‘Are you telling me that one of our two ESEL submarines that landed on Enceladus last month, that was deployed, melted through the ice, found life in the subsurface ocean, and suddenly vanished…has been found on Earth last week?’ asked the Head of Deep Space Exploration of JAXA. (extract from The Kaiyo Mission – Enceladus)
Hello! This is the development team for Private Military Manager.
Build Stability Fixes
We received many reports of the game not progressing beyond a black screen in certain play environments. This issue appears to occur when the dependencies required to run the game are not properly installed right after the game is installed.
[]First, downloading and installing the file from the following link should resolve the issue: Download Link. []In some environments, it seems the dependency cannot be installed properly: We have improved the game so that it can be played even in such environments. Although the gameplay may be slightly slower than in normal conditions, the game should now be playable.
Initial Steam Deck Support
We have added initial support for Steam Deck. We believe Steam Deck provides a great environment for playing all kinds of games, especially simulation games. Although proper gamepad support is not yet available, most of the game can be played without major issues using mouse mode! We will soon be updating the Steam Deck compatibility check and key mapping settings needed to ensure smooth gameplay on the Steam Deck. Before that, we’d like to share the key mapping currently used by our development team.
Offline Exhibition
Private Military Manager will be participating in GStart 2024! You can visit our game at the indie games booth. If you are attending the event, we would appreciate it if you could stop by our booth!
We haven’t been able to share updates with the community as frequently as we’d like lately. After the prologue, we’ve been deeply considering how we should improve the game to meet player expectations. We will share an update on gameplay improvements next time!
It hasn’t been long since the last playtest, but thanks to your awesome feedback, we’ve packed this demo with tons of new features you’ve been asking for – and now you can try them in action!
Here’s what’s new in the demo:
Combo Cooldown Timer. We’ve added a combo cooldown timer above the main character to help you track when the next attack chain begins, allowing for more strategic planning during fights. For a cleaner interface, this feature (along with others like damage numbers and item highlights) can be toggled off in the settings.
Unique Attack Animations for All Enemies. Every enemy now has its own unique attack animations, making combat feel more dynamic and immersive.
Expanded Attack Directions. We’ve introduced new “upward” and “downward” attacks, giving you more control over where you strike. This adds depth to combat, letting you target enemies in different zones for a more engaging fighting experience.
Improved Game Balance. We’ve adjusted the game’s balance to make the early stages more accessible for new players, while still offering a challenge for seasoned martial arts masters.
Post-run Stats. We’ve also added post-run stats that show your run time, level, weapon and skill damage, as well as completed mini-quests.
Your feedback has been crucial in shaping the game, and we can’t wait for you to play the demo and share your thoughts!
Wishlist Karate Survivor now so you don’t miss the release date reveal at Steam Next Fest and other news:
Hello, Insane Escape players and aspiring players alike. As promised, we want to keep you updated on the game’s development progress, just to avoid any concerns that the game has been abandoned, given the radio silence over the past week. After taking a short break to rest following the release and putting out a few hotfixes to address the most important issues we were encountering with the game, we’ve officially begun working on the first somewhat more substantial update. While this won’t be an update that completely changes the gameplay experience, we hope it will improve the experience for anyone wanting to play Insane Escape. So, let’s take a look at what’s actually in the works.
What we’ve worked on
So Far With the next version of the game, 0.2, we’ve decided to focus first on improving the direct gameplay experience. The known issues we’ve listed in the Discussions section here on Steam should hopefully be fully resolved, with a few potential extras added if we discover more bugs during development. This means that not only should you no longer need to restart the game multiple times just to get started, but as of version 0.2, controller support should be fully functional, including map navigation and flashlight rotation. In the gif below, you can see how the character now smoothly rotates the flashlight in all directions using the controller. And—though you might not be able to tell just from a gif—we’ve also improved and refined this feature. Previously, tilting the right stick would let you rotate the flashlight in one direction or another, but now the rotation takes into account the intensity of the tilt, allowing for more precise control, much like what you’d get with mouse and keyboard. Exploring the St. Christina Asylum has never been easier.
(Sorry for the low framerate, unfortunately it's due to an issue with the capture software that we're trying to fix)
In addition, with the next update, we’ve also decided to add official support for controllers other than Microsoft’s, incorporating dynamic command prompts for Sony and Nintendo controllers. As you can see below, the game can now detect which device is connected in real time and update all command prompts accordingly. Of course, you could already play with those controllers, but now you’ll know exactly which buttons to press during gameplay. If you connect a controller not listed above, the game will simply default to Xbox prompts. If you have suggestions for improving controller support or specific layout requests, let us know, and we’ll consider implementing them in the game.
What’s "cooking"
Since this is a full-fledged update and not just a simple patch, we didn’t want to leave you with just a few fixes. Behind the scenes, we’re also working on new gameplay features, such as some improvements to the current enemies in the game. We’re also planning to add new puzzles and potentially new rooms to the map generation pool, to increase and improve the gameplay variety between runs and minimize the chances of freezing during map generation. And who knows? We might even add a few more features while we’re at it.
So, if you feared that the recent radio silence was due to the project being abandoned, we hope this has reassured you. The reason you haven’t seen new patches is simply that we’ve been "cooking," as they say. Just give us a few more days to implement everything: we’ll likely release version 0.2 this week, or at the latest, next week. Of course, version 0.2 will not be backward compatible. This means you won’t be able to load any saves made in version 0.1 due to the changes we’re making to map generation. So, if you’ve got a run in progress, now’s the time to finish it so you’re ready for the new update!
See you soon with the next devlog—or perhaps directly with the next update!
We have just released version 0.3.2 to our Patrons, introducing language options! Although it's not a big update from a content perspective, it means a lot to "Komadori Inn". We hope that now many of you will be able to enjoy what we are preparing even more.
Right now, 100% of what is in the demo is translated. New texts in the game will appear in English first, and other languages will be translated later when more content is made. I think it's also worth mentioning that Spanish and French versions of the game are being taken care of by dear members of our community, Josema0890 and Reddox. Thank you, guys. <3
So the short changelog of the current version looks like this
Added:
Languages options
Spanish
Polish
French
Chinese (simplified)
Thai
(and English ofc)
Changed/Fixed:
Mouse improvement - cursor no longer disappears when switching between maps etc. (no need to click to activate mouse)
Changes to sperm amount (max sperm, sperm ml used per "shot")
Reward notifications sped up
I will also take this opportunity to give you a heads up about what is coming. We're getting ready to release the current demo on Steam as well, which we're treating as a "small premiere" of Komadori Inn. That's why in the upcoming days we're devoting our time mainly on improving and enhancing what's already in the game. This means that the next update will also focus on technicalities, and new scenes and quests will start appearing from version 0.4.x. Can't wait!
Howdy, y’all! Tapkeeper here along with the team at DEAD MAN’S HAND Saloon bringin’ you exciting news straight from the Wild Frontier.
Paying the Tab — Patch 1.2.0 is Live!
The latest patch for DEAD MAN’S HAND: Card Roulette Action is rolling into town. We’ve got a long list of exciting new changes to introduce, so pull up a seat and have a look-see.
New Animations & UI / UX Improvements
The biggest change coming in Patch 1.2 is an overhaul to the game’s presentation and interface. To help speed up the flow of gameplay, a player’s splash screen will now only play once per turn. We have also made significant changes to the gameplay screen, as shown below.
The goal with these changes is to make the gameplay elements easier to understand, as well as more visually pleasing to look at.
Previously, players would cycle through the list of opponents when selecting their TARGET. Now, a new AIM button will bring down a lineup of the players in a new selection window. The players’ custom TRIGGER flair will also appear in these sequences if they have an Active card in the slot.
Additionally, players will notice new animations have been added for the SPIN and RELOAD cards. These will play as the cards are used.
Finally, when aiming at their own character, new animations for the trigger pull sequence will play. Changes have also been made to the visual elements behind the characters during these scenes. We hope you will enjoy them.
Custom Cursor & Controller Support
The title now features a custom cursor shaped like the hands of the Frontier Units. This cursor’s appearance will reflect the color changes made to the units in the customization window.
Additionally, the title now also features gamepad support with a simulated cursor controlled with user input.
Bounty Window Updates
As part of the updates to the user experience, a bounty window will now appear after a player is eliminated, asking if they would like to place a bounty on the player who eliminated them. The bounty window will also now remain active even during cutscenes, allowing players to continue interaction until their bounty is placed.
As part of the 1.2 UI overhaul, the bounty board has been repositioned in the new game UI layout and will now properly remove bounties that have been claimed.
Chat & Options Window Updates
As of Patch 1.2, the in-game chat and options windows will remain interactive above cutscenes. Players may still cycle between chat messages and system messages.
FC Tabs & Increased Payouts
One of the big changes coming to the game is increased payouts for players coming out of each match. In the original release of DEAD MAN’S HAND, winners of a game would receive 5 FC per total player in the game, and every player received 1 FC per turn survived.
In Patch 1.2, players will now receive FC for a myriad of reasons, with the total payout tabulated at the end of the game or when they are eliminated. Some of the new ways to earn FC include:
Choosing yourself as the TARGET
Eliminating other players
As you play each game, take a close look at your payout screen to find out exactly what earned you your winnings.
New Cards Added
Two additional cards have been added to the game. They will appear in standard play as of Patch 1.2.
LAWSUIT - TRIGGER - Receive HOLDER’s hand when you are chosen as their TARGET. INHERIT - TRIGGER - Receive TARGET’s hand when they are eliminated by your bullet.
New Color Palettes Added
Additional color options have been added to the customization screen.
Code Redemption Added
A new window for Code Redemption has been added to the main menu. Patrons may now enter a code in this window to receive special promotional bonuses and rewards.
As a thank you for reading this update and so that you might test this new feature out, enter the code PAYOUT in the redemption window to receive 500 FC, courtesy of the HEAVEN CORPORATION.
Please keep in mind that some codes may only be available for a limited time. Stay tuned for additional codes in the future.
Feedback Form Update
The in-game feedback form now has word-wrap enabled, making it easier to submit reports.
That’s all for this edition of Wild Frontier news. You can find an itemized summary of all the 1.2.0 patch notes below. Until next time, this is the staff at the DEAD MAN’S HAND Saloon signing off!
Chat and options menus are now interactable above cutscenes.
Bounty window comes up after you die asking if you want to place a bounty on your killer
Bounty window remains interactive between cutscenes
Fixed bounty posters not being removed when completed.
New scoring system for winning credits per match based on performance.
New match score receipt shown at end of round
Updated text on spin and reload cards (chamber > cylinder).
New trigger cards: acitve_inherit and active_lawsuit.
New in-game mouse cursor + controller can move the cursor
Full controller support with simulated cursor.
Faster turn transition, only show splash once per player per game.
Fixed lawsuit and avarice giving or taking cards too early in the turn sequence.
Ready button now reflects the local player’s ready state.
Added more palettes for each character
Fixed tooltips not showing for the active trigger card.
New hand shooting animation
Added alternate death animations when a player has shot themselves.