This time, we've implemented some minor bug fixes.
- Getting stuck in the architecture has been fixed on two maps. - A bit more ammunition has been distributed. - The crowbar is still not obtainable. - The save/load problem in e_02 has been resolved. - The elevator door in e_08 can now be opened again.
Quick mini update to mostly address some Team Mischief issues and some other quality of life stuff
Changes
New Ability - Battle Standard - Greatly increases your damage when nearby (plus some cooler stuff via mods), while playing as Team Mischief it also rallies your team to itself (giving you some limited extra control of their movement)
Increased Team Mischief hitpoints by around 30% (except the player)
If playing as Team Mischief any level ups are delayed if you are casting a heal (to prevent the cast being cancelled and a team member dying)
A few items now has Team Mischief specific art to show the different effect they have compared to their normal versions
Instead of being teleported back to the mouseteam you are now smoothly dragged back (should help with disorientation some people had)
There is now a slider in the gameplay menu to control how far the player can be from the rest of Team Mischief before being dragged back, be aware setting this higher than default will let you move further from the team but as you do it will significantly increase cpu/gpu usage as more of the map is active at once, the max is the entire map but is likely a very bad idea!
If you start an event after Team Mischief has decided to move on they will now return to the event if nearby
Team Mischief healer's melee swing has a more appropriate color
Certain items (increased exp, light radius etc) have been removed from the level up choices and are now granted via completing events (no longer need to choose between damage/hp etc and non combat items)
Added a menu option to disable the Toasty popup
Added a menu option to disable the new level up fx
Picking the No Retreat item will stop further dash items from showing up
The left mouse button can now be used to skip through dialogue
Added damage dealt and damage taken to the deathscreen
Bug Fixes
Fixed an issue where team mischiefs tank could get stuck in certain situations
Fixed a rare crash bug related to observer boss
Fixed a couple of incorrect tooltips
Fixed small rendering error with the red scrap overlay when picking an item
Fixed a bug that caused toasty to live forever...
Fixed a crash during the tutorial when breaking certain junk items
Fixed a bug where the ingame menu sliders moved too slowely on gamepad
Fixed a bug where you could no longer freely switch between gamepad and mouse/keyboard in single player
Fixed a bug where the marker for the Unstable Crystal event would persist after being destroyed
Hello. First of all, thank you for your interest in Inari. We have been continuously preparing updates.
With this update, the official release is expected to take place. We are preparing quite a lot of content for the update.
The update is expected to be released at the end of August.
Now, let me tell you about the contents of this update.
1. Main Story Addition + Ending
Finally, the story about the treasure comes to a conclusion. Collect all the treasures and see a special ending.
2. New Outfit Addition
The new outfits that you have been waiting for a long time are here. A total of 3 new outfits are being added. Enjoy the bikini, yukata, and other new outfits.
3. New Free H Mode Addition
New poses and various modes matching the new outfits are being added. Please look forward to the newly added features.
4. Russian Language Addition
Finally, a new language, Russian, is being added. We used a translation tool but have tried our best to proofread it. We will continue to strive for better service.
5. Various Event Additions
Many new quests and events have been added. Look forward to more dates and sweet moments with the heroines.
6. Mini-Game Difficulty Easing and Convenience Items Addition
We received feedback that the mini-games felt repetitive or tiring. We have listened to the feedback and eased the difficulty and added convenience items. We will continue to actively incorporate feedback.
There are many other updates as well, so please look forward to them. Thank you for waiting for a long time. We will do our best not to disappoint you.
<Question & Answer>
Q: Will Free H Mode be added for sub-heroines as well? A: We are considering it. Depending on the performance after the official release, it may be updated more quickly.
Q: Is there no additional H-scene for the main heroine? A: A new H-scene has been added to this ending.
Q: Will the Fishing Shop (Aoi) be added as a heroine? A: This is certainly a lower priority. If a DLC is added, we will definitely consider it.
Q: Will an automatic dialogue playback feature be added? A: We will definitely add it in the next update.
Q: Will it be possible to change the protagonist's name? A: We will definitely add it in the next update.
Q: Is full voice acting planned? A: Due to budget issues, full voice acting is difficult for this project. We will try our best for the next project.
Q: What is the suspicious black box? A: You can find out with this update.
Thank you, we will strive to return as soon as possible.
Today I decided to tell more about the exact definition of the game, as it is not that obvious. I will also tell about the overall direction of game's development.
But first of, since it is my very first community post, let me greet all of you
Hello World~! 🧡
For starters, I think I need to answer some questions that will picture you the image of what Unity-Chan: Desktop Companion is, and what can you expect from it.
So, What is Unity-Chan: Desktop Companion?
The shortest answer would be: It is a Windows desktop virtual pet with AI chat and mini games. The full answer is more vague, as the game itself is a blend of various game genres.
I define three major directions this game takes during development: 1. Sandbox: You spend time with Unity-chan exploring game features, playing mini games, hanging out in her virtual room and casually chatting with her. 2. Utility: Using advanced GPT AI model to chat with Unity-chan to help you with daily work, as an assistant. Setting reminders, executing commands, copy-pasting code she provides etc. 3. Dating Sim: chatting in more personal way with Unity-chan, Discovering her emotion/mood/relation system, learning about her lore.
Those 3 make the core concept of the game, and the development is focused on providing an unique experience on all 3 of these fronts.
As you see the game is definitely centered around one persona, so next question answered should be: Who is Unity-chan?
Unity-chan is a 17 year old teen girl, very energetic and expressive. Unity-chan is her nick name, her full name is Kohaku Otori. She loves physical activities (her favorite school subject is PE), but she struggles a little bit with other subjects, her grades are mostly average. Her friends often joke that she can never refuse any freebies handed in shopping malls, so she often ends up with all the pamphlets and perfume samples given to her!
As for more technical answer, Unity-chan is an Unity engine mascot, and an asset that was shared for public use (using UCL License). If you are interested in using her yourself in your work, you can read more about her in a dedicated page for her here: https://unity-chan.com/
For clarity, I don't own this page nor Unity-chan, Unity Technologies are their creators and owners.
Here's one of the arts of Unity-chan that are allowed for use based on UCL License:
Next question arises: Why even choose Unity-chan, and not your own character?
There were 2 reasons: 1. Since the game uses AI text generation, it uses the knowledge that it was taught in that AI, things that already have been on the internet. So if I wanted the character to know about itself, I would either have to create my own AI which as for now is not an option (cost and time wise, considering that it would have to support all connections from all the players), or using a character that already existed and was already known by the AI. 2. I am a game dev hobbyist, and Unity Engine enjoyer. Unity-chan is often used as a tutorial asset for game development in this engine, so it felt kind of nostalgic to be able to use her in my proper game.
Okay, but what about current state of the game? What has been done so far?
That's a very good question! Since this post is getting long already, I plan to answer this more thoroughly in the future. As for now the game has its core features finished, but I want it to expand a bit more from mini game side. And polish, much more polish!
What about the next features
I'm planning on adding a new mini game about farming, something more relaxing than a top-down shooter. I want it to become an alternative to easily farm global in-game currency if someone doesn't enjoy fast paced games. But most importantly, I'm making this game for you! So if you are interested in development, or have an idea you want to share then join my Discord server and share your thoughts! Maybe you have a neat utility idea for Unity-chan to have as an assistant, or dream of an unique feature that your companion could have? Let me know! Here's the link: Discord Link
As a little bonus, I recently had fun creating some renders for pictures to place in Unity-chan's room, so here is one. Unity-chan taking a selfie with her school friends. While Misaki loves posing to photos, Yuko feels a bit tired without her usual nap at that time.
Thank you for reading, if you have any questions then feel free to ask here in the comments or in Discord Server!
Another big patch is ready to go live, and with that we are ready to introduce a mechanic that we talked about for quite a while!
The alternative starting bags are here and we are very excited to see them in action!
Another addition are 5 new Unique items that you can find in the shop if you're lucky!
Also, we have thrown in a new Epic shop item, the Unstable Recombobulator that helps you recycle items you no longer need.
As usual, this is expected to shake the balance up a bit, so expect adjustments in the following weeks in order to deal with that.
We are planning to add one more major mechanic before full release, which will come in the next major update. Stay tuned for more details and potentially a beta branch popping up in the next few weeks! 🙂
Get the Ranger Plushie Now!
We just launched another plushie campaign together with Makeship - the Ranger. She's super soft and comes with a Wooden Sword, a removable backpack that contains a Lucky Clover and a Goobert and you can even take off her hood! Order yours now because it's only available for a limited time.
Changelog for 0.9.16
New Content
New Ranger starting bag option: Vineweave Basket
New Reaper starting bag option: Relic Case
New Berserker starting bag option: Utility Pouch
New Pyromancer starting bag option: Offering Bowl
New Unique: Artifact Stone: Death
New Unique: Unsettling Presence
New Unique: Stable Recombobulator
New Unique: Time Dilator
New Unique: Cubert
New Epic Item: Unstable Recombobulator
Loadouts: All classes now have the option to choose one out of two class-specific starting loadouts and a randomized loadout.
Random class: You can choose to randomize the character and the loadout using the dice button.
Balancing
Neutral
Shop Unique chance increased by 2% on every round
Platinum Customer Card: Unique chance 15% -> 25%
Prismatic Sword: Cooldown 1.5s -> 1.4s
Stone Golem: Cooldown 6s / 3s -> 5.5s / 2.8s
Amulet of Steel: Block needed for Empower 50 -> 45
Amulet of Feasting: Speed bonus 30% -> 35%
Amulet of Energy: Refund 20% -> 25%
Amulet of Wild: Spikes damage limit bonus 40% -> 50%