We know the current version of the game has some issues that have been affecting your experience, and we’re really sorry about that. We want you to know that we're working hard to fix these problems.
The upcoming update is taking longer than we thought it would. We know many of you have been looking forward to it, and we’re sorry for any frustration this might be causing.
To show our appreciation for your patience and support, we’d love for you to contact us at info@perlaoculta.com with proof of purchase of the game. Everyone who reaches out will get a small reward as a thank you for sticking with us.
Thanks for understanding and for all your support.
Are you ready to enjoy Pizza Hero on multiple devices? We're excited to announce that Pizza Hero now supports Steam Cloud Saves! This feature allows you to pick up right where you left off, whether you're switching between your desktop, laptop, or any other compatible device. Dive into the world of Pizza Hero seamlessly and keep the fun going, anytime and anywhere. Happy gaming!
A small and new update (v0.4.078) is out which includes some new weapons, an upgrade of the pathfinding system, a question and some fixes & adjustments.
I have to say, we have some really hot days here now and I hope you have a nice and relaxing summer these weeks too.
New Weapons
To make the game a little more interesting, I have added a few new weapons beside, that have a similar functionality like the already existing weapons.
Baseball Bats (Barbed Wire & Metal)
At the suggestion of players, there are now 2 baseball bats in the game, which are the following:
Baseball Bat (Barbed Wire) Because of the barbed wire, this bat is also dealing bleeding damage and deals slightly more damage than the basic axe.
Baseball Bat (Metal) This bat is similar to the wooden bat and can be seen as a modern version of it, which also deals no bleeding damage. (perfect for beating colonists or animals immobilized)
Note: The bats will be unlocked with the 'steel weapons' and 'modern weapons' technology
Modern Axe
The modern axe is a modern version of the basic axe and differs mainly in its look to the modern sword. It deals a little bit less damage than the modern sword, but is also cheaper to craft. Additionally, they can also be equipped by enemies, wanderers and traders, which adds some variety to these events.
Note: The modern axe will be unlocked with the 'modern weapons' technology
Non-Lethal Shotgun
The non-lethal shotgun is the first firearm in the game, which deals no bleeding damage when the projectile hits a colonist or an animal. This weapon can be used to immobilize colonists in mental breakdowns or to immobilize animals which you want to lock in an animal cage. Even though the name says non-lethal, your colonists can still kill / execute immobilized beings through a direct command or through jobs like hunting.
Note: The non-lethal shotgun will be unlocked with the 'machine guns' technology
Question about 2-Handed Weapons
A little bit ago I got the suggestion to add 2-handed melee weapons to the game - and because there are multiple ways to add that functionality I wanted to ask you what you think would be the best way.
1) Adding new weapons like a 2-handed sword and similar stuff which can only be used 2-handed (so no way to equip a shield in addition)
2) To upgrade the default melee weapon functionality so that when you have no shield equipped, the weapon is automatically used with both hands (and another combat animation).
To hold a weapon 2-handed will of course deal more damage and will probably also impact the 2 blocks beside the target, which means you can hit multiple enemies at once.
You can always write what you think in the discussion to this post or on my discord server.
Updated Pathfinding
A really noticeable problem in the game was a sometimes incorrect calculation of the pathfinding algorithm, which led to the situation that colonists have avoided doors. This should be fixed now and your colonists should choose a far more accurate path - also on larger distances.
To be a bit more technical here, the main problem was the higher navigation layer system (working on a 4x4 grid on 40 meter distance to target position) in connection with doors, because they are seen as separated chunks / nodes (that is required to forbid pets or neutral colonists to cross a door).
As can be seen in the image below, this let the algorithm (which goes from node to node) think, that the path around the doors (yellow) is shorter than the path through the doors (red).
While I experimented here a time around (to also find a performance friendly way), I came to the solution to no longer count directly by nodes, but by the 4x4 bounds (with a bit more complicated second search algorithm) which should fix that problem in a smooth way.
If you still find or see a very weird path, then please let me know :) Sometimes there can be a special case which I have not seen / encountered in my testing.
Updated Demo
In addition, I have finally updated the demo version of the game, because the last update was in November 2023 and still had some bugs in it which I have fixed only for the alpha version.
Patch Notes
Last but not least, I have here a short list with all relevant patch notes:
added missing fire update translations (ch, jp, fr)
upgraded and improved path finding algorithm
added new weapon (baseball bat (barbed wire))
added new weapon (baseball bat (metal))
added new weapon (modern axe)
added new weapon (non-lethal shotgun)
fixed that fires were not extinguished on client in online coop
decreased mine time of blocks by 15% (jobs need to be placed again)
insects nests produce more resources based on their level now
fixed basic axe blood effect not shown
increased check time for target behind obstacle slightly
updated demo
some smaller fixes
I hope you all have an awesome day and will enjoy the update, Cheers!
Ouros is a calming puzzle game about forming beautiful curves in a serene space. Find your flow as you nudge, bend, and stretch curves into pleasing shapes, and discover the inherent mathematical beauty of Ouros.
Ouros plays wonderfully on mobile devices! It has multi-touch controls that feel incredibly intuitive. I've been working hard on making Ouros work on these platforms and can't wait to get this version into your hands—literally!
A Whisper in the Twilight: Chapter Two - Inorganic Visions
After much work, here we are finally at Chapter Two of AWITT. As anticipated, this Chapter will be more focused on the plot and characters. Compared to Chapter One, I can say that it will be easier to finish... but it will be much more immersive.
AWITT is an embracing gaming experience, and this will be its final narrative form through which this story will be told... and experienced by you firsthand.
NOTE FOR MAC USERS: According to the testers (and from my personal experience, I am a Mac user), the first launch of the game will take a few minutes depending on your operating system. Just be patient, I tried to optimize the game as best as I could. From the second launch onwards the game will start immediately.
It's been nearly a week since the release of Benefitship, and we've gotten a lot of great feedback! (We've also broken even, which we're very excited about.)
While we won't be changing the primary content of Benefitship, and instead focusing our time on other games, we have made some quality-of-life improvements to the UI.
Here's a short list of changes
Added scene select for all NSFW scenes.
Improved gallery, letting players easily navigate between images.
Replaced vertical dialogue position slider with toggle for top or bottom.
It's quite exciting to participate in this scale of offline exhibition for the first time. If somebody in Shanghai these days, come to us! Our booth number is W5-IG051.
We are looking forward to meeting you all and hope that our game will be loved by everyone! If you have any feedback, please feel free to contact me on Bilibili. Here's the link: B站传送门 []~( ̄▽ ̄)~*
• Crafting tooltip now shows how much of a material you have
Crafting and Vendor Changes:
• Roland can now carry up to 36 items at a time
Other changes:
• Added readable books and notes
Bug Fixes:
• Fixed issue with some abilities not unlocking properly • Fixed issue with cooking skill not raising on some recipes • Crops no longer say they’re almost fully grown immediately after planting
Targeting enemy is now bound to Q instead of TAB to avoid Steam overlay opening unintentionally
Removed "not close enough" message when targeting a far away enemy
UI graphic updates including new cursor icons
Added loot all functionality with the interact key, E by default
Completely reworked the inventory to get rid of many inventory and gathering related bugs including, but not limited to:
"infinite gathering" issue where gathering only gives the message "inventory is full" and gathering node can be gathered indefinitely.
Dropping a stackable item on itself in the stash would delete the item completely. [*} Looting a stack of items when there was only room in the inventory for some of the items, would destroy the overflowing items.
Bug fixes:
Hiding inventory with the Z key no longer breaks hovering and highlighting of objects such as gathering nodes
Thornroot enemies now change target according to threat levels
Removed leftover binding that would hide the inventory
Quest reward icons now get removed from the quest board properly after completing a quest
Roots bloody roots- quest now correctly requires 6 Thornroots to be killed instead of one