Joy Life 4, the sequel to the Joy Life series, will be launched on Steam on July 26, 2024. This time, Lovely Games has brought you a brand new heroine. If you are interested, you may click on the store page below to quickly purchase and play!
A new neighbor has moved in next door to you. She has creamy skin, always has a sweet and energetic smile, soft hair hanging down the side of her neck, and a graceful figure below... Her name is Heiman, and this name always comes to your mind and fascinates you. In this seemingly ordinary world, your life has become extraordinary because of this imaginary girlfriend. Heiman's arrival not only brings a lot of romance and surprises to your life, but also brings a series of challenges and adventures. You are more and more immersed in getting along with her. But you gradually realize that she doesn't seem to be as well-behaved and lovely as you imagined.
What secrets does Heyman have...?
Gameplay
Inheriting the gameplay of previous Joy Life games, Joy Life 4 also brings you a card flipping game that tests your memory. In the game, you need to click on the cards to flip them and find two cards with the same picture. If the pictures are the same, it is a success and the two cards will be eliminated; if the cards turned out are inconsistent, the game will not change. When all the cards on the picture are eliminated, you can enter the next level. As the game progresses, you will unlock sweet interactions with your fantasy girlfriend, explore her secrets, and go on a wonderful date with her...
We are a group of developers who love games and life, and we are committed to creating a game that can touch people's hearts.
Customer service: LG Meow Friend code: 1478325586;
In addition to Joy Life 4, there are various games with different gameplays coming online soon.
Fairy Biography 6: Revenge
Vampire? Succubus? All kinds of outsiders? Perhaps, behind the grand epic, the desires, calculations and transactions on the dark side will impress you more. The game will be launched on August 9, 2024, with new characters and new character lines waiting for you to explore. https://store.steampowered.com/app/2937990/Fairy_Biography_6__Revenge/
A fascinating story: Ice Cream
A derivative story of A Fascinating Story. Are you curious about the past of Zhang Wei and Zhen Tian? How did the sweet and quiet junior in the company establish a secret relationship with Zhang Wei? At that time, Zhen Tian didn't seem to be as handy as she is now... The game will be launched on September 6, 2024. All the answers are in A fascinating story: Ice Cream. https://store.steampowered.com/app/3088520/_/
Hot And Lovely XXII
Hot And Lovely has a sequel. Classic elimination game gameplay, keep clearing levels, and have a sweet date with the girls from the magic book! The game is expected to be launched on October 1, 2024. https://store.steampowered.com/app/3088550/Hot_And_Lovely_XXII/
Hypnosis Cards 2
Use hypnosis cards to play against girls and have heart-pounding interactions. It's up to you to decide whether you want to be a card master or a love expert! The game's launch time is yet to be determined, so stay tuned. https://store.steampowered.com/app/2863310/2/
Hello everyone, I took a break from development for a few days, but now I am back with a few changes for you. Thanks for playing!
QoL:
New player onboarding - Added text prompts around the ship explaining many aspects and systems of the ship, as well as a general outline of how to play. These labels can be enabled and disabled from the settings menu.
Added settings persistence between sessions.
Added some particles around the ship (externally) to help show direction and speed of movement in flight.
Added nametags on players to be able to more easily tell who is who.
Gameplay:
Added player "ragdolls" which spawn when a player dies, giving better feedback and cues to other players when someone dies. Also it's funny.
Added a penalty for dying - 15 damage straight to the ship's hull. Let me know what you think of this change. (also added a warning to the respawn button in the menu about this penalty)
Added a cooldown to the menu's respawn button to prevent easy griefing by rapidly respawning yourself and quickly running down the ship's health.
Planned:
Settings to Invert certain axes of ship controls
Better client experience for rover training level
Better guards/incentive to keep the player ship inside the playable area besides invisible walls, such as damage to the ship (as well as an indication on how to get back)
Movement stick deadzone settings to be added to the settings menu
Enemy ships
Better cockpit ship views
On a more personal note, thank you all so much for playing. It's been a blast to see so many people playing (and hopefully some enjoying) a game that my friends and I have put so much work into. Reading the reviews and feedback is a lot of fun; even the bug reports because I am insane and like solving them (and writing patch notes). Reading "this game has a lot of potential" and "I can't wait to see where this game goes" inspires and gives me pride beyond what I can express across text. Even seeing the game listing in my Steam library was a surreal experience. At the time of writing, we've had over 10 thousand people claim a license from the store, and over 400 people actually download the game and log playtime. Not a great conversion rate, but 400 people is still more than I thought we would get in the first place so I see it as an absolute win. That being said, this iswas a student project we made to display on our resume and get a job with. Mission accomplished. Most of the team has job offers now and, as you can imagine, are very busy with them. I myself will be preoccupied with moving soon to a new job. For the past few updates it's been just me working, but I too will soon have other commitments. Make no mistake! I can't speak for the rest of the team but I am committed to making this game the product I know it can be. Hopefully, I can check off a few more of the planned features before I move - I really want to get enemy ships up and running. With the introduction of a day job development can no longer be "whenever I feel like it" and must instead be "whenever I have free time to". I hope you can understand. Expect slower updates. But they will come nonetheless. Thank you for playing. -Thomas
We have some important news regarding the release of our game. We are committed to providing you with the best possible experience, and during our final testing, we discovered some bugs that need to be fixed.
To ensure that everything is perfect and that you enjoy the game as much as we want you to, we have made the difficult decision to delay the release by one week. We understand that this may be disappointing, and we sincerely apologize for any inconvenience this may cause.
We appreciate your patience and understanding as we work to deliver a polished and enjoyable game.
Various text issues have been fixed, like extra quotation marks.
#527 Dynamic_EventParent
#528 Some text has "Dynamic_" instead of the actual string value. Noticed on Slime Mold Mage and some upgrade abilities
#519 Dragon when it wakes up is still sending out fireballs at the start of every turn. Current text reads that it only does that on heart lost.
Issues with "Grows" minions (Mycelia, etc) and Fleshsmith Merging resolved.
Deathcycle didn't work with body armor resolved.
Could not repro: #524 Ever Seer does not trigger off of friendly knights. (this might require more complicated steps)
Beta Updates:
As ToB prepares for a summer content update, there will be changes to minions, enemies, spells, and rewards on the beta that may shift from week to week. The first set of changes will be coming into the beta branch tomorrow!
I just wanted to make an announcement thanking everyone for playing CONSCRIPT on launch week.
Launching a game has been the hardest and most stressful thing I’ve ever done, but seeing the positive reviews from players has really made me feel like the past 7 years was worth it, regardless of if the game sells well or not. When the review embargo lifted there were 2 or 3 more negative critic reviews that really had me worried and stressed - but seeing the user score so high has removed any and all stress I had about how the game was going to be recieved.
It has been hard to respond to all the messages but I really do appreciate all the kind things said to me both privately and publicly. If I take a while to respond, please forgive me - I do try to make myself available to everyone but launch week has been very overwhelming.
Post Launch Patch #1
So, I’ve been monitoring the forums and watching heaps of Twitch streams and reviews to gather a list of bugs to fix and feedback to implement.
It should come at no surprise that by far the most urgent thing to address has been…
THE RATS.
You’ll all be happy to hear that these guys are getting a nerf. Overall they will be less punishing and less frustrating. Don’t get me wrong, they’ll still be somewhat annoying because they were designed to be - but you can say goodbye to getting totally one-shotted in half a second and the poisoning chance will be reduced. Along with that, I’m going to add some more rat burrows to rooms in the game so you have more options when it comes to dealing with them.
There have been a fair few smaller bugs I’ve fixed and some crashes I’ve also fixed. I’m sorry to anyone who had some sort of bug or crash that ruined their experience!
I’m aiming to have the patch out next week hopefully. I can’t give a precise day or time as it has to go through QA first. Full patch notes will be available then.
Steam Reviews
I'm super happy to say that as of writing this we are sitting at 94% positive rating on Steam and an 80% on Metacritic! I'm so happy with these numbers.
If you enjoy your time with the game please leave a Steam review! If CONSCRIPT performs well, it opens the door for extra content in the future.
(I’m already being asked about DLC, sequels, etc which I do really appreciate as it shows there’s demand for more, but it just totally depends on the game’s performance!)
That's all for now. If you're playing for the first time over the weekend, I hope you enjoy it!
The UI overhaul was released the morning after this announcement. Thanks Steam Team.
UI Overhaul Update
It's ready. It's uploaded. But I can't release it in the main branch.
Because of this new Steam security feature, which I didn't know about because I haven't altered the default branch in 9 months.
I am at the mercy of customer service emails on the weekend. And so are you. I apologize, but I offer you a solution:
You can play today's update in the beta branch right now. It's the release I intended to make today. Anyone can use the beta branch, there's no password and it doesn't effect your saves. Go to:
Hipfire: beam width increased to 125 (was 100), max hits reduced to 4 (was 8), damage reduced to 75% (was 95), perk chance increased to 28% (was 18)
New shouldering alt fire mode: narrows the beam, dealing 112% dmg but only hitting 1 target, 100% perk chance
Range reduced to 18% (was 20)
I had too much fun making this gun strong and overdid it, apologies for having to nerf something so badly. I also wanted ADS to actually mean something for the gun, so I gave it an alternate fire mode to help its weakness against single targets. I will be closely monitoring this weapon.
Enemies should less frequently switch targets mid-attack
Special spawn chances between the types has been tweaked back to previous (I messed up the resulting percentages in the last patch with some of the back end changes)
Increased melee base damage ~30%, Heavy Swings now have 25% base armor penetration (was 0)
Melee still feels too weak considering the extra risk you take for being in close range. I want pulling out your sword to be equally viable to ranged in every difficulty, not just be a defensive play at higher difficulties when you are out of ammo. I will be closely monitoring this and tweaking over the next few patches
Shockwave Blade now hits a max 5 targets. Stun amount has been increased to also scale with distance to target from 1 to 3. (was a flat 0.75)
With the new increased melee damage, shockwave is way too good as a primary damage dealer. It is intended to be used as a temporary way to silence ranged enemies, but the infinite hits made it way too easy to use for every situation.
Slicer health reduced ~5%
Fancy Blade Beacon duration increased to 1.5s per stack (was 1)
Fixes
Improvements to Assassin’s movement to reduce their seemingly recent newfound love of ignoring the run up and just jumping from the shadows
Fixed boss leap attack’s movement looking super weird on clients
Fixed an instance of boss teleporting far away after killing a player
Fixed some weird vfx related to firing shots into super close targets