Following the last Live2D update, the game visuals were powered up with a surprise! Smoothly animated Live2D characters are retained, but backlighting effects are added.
The effects of falling shadows of iron grates move in the login bonus!
Enjoy punishing scum prisoners with visuals that have an increased emotional atmosphere!
Visual effects can be switched ON/OFF from "CONFIG".
The visual effects are also reflected in snapshots taken in photo mode, so please share them on social networking sites to motivate our developers.
【Updated with a new main scenario, Vamp of Dump Case, Episode 2!】
The serial killer Vamp of Dump's next murderous act is told...
The key word that holds the key to the case is... 【sauna】!?
The Vamp of Dump Case series is a series of thought-provoking episodes, but this time, you may enjoy not only a serious and bizarre case, but also a bit of surrealistic dialogue.
Along with the addition of episodes, seven new files on Vamp of Dump Case have been added to the prison library.
While collecting the files, please also check out the "In-Game Ads" mini-collaboration project added in the last update!
【Let's pet the scum prisoners with a new penalty game!】
Penalty game "I'll pet you!" for all the scum prisoners except As. has been added. Drag the mouse to pet the head of a good old bum! Depending on the length of the petting, the scum prisoners will react in different ways.
Penalty games can be released by exchanging chips in the "SHOP".
【Update Details】
Updated visual effects.
New penalty games "Vamp of Dump Case II" and "I'll pet you!" have been added.
Added 7 new case documents available in the Library event.
"Number of times petted" is now recorded in "RECORD" of "GALLERY".
Visual effect settings have been added to "CONFIG".
In the image quality setting of "CONFIG," the "LOW" and "VERY LOW" image quality settings have been revised upward to make them more practical.
This patch is a small update fixing & adding a few things:
-Added new text animations for the crash sequence -Cleaned up some dialogue tags -Fixed an issue where the collision in save room 2 would sometimes not load -Fixed the controller bindings image quality -Fixed a few items which were not playing pickup-from-ground animation properly -Fixed an issue where the bathroom sign would sometimes come back when it shouldn't -Fixed the bloody arrow texture not showing up on the framed picture -Adjusted some decals in the gas area bus station -Added a new camera for when you get near the kitchen knife -Adjusted position of the kitchen knife
Just to give an update: the game is in it's final stages of development (polishing actually) and the release date will be announced very soon. Initially it will be released for PC (Win, Mac, Linux), Consoles and Mobiles will follow.
Here's a new dev walkthrough by Chris Mathes (game's solo dev), who explains the basic mechanics of the game, pretty familiar to pnc gamers ofcourse. It also reveals the Murder board and in the in-game currency which is earned by epxloring the world.
Ether One is now 10 years old since we first launched on Steam.
We were fortunate enough to get onto Steam via the Greenlight process back in 2012. Since that moment, we've been able to create games for a living and have a distribution platform for our work. We'll be forever grateful for Steam giving us our first platform to release our work on and since then many more have opened their doors.
We recorded a full playthrough of Ether One with the development team in the same space the game was developed in. We discuss the origins of the game, the studio and how we released Ether One via Steam back in 2014.
Please come and share the journey with us as we revisit Pinwheel and look back on how Ether One came to be:
It all began a few years ago during an open day at ESA ESTEC. The experience was surreal. Walking through the corridors of a place where dreams of space exploration are turned into reality was like stepping into the future. But it was the presentation by a Romanian cosmonaut about the Space Race from the Soviet Union's perspective that truly ignited my imagination.
Their words painted a picture of a world where the Soviet Union was not just a geopolitical entity, also talked about some of the stories and things that happened behind the scenes. I found myself drawn to the raw power and idealism of their propaganda. What if those posters, those promises of a utopian future, were more than just paper? What if they were real?
Quite unlike our own world of course!
The beginning
This is where the journey begins. A journey into a world where Soviet aesthetics meet interstellar space eplxoration. A world where the impossible becomes possible.
This is just the beginning. Stay tuned for the next update about the game inspiration and the first few systems I've implemented during the last few months!