I Wanna Fuck my Mom's Best Friend - Cherry Kiss PR
We know y’all been waiting for this for a long time!~
Our new collaboration with Orcsoft brings you hardcore gooey SPLOOGING like you’ve never seen from us before!~
🔴 LIVE: Title 69 is everything you’ve been asking for, a sexy romp with your mom’s best friend and I can’t stress enough… it’s UNCENSORED and the fucking gets heated. Her thiccccc MILF body is begging for a pounding and you’re the only one home...
Indulge in your darkest fantasies of fucking your second mom today!
We know y’all been waiting for this for a long time!~
Our new collaboration with Orcsoft brings you hardcore gooey SPLOOGING like you’ve never seen from us before!~
🔴 LIVE: Title 69 is everything you’ve been asking for, a sexy romp with your mom’s best friend and I can’t stress enough… it’s UNCENSORED and the fucking gets heated. Her thiccccc MILF body is begging for a pounding and you’re the only one home...
Indulge in your darkest fantasies of fucking your second mom today!
This is kind of an experiment since at this point in time Din's Champion isn't even in Early Access yet. Since I'm already putting together a changelist for our weekly builds for the testers, I thought this might be interesting to some people who want to follow the progress of the game more.
0.720 change list:
fixed special rooms so they could spawn again (chance per level)
added clay roof tiles
increased MAX_ENTITIES from 4000 to 16000
increased HouseChestChance from 0.25 to 0.5
increased npc chance in a house area block from 0.21 to 0.42
now area blocks (mostly houses right now) will automatic use higher level versions of blocks if appropriate
added Campsite special room
added Posion Mushroom Grove
added Fire Mushroom Grove
added Crystal Fields
added Farms
added Ancient Battlefield
added Pirate Hideout
added Smithy (special room)
added Tailor (special room)
added Tannery (special room)
now Sanctuary, Lair, Ancient Battlefield, Graveyard, Boneyard, Barracks, Encampment, Ancient Grove, HauntedMeadow, MushroomGroves, CrystalFields, Farms, WarCamp, and Haven can be bigger
added a few more houses
made a bunch of special rooms able to spawn anywhere
flipped Adding Caves & Smoothing Blocks
removed food stands from Sanctuary
removed Mine special room (there are already mines everywhere)
campfires no longer contain sparks (since craftable this makes them much less dangerous)
added campfire to Encampment, War Camp, and 4 hideouts
added a few trees to Sacred Grove, Ancient Grove, and Haven
renamed Explosive Mushroom to Fire Mushroom
added candles to Witch Circle, Warlock Circle, and Summoning Chamber
added braziers to ForestTemple
increased chance of magical explosion trap in Unstable Chamber
decreased chance of HolyStatue
changed Witch House and Mad Wizard Shack to Hideouts
changed FoodStand to Cauldron in a couple places
added Cauldron to Witch Hideout
added candles to Greater Sanctuary and Shrine
added Lockers to Barracks
added Crafting Caches
added Crafting Caches to Workshops
added Alchemy Basin to some Apothecary special rooms
Down below you can find a list of all the updates:
-The Big Momma boss battle has been made easier. -Defeating Big Momma with any ranking will unlock the arena used for her boss battle in Exhibition matches. -You can now change the size of a created character's head. -New achievements have been made unlockable for Career Mode. -You can now select a different color for the character models outlines. -You can now change the average amount of Intensity for all wrestlers in the Match Settings menu. -You can now turn off the Intensity bar altogether. -Training mode now features an option to turn off the Intensity in the middle of a match. -You can now change the average time frame a ref will stay down after being hit by a move. -Sponsorships are now available in career mode. Once per match you can advertise a product in exchange of extra cash, but at the cost of your reputation. -A playlist for the game's unofficial sountrack has been made available in the main menu. -New commentary voices have been added. -Added a few extra animations and improved other pre-existing ones. -Fixed a few bugs. -Made a few minor aesthetic improvements.
This MIGHT be the last update for the game, but i'm not entirely sure just yet. I still have a couple of ideas as to what to improve. I guess we'll see.
Oh, check out the cool new trailer while you're at it!
Greetings, fellow space explorers! It's time for another thrilling update on our sci-fi space survival game. We've been hard at work fleshing out the game. Here's what we've accomplished over the last few months:
Latest progress and improvement made to the early stages of the game plus quality of life updates
1. UI & HUD Enhancements:
Added UI Markers for improved navigation and feedback. Improved HUD and Banner Notifications to enhance user experience. Implemented Scanning and Analysis features in the UI, adding meta data and object detection info to the ship's HUD. Module Stats now appear in ToolTips and comparison panels.
Also updated Steam Achievements, including new icons for a more polished look.
2. Mission/Story System Updates:
Expanded Mission and Story System to track the location of spawned hostiles and manage loot distribution. Progressive markers were added for mission clarity. Hostiles now scale dynamically depending on threat level, scaling in speed, shields, armor, and weapons.
Updated Mission System with hybrid scanning/combat modes and improved hostile ship management to manage frequency and number of hostiles you might encounter.
3. Ship and Combat Enhancements:
Reworked Ship Weapons/Modules to improve on/off states and displays, with further improvements to the weapon system. Added Combat Info Panel for better situational awareness during combat.
Tiered Ship Modules no longer stack on collection, and new RNG stats now apply to ship components.
4. New Features and Modules:
Added new Expansion Modules for damage and rate of fire, collision and signature dampening, enriching ship customization options.
Introduced a Hand Tractor Tool with advanced distance control and visual effects, including a schematic for crafting.
Implemented a Tractor Capture Bubble to scoop items being tractored into the ship's storage.
Added a hostile logistics ship what repairs its squad members during combat, you may want to target those first unless your ships alpha damage is high enough to burn through the shields, armor and reps.
Vertical Hanger Prototype added, with auto-ascending floors and functional hanger doors, integrating smoothly with ship operations.
5. Optimizations:
Simplified and cleaned up code related to ship module monitoring and collision systems, resulting in more efficient game performance.
6. Asteroid Mining and Exploration:
Improvements to Asteroid Mining, including UI updates and bug fixes, making resource collection more engaging.
7. Additional Updates:
Fixed Cursor Capture and Movement Lock bugs in the settings menu, enhancing user control. Integrated a new Card System for discovered objects, allowing players to manage and track items more effectively.
Updated Space Dock, Damaged & Undamaged with new icons and visual improvements.
8. Continued Enhancements:
Updated Module Readouts to display percentage bonuses for Rate of Fire, Damage, etc., ensuring that stats are correctly applied and visible to players.
These updates demonstrate our commitment to enhancing the gameplay experience in Warped Space, with significant improvements across UI, ship systems, mission mechanics, and more. We look forward to continuing this journey with our community!
Stay tuned for more exciting updates and developments in the coming months!
For the latest and greatest on WarpedSpace, follow our social pages:
After a week of fixing and perfecting, we're thrilled to announce that our Steam Community items are ready to be released!
You can now show your support for the Unreal team with some awesome new goodies:
5 collectible badges plus a foil badge
5 trading cards
7 cool emoticons that we hope you’ll love using
3 static profile backgrounds
5 stunning animated profile backgrounds
We’ve put a lot of love into these items, and we’re excited to see them in your collections. Don’t forget to check them out and let us know what you think! You can earn them by playing the game, or check them out in "The Points Shop"
Thank you for your support, it keeps us going!
P.S. We're on vacation, so I apologize if there's a delay in my response! I'll do my best to reply whenever I can
- Stat level ups now always cap at 60 and caps are no longer extended by shop upgrades. - Standard enemies and spawners no longer fire projectiles when the player is nearby (about 2 tiles). - Adjusted certain maps that had very rough starts. - Corrected some typos from the V1.1 update. - Fixed a bug with the Knight's Double Sword modifier that caused it to affect the shield too.
During his journey, Quinn will face a number of different threats. Some can be avoided, others evaded, but for some, he'll need to rely on his weapons. The most common enemy Quinn will face are the Omnium security forces. These private military contractors are highly trained and well-armed.
While their exact mission is unclear, they usually shoot on sight.
Often, Quinn can sneak past them or eavesdrop on their conversations to gather valuable intelligence, but at other times, they may be lying in wait, ready to storm a room and attempt to corner him.
In narrow corridors, cover is scarce, making gunfights particularly dangerous.
However, in larger areas, the enemies will use whatever cover is available and may try to outflank Quinn.
When confronting a group of soldiers, taking cover is essential, but it's equally important to keep moving, as they are equipped with grenades.
Study your surroundings, plan your attack and keep moving!
If you're being pursued by a large group, use the environment to your advantage. Shooting explosive materials can take down several enemies, and if they haven't spotted you yet, taking out the lights will force them to rely on their flashlights, reducing their visibility. It might give you the edge you need to ambush the enemy patrol.
When you encounter a group of soldiers, decide whether you need to engage. If you do, make sure to plan your attack carefully before taking action.