's 'Capture' skill.
Steal Skill: Adjusted the success rate for Orion's 'Steal' skill.
Bug Fixes: Numerous other small bug fixes implemented.
Dialogue Fixes: Numerous small dialogue adjustments made.
Balance Tweaks: Numerous small balance adjustments made.