Can you believe it’s been FIVE YEARS since Femdom Lines first launched? Time flies, right? To celebrate this milestone, we’ve decided to give ourselves—and you—an epic gift by completely overhauling one of our oldest games.
Get ready for a revamped experience that’s better than ever!
As a talented designer has joined our team our games are about to get a major quality upgrade, and you can see the magic firsthand in this reimagined release.
What’s new in this overhaul? Well, we’ve expanded the game’s features to make your typing adventures even more rewarding. Besides a complete UI/UX redisgn, after completing tasks, you’ll now see reward texts that add an extra layer of satisfaction.
Plus, we’ve empowered modding utility to create Domme's own reward texts, so be sure to check out the updated workshop guide for all the details:
But that’s not all! To mark this special anniversary, we’re dropping a brand-new expansion in collaboration with the incredible Miss Vey. Say hello to “Mindbreak.” This expansion is all about diving deep into nostalgia about crushing into your bestie, embracing hypnotic influences, and enjoying the wild ride of a yandere girl’s personality.
It’s a trip down memory lane you won’t want to miss.
Don't forget to add "Mindbreak" DLC to your wishlist, so you won't miss its release in 2 weeks!
We’re incredibly grateful to all our players who’ve been with us on this journey. We hope you love this surprise as much as we loved creating it. And to all the new players joining us, welcome! We can’t wait for you to experience the magic.
Here’s to many more years of unforgettable kinky experience!
We hope you enjoyed the Driving Dungeon. Please take our DRIVING DUNGEON SURVEY by Friday 18 CEST and help us improve this new feature: https://forms.gle/BVi65s5tqgu4sXjm7
Now get ready for the following WEEKEND EVENTS from Friday to Sunday: Glorious Gold Galore, Witches' Dance, Assembly of Awesome Animals & Days of Doomed Souls.
Moreover, the HELLEVATOR is slowly moving towards the surface! Next Thursday, July 25, the unoiled metal doors will slide open with a squeak and invite you to the downward journey to your doom. Give the damned ones hell with your guild!
Today at 17 CEST, there will be another TWITCH STREAM with Thorsten, the CEO of Playa Games: https://www.twitch.tv/sfgameofficial We look forward to answering more questions in German and English and hearing your feedback. We will also talk about upcoming optimizations and adjustments. Join us!
- The Camouflage ability in the Silichameleon and Starstalker encounters has been reworked. Now, enemies with the new ability (Chameleon) only become untargetable after they drop below 50% HP.
Notes: The old version of Camouflage has very little possibility of interaction for operators focused on card-based strategies. This iteration opens up counterplay, whilst retaining some of the original design intent.
New Cards Available
- Certain rare cards can be unlocked from challenges and by completing difficulty levels. Previously, these cards were not being properly unlocked. This has now been fixed, and these cards have been added to the card pool. (This is automatic, and players do not need to replay any difficulty or redo any challenge.)
- These cards will appear either in Sidereal Shards (for AGI-Forged cards), or as rare drops in Aphotic Shards (for non-AGI-forged cards). Once unlocked, they will also appear in Draft Mode. Use these new tools and allies to annihilate your enemies!
Bug Fixes
- We identified the source of the issue where playing Renegade's Recklessness would result in a reduction in Renegade's attack. This only occurs if Renegade has Goliath Servo Suit installed, because the negative effect on armor reduces the bonus attack granted by the augment. We have made a small tweak so that Goliath Servo Suit cannot grant negative attack (i.e., if Renegade's armor is negative). - Fixed some incorrect localised text in the Phase counter.
To start this month's dev blog, I have an important news to share:
Rogue: Genesia is no longer published by iolaCorp
After months of dedicated effort, I have successfully ended my partnership with iolaCorp. This is effective as of 1st of July.
Isn't that a bad thing?
Sadly, iolaCorp failed me as a publisher.
At first, I was fine with the publishing deal, especially as I owned a share of the company. However, disagreements appeared over time, notably in the sharing of expenses.
I ended up doing most of the work that a publisher is supposed to fulfill: marketing, finding workforce, translation, community management. While continuing to share 50% of the revenue of the game.
Earlier this year, around March, I finally consulted with them to reach a friendly agreement with iolaCorp so I can retrieve the full rights of Rogue: Genesia.
I am no longer part of iolaCorp, and we'll be walking our own way.
What does it mean for the game?
Not that much, the plan I have for the game won't change. The main change is that I'll be able to spend more of the revenue on the development of the game.
That also means that, if the 1.0 release of the game goes well enough, I will be able to hire someone to continue working on the game beyond that, but it's still too soon to make any concrete plans for that.
Finally, that also means I can properly invest money in marketing, reaching a bigger audience.
Now, let's get to the work done this month
Month progress
Contrary to previous dev-blogs, there is not that much flashy stuff to show. There are two reasons for that: First, I was busy with the whole publisher stuff, and it took a bit of time off development. Secondly, since we are getting closer to the release of the 0.10, I'm actually more focused on polishing, bug fixes, and finishing all the content I need for the release rather than doing big changes or improvements. So it mostly consists of hundreds of small changes/improvements that don't really fit well in a dev-blog.
There is still a few cool stuff to show, but it won't be as big as usual or as new as usual.
Music
New music also got added in the game. I've also started to take a look around to make and sell the OST on Steam. It'll likely come a few weeks after 0.10 releases. This is the fight theme during the Manor stage:
And the elite theme inside the Crystal Depth:
Challenge
This month I've worked on adding new challenges. There are still a few challenges missing to feel complete. Here are a few:
Equipment loadout
A major QoL improvement done this month is the addition of equipment loadouts. You can at any moment either create a new loadout or copy an existing one.
When making it, I had the choice between two ways of doing loadouts. The first was to make a classic loadout system, where you put your equipment in your inventory and then save the loadout so you can load it at any time.
The second way, which is how it actually works: Was to start the player with a default empty loadout, and that any equipped item is considered equipped in the loadout, so every time you swap an item, it is effective on this loadout. This is more of an automatic loadout, where the first version would require a bit more manual action from the player (saving/loading loadout).
Items can also be equipped in multiple loadouts.
There is no limit to the number of loadouts you can have, and you can name them however you want.
Unique Equipment
My current focus as of now is adding a variety of unique items that will complement the procedural ones.
Unique items can only be found when fulfilling certain conditions (for now, they only drop in certain challenges) and having Unique modifiers.
Here are a few of the already made unique equipment:
There is quite a lot left to make, and the icons take a huge amount of time, so expect a few placeholders for the 0.10 release.
Balance change
It's a minor change overall, but the base move-speed of many enemies got reduced a lot, especially for the faster ones at higher ranks. Along with the reduction to the speed, I've changed how corruption increases the move-speed of enemies, now having a multiplicative scaling based on OoM instead of linear (so every X10 corruption, the enemies get x1.5 times faster, instead of gaining +50% move-speed).
Another change is that attack speed now belongs to the wind tag instead of the fire tag. This also changes how the Fire stone (and upgrade) and wind stone (and upgrade) affect stats. Moving the attack speed of Fire stone to the wind stone, and adding a piercing scaling to the Fire stone.
0.10 release date
I know that last month, I targeted July as the release date, but it's clear that the update won't be ready by then. The new release target is August 7, but it'll still be hard to meet and may be pushed back by a few day.
I'm currently focused on finishing the update, doing the missing sprites, and those damn animations are still delaying the whole update (sorry).
There are also a few bugs I have difficulty fixing (very hard to reproduce). While they are not game-breaking, I would prefer to fix them before the release of the update.
Update 57 revisits the weather systems that were added over three years ago in Winter Army. The goal of these changes were to address major player feedback, make weather have more of an interesting impact on gameplay, and adapt weather to all the new content that has been added over the years.
SNOW STORMS
Rivers and lakes can now freeze over again. This was a feature that was removed in Naval Warfare but not only is it back, but it's been expanded upon. Frozen bodies of water can now crack and break when vehicles drive over them.
The heavier the vehicle, the more quickly the ice is damaged. Large Ships like Destroyers can also crash through ice while Submarines can traverse beneath. Broken ice will refreeze over time.
RAINSTORMS
Rainstorms have been overhauled with more interesting mechanics, giving players more agency with how they are impacted. Infantry are no longer automatically encumbered by Rainstorms when walking over certain surfaces but rather are only impacted when walking over discreet pools of water that accumulate dynamically on the ground, in trenches, and artillery craters. These pools of water can be removed with a Shovel or Water Bucket.
WEATHER STRUCTURES
New structures have been introduced to help armies deal with and strategize around weather events.
BUNKER HEARTH
The keystone to any bunker, this simple hearth functions both as oven and warmth in the coldest weather, heating a fair area around it when built on solid foundations.
FIELD RANGE
This easy-to-construct range is perfect for keeping warm in the cold, while being sturdier than a simple firepit.
WEATHER STATION
A high-tech weather module built on solid foundations within a bunker network. These stations help operators predict weather patterns. Multiple Weather Station modules may be chained together to make more accurate predictions, allowing armies to prepare for the worst conditions.
WIND SOCK
A sturdy fabric cylinder mounted on a tripod that’s designed to help nearby operators determine the speed and direction of wind.
LARGE RESOURCE SHIP
BMS - BOWHEAD
This BMS shipping vessel, the Bowhead, is specially designed to carry large quantities of resource containers and fitted with compartments for resource Harvesters. Named for a great whale, the Bassett Motor Society ensures that resources get delivered to the front lines where they’re needed and when they’re needed due to efficient loading bay design and a sturdy frame.
BMS - IRONSHIP (REFRESH)
The Bassett Motor Society’s Ironship-class shipping vessel is used to freight shippable goods and heavy vehicles.
The Freighter has been updated to be more consistent in scale and features with the other vessels introduced in Naval Warfare. It has a redesigned chassis, a walkable deck, an extra passenger seat, and a spotter position.
QUALITY OF LIFE
INVENTORY TOOLS
The inventory has been upgraded with new quality of life changes. New features include sorting functionality, custom stack splitting, smart stacking, equipment slot tooltips, and inventory access as passengers.
IMPROVEMENTS
There are numerous other quality of life changes, some shown below.
OTHER CHANGES
This update contains dozens of other improvements including Facility Husks, a Sniper Rifle rework, new player UX improvements, and much more.
RELEASE NOTES
There many other features and bug fixes in this update. Read the full release notes for the details.
I SAW A BEAR UPDATE VIDEO
For a more comprehensive walkthrough of all the new features in Update 53, check out community veteran I Saw A Bear's video below.
Don't forget to follow the Foxhole Youtube Channel and Twitter Feed for the latest news on upcoming updates.
Clickable Apple Skins can now be changed via the Skin Menu. All you have to do is open the skin menu, write the exact name of the apple to the text bar, and hit the Change button to change the skin.
Added 1 Steam Key to the news messages it has a 1/12500 chance to appear for every news message. The Steam key contains random Steam Game. If you are the first one to see and claim it then notify us on our Discord Server so I can put in a new key.
The game has been optimized.
Added FPS chooser. Now you can choose the fps you want to play to increase performance or the quality.
Added sound effect to opening a crate.
One of the news messages was incorrect, but it was fixed with the right one. (The message that wants you to decode something.)