Mouthwashing - Neon Freak
Hi there!

Wow, what a wild ride this week has been.

It’s incredibly hard to express how grateful we are to all of you who played Mouthwashing. Seeing your fan arts, playthroughs and discussions of our game feels even better than expected once we crossed the finish line. So here goes…

WRONG ORGAN SAYS:
“THANK YOU”

But that’s not all of course. As Mouthwashing devs, we bear the responsibility of making our game as best as we possibly can, so we’ve just launched a patch based on the feedback we received from you all throughout the week.

Here’s what you can find in it:

Additions
  • FOV setting added to LaunchOptions.dat file (FieldOfView = 100).
  • Dithering setting added to the LaunchOptions.dat file (DitheringEnabled = true).
  • You can now open the Developer menu on controller (by pressing L3 and R3 simultaneously).
  • Added Cursor Speed setting to the options menu.

Fixes
  • Fixed achievements not unlocking properly.
  • Swansea’s fight was adjusted to make hitting him more forgiving.
  • Horse monster was reworked to be less aggressive and easier to read for the player.
  • Updated English, German, Japanese, Korean, Russian and Traditional Chinese localizations.
  • Fixed timeline inconsistencies.
  • Fixed certain environmental interactions being inaccessible and/or showing the wrong dialog.
  • Re-made texture on News From Corporate model to be canon.
  • Fixed Swansea having the wrong texture in Ch21.
  • Fixed music cutting out when Curly is on fire.
  • Scrambled text in chapter intros was fixed to actually spell “Take Responsibility” properly.

And last but not least, we wanted to give a spotlight to some of the fan arts of Mouthwashing we caught on Twitter throughout the week and loved the most! We might make this into a regular thing, so if you want us to see your piece of fan work on Twitter, either tag us (@Wrong_Organ) or use the #Mouthwashing hashtag, so it’ll be easier for us to find!

Oh, and spoiler warning! You might want to finish the game first before you scroll further.



My ex-captain can’t possibly be this cute
(via inukoxx77 on Twitter)


She is everything, he’s just Daisuke
(via DragonRoIlZ on Twitter)


Dragonbreath’s efficiency as disinfectant is yet to be confirmed
(via Im_Char_Lot on Twitter)


Just two besties hanging out under eternal sunset
(via 6K016 on Twitter)


They fixed it.
(via titonerd2002 on Twitter)


Chibi Mouthwashing, bottom text
(via Guzai_mmt on Twitter)


Let’s have some fucking cake, yeah?
(via eggroooooooll on Twitter)


Mouthwashing bugs when you lift up a rock
(via parasitic_saint on Twitter)


Let’s eat. Let’s survive.
(via GlassCaskcut on Twitter)


Waiting for the inevitable ‘Jimmy did nothing wrong’ posts to drop
(via 5778Alpha on Twitter)

And that only barely scratches the surface of how much awesome art of Mouthwashing we’ve seen so far, but we can’t put all of it in here cuz otherwise this devlog would be thrice as long, so we’ll wrap up here instead.

But before we go: a lot of you were asking about the Mouthwashing OST and Trading Cards, so we can confirm that both will be coming soon!

Once again, thank you so much for your support and passion for Mouthwashing and we can’t wait to leave as much of an impact on you with our next project!

We know it hurt.
Hope it feels better now.

Wrong Organ & CR Channel








Looking for Imago Playtest - Adolio Games
Hey! I'm glad to finally share with you a new version full of improvements :)

Here is the list of the notable changes brought by this version:

🔥 Hot
  • Grounds: Fine tuned many levels with the introduction of ground polygon shapes!
  • Rendering: Added camera space post effects (displacement effect & rendering quality)
  • Rendering: Added screen space post effects (brightness adjustment & rendering quality)
  • Rendering: Improved management of particles that cover the entire screen
  • Main Menu: Integrated the new pines forest illustration
  • Options Screen: Revamped the options screen with sections
  • Options Screen: Added game slots selection & management
  • Optimization: Improved performance on high resolution computers by introducing the rendering quality option
🏃‍♂️ Gameplay & controls
  • Player: Added early jump canceling when player is upside down while riding entity or pressing down at jump initialization
  • Parallax Decoration: Added hover player alpha property to better handle alpha transitions when the player is behind a decoration
  • One Side Platform: Generalized the pass through allowance & logic to allow steep one way platforms
🧩 Puzzle levels
  • Puzzle Levels: Improved pretty much all levels
  • Puzzle Levels: Replaced all back ground tiles by ground polygons
  • Puzzle Levels: Adjusted all parallax decorations with proper hover player alpha
  • Hint Plant: Fixed missing icon in the mushroom introduction level
🎛️ Game engine
  • Levels Controller: Improved context recovery after a level loading failure
  • Ground Generation: Added ground edge tiles caching mechanism
  • Tiled Level: Fixed reactivation of the spatial deactivator after level reset
🎨 Rendering / graphics
  • Rendering: Added camera space post effects (displacement effect & rendering quality)
  • Rendering: Added screen space post effects (brightness adjustment & rendering quality)
  • Imago Orb: Added attraction aura (surrounding displacement effect)
  • Imago Portal: Added light refraction effect (through displacement effect)
  • Dandelion Pappus: Improved visuals by adding a front skin
  • Trunk Pipe: Improved visuals
  • Seeds: Improved coffee bean visuals
  • Screens: Added blur effect on background game to ease screen reading
  • Rendering: Enabled asynchronous texture upload (on Windows only)
  • Resources: Ignored Stage 3D resource limits to fix resource allocation issues with high textures scale
  • Full Screen Particles: Add smooth capacity reduction to prevent particles to sometimes instantly disappear
  • Spring Meadow Environment: Moved pollen particles in front parallax
  • Particles Parallax Layers: Improved particles initial population at level startup
  • Pollen Parallax Layer: Improved a bit emission surface to anticipate default camera movement direction
🎚️ User interface
  • Options Screen: Improved the screen with sections
  • UI: Unified all texts styles
  • UI Navigation: Improved navigation management
  • UI: Added small text button without background style for very discrete buttons
  • UI: Added icons to all message box buttons
  • UI: Improved button icon size management & improve native resolution management
  • UI Theme: Improved few aspects of the theme in native resolution
  • Gamepad Controls Popup: Added icon to the configure button
  • Advanced Button: Improved juggler management
  • Lockable Item Button: Improved unlocking state change to allow faster interaction with the unlocked item (mostly for the World Selection Screen)
  • Lockable Item Button: Improved unlocking conditions
  • UI Navigation Manager: Improved slider value change logic
🔨 Level editor
  • Level Editor: Added ground polygons edition tools
  • Level Editor: Improved resources limit / entity wrapper creation error handling
  • Level Editor: Improved run & publishing validations
  • Level Editor: Added map cloning capability
  • Level Editor: Improved update of surrounding entities when updating / deleting an entity
  • Level Editor: Fixed save buttons state when coming back from a run with unsaved changes
  • Level Editor: Fixed user maps folder initial setup
  • Entity Tool Panel: Re-organized entities order & availability
🗃️ Data
  • Game Slots: Added game slots selection & management from the Options Screen
  • Game Slots: Improved robustness of game slot completion ratio computation
  • Run Service: Fixed crash by limiting the number of concurrent uploads of pending runs
🗣️ Texts & translations
  • Credits: Improved end game quote & animations
  • Credits: Updated credits list

---

I hope you will enjoy it :P

Best,
Aurélien
Oct 7, 2024
63 Days - Scream_Wattson [TTV]
We've tested it and we think that 63 Days runs smooth on the Steam Deck...
Share your thoughts! 🥳
HumanitZ - YozzaHZ


Dear, Survivors

There is some important news and information regarding our servers, map updates and server/game wipes.

Firstly Shockbyte our official server partner is currently in the final stages of migrating HumanitZ over to a new improved server and hosting panel. All this should work without too much downtime but it's planned to coincide with our next content update later this month for halloween.

Next up is improvements to the map, this will continue to happen throughout our early access journey. When we have to perform wipes it's only servers that are affected, but depending on what areas of the map have been updated and changed etc this might affect where people have their bases plus we have bunkers coming to HumanitZ so a fresh clean wipe is the only option.

Again we are sorry and I know some players find this very frustrating but until we fully finish the map and hit 1.0 these changes will continue to happen as well as wipes to match them.

So for the spooky season update players can expect a full server wipe and it's fully recommended to begin a brand new save and enjoy all the new changes and updates made to the map.

Thank you for supporting us.
Keep on surviving
Regards

HZ Team
Infinity: HexaDome Tactics Playtest - katoudastou
Heads up, Coaches!

From October 21 to 28, the HexaDome reopens its gates for an exclusive Closed Beta! 🔥

Some champions are lurking in the shadows, waiting to make their move 👀

Get ready for revamped gameplay, stunning visuals, and more intense battles. This is the ultimate challenge, and only the bold will survive! 💪

Secure your spot on Steam! Scroll down to “Join The HexaDome: Playtest,” and smash that “Request Access” button: https://store.steampowered.com/app/1498550?utm_source=Discord&utm_campaign=Register&utm_medium=Image&utm_content=CB4

If you’ve already registered from previous playtests, you’re all set—no need to sign up again!

Spread the word to your friends and shout it out on your socials!

See you in the HexaDome 🫡

Oct 7, 2024
Manufactur’ inc. - Elanis
Hello everyone!

Back from the convention, I was able to use part of my day off to process feedback from several people who gave me very constructive feedback over the weekend, as well as some feedback from this convention

Manufactur'inc v0.2.4

Fixes:
- The hover text in the bottom bar is now displayed where it should be (in a bubble instead of inside the bar).
- The table in the “history” page is now displayed as expected
- Various lags/flickers existed when building and moving buildings

Improvements/Additions:
- Buttons in the global market now display the total price of the lot
- It is now only possible to buy/sell resources unlocked by a contract
- Market page now remembers last selected resource between page changes
- The default number of resources selected in the market is 1
- Added “Escape” shortcut in factory view for: closing the context menu (right-click on buildings), cancelling a move, closing the construction tool (deselect an equipment on the bottom bar).
- First contract now unlocks water
- Maximum storage displayed on market page
- Display the whole list of unlocked resources (not just those with a storage slot in a piece of equipment) on the right-hand side of the factory view and on the market page.

Other:
- Temporary deactivation of the map's zoom/unzoom capability, as it causes bugs that are difficult to resolve in the short term.

Known bugs:
- Important Simulation can sometimes produce a false result, preventing the server from simulating/saving the factory.
- Important Resource transfer visualization is sometimes broken.
- Sometimes the maximum storage of a building can be slightly exceeded (by 5-15 units)
- Sounds don't play

Roadmap 0.3 - Upcoming improvements and additions:
(probably within the next week if everything goes as expected)
- Tutorials
- Show more info when hovering over an equipment on bottom bar and in the factory map
- Background music
- Confirmation pop-up for building removal/sale
- Dynamic market prices


Thank you all for your patience and testing!
Don't hesitate to send us your feedback on the Official Discord server or via the in-game feedback form.

Elanis
VALHALL: Harbinger - Beta Testing - AlexC
Greetings!

Here’s what’s in this hotfix:

  • Fixed an issue introduced in the last patch where certain objects weren’t spawning correctly when interacting with water.

  • Fixed the bug where the building object preview stayed after switching to a weapon.

  • Fixed a rare bug preventing the build button from working despite having enough resources.

  • Fixed the rabbit trap mistakenly acting like a beehive and not saving properly.

  • Changed the introductory closure button to Enter.

  • Tweaked the map spawn area edges to prevent confusion when navigating.
Skål!
Blackrose Arts
Omega Strikers - Aesop
BONJOUR Strikers.
We’re serving you up the fattest micropatch of the day today, it’s pretty low carb and features things like BUFFS and NERFS and stuff like that. You know how it is.
We’ve actually got a tiny little surprise for you cookin' in our proverbial oven so keep your eyes peeled for that as we wrap things up there!!
Alright then for now, let’s just jump into this micropatch.



STRIKERS
Asher
Asher is not only the queen of a lot of your hearts, she’s also been the queen of the field. We’re toning her down as both goalie and forward to keep her in line. Don’t worry tho, she’s still plenty toned.
  • Base Stats
    • Power: 125 → 120
  • Breakthrough [SECONDARY]
    • Cooldown :: 15s → 16s
  • Barrier Beam [PRIMARY]
    • Cooldown :: 9s → 9.5s
Drek’ar
It’s getting close to winter so Drek needs to warm up a bit. (He’s a cold blooded kil - erm - lizard).
  • Molten Bolt [SPECIAL]
    • DOT Damage :: 18(+9% Power) →20(+10% Power)
      • (Full duration burn damage :: 265.5 → 295)
Estelle
Her speed was tuned down last patch. She landed a little weaker than we liked so we tuned up her power a bit elsewhere. (What is she like a muscle car? wtf)
  • Crystal Thorns [SPECIAL]
    • Damage & Knockback :: 120 (+60% Power) → 130 (+65% Power)
    • Core Knockback :: 1220 (+120% Power) → 1240 (+130% Power)
  • Piercing Shot [PRIMARY]
    • Damange & Knockback :: 180 (+90% Power) → 185 (+92.5% Power)
    • Core Knockback :: 1340 (+180% Power) → 1350 (+185% Power)
Octavia
Last patch hit her a little harder than we intended so we’re splitting the difference and giving her a little gift of stagger for good measure. It’s ain’t OCTober without and OCTavia buff lol. Octavia Omega Strikers. October.
  • Base Stats
    • Stagger Growth :: 125 → 200
  • Flow State [SECONDARY]
    • Base Speed:: 20% → 24%
    • Speed per second :: 2% → 1.8%
Rasmus
We buffed Rasmus recently but now it’s time for the pendulum to swing the other way. (see what I did there)
  • Pendulum Swing [PRIMARY]
    • Cooldown :: 8→ 9
    • Damage & Knockback :: 190 (95% Power) → 185 (+92.5% Power)
    • Core Knockback :: 1360 (190% Power) → 1350 (+185% Power)
Rune
Rune.
  • Shadow Swap [SECONDARY]
    • Cooldown 10s → 11s
Vyce
Vyce has been going through a bit of a rough patch. We’re going to try to smooth out that roughness with a kind buff. You’re welcome Vyce!
  • Base Stats
    • Speed :: 450 → 455
  • Power Chord [PRIMARY]
    • Damage & Knockback :: 170 (+85% Power) → 175 (+87.5% Power)
    • Core Knockback :: 1320 (+170% Power) → 1330 (+175% Power)
Zentaro
The gap between Zentaro’s highs and lows was a bit wider than we’d like. We're giving him some extra damage on imperfect Slice and Dices to make him a little less feast or famine.
  • Slice and Dice [PRIMARY]
    • Sour spot Damage & Knockback multiplier:: 33% → 45%
      • (damage on a sour spot hit 80 → 108)
    • (Damage when hitting sweet spot and core Knockback unchanged)
MAPS AND MODES
Rotated In: Night Market, Ahten CityRotated Out: Clarion Corp., Oni Village
AWAKENINGS
Rotated out:
  • Reverberation
  • Glass Cannon
  • Might of the Colossus
  • Orb Ponderer
  • Orb Dancer
Rotated In:
  • Spark of Agility
  • Spark of Focus
  • Spark of Resilience
  • Spark of Strength
  • Knife's Edge
Aerials
If you’re a projectile range hating Juno main, I apologize. Please direct your hate comments to me. Who am I? Good question. - Aesop
  • Projectile range increase :: 30% → 40%
Big Fish
  • Size :: 30% → 27.5%
  • Stagger :: 200 → 175
Catalyst
Energy Awakenings go together like chocolate and peanut butter. Sorry if you’re allergic to peanuts tho. My heart goes out to you.
  • Energy gained on light hit taken :: 1.5 → 1.2
  • Energy gained on normal hit taken :: 4.5 → 3.6
Fight or Flight
After the Slick Kicks nerf, Fight or Flight was once again better Slick Kicks.
  • Speed boost duration :: 1.75s → 1.5s
One-Two Punch
  • Hit power increase :: 28% → 26 %
  • Core hit power increase :: 14% → 13%
  • Activation window :: 2.5s → 2s
Egoist
Energy Awakenings go together like chocolate and peanut butter. Sorry if you’re allergic to peanuts tho. My heart goes out to you.
  • Evade energy gain :: 12 → 8
  • Burst energy gain :: 25 → 16
Hotshot
  • Cooldown reduction :: 30% (Max 3s) → 32.5% (Max 3.25s)
Siphoning Wand
Siphoning Wand was more like bottom feeder wand because it sucked idk sorry. We’re making it a little better now so people can win when they pick it.
  • Normal hit burn :: 5% → 6%
  • Light hit burn :: 1.66% → 2%
  • Healing multiplier :: 150% → 125%
    • (Actual healing amount unchanged, because that's how math works!!)
Timeless Creator
  • Duration :: 75% → 70%
  • Size increase :: 40% → 35%

also 10 one-time use codes for a Sonii emote lol

  • 2a1ff490-dcc4-4d90-a031-09758aa6b684
  • 4ceb1b90-3499-42a0-971a-9420225341a7
  • b9d2ac2b-e691-4d33-93d5-7a0a19ee017a
  • 68550e07-79b0-4e6c-ab69-c051deac2e1f
  • e2e9710b-4f08-4aba-bddb-9c5e672f84ab
  • 27696158-d0b6-45e2-9d78-c20f40253598
  • 46f7eba2-ff00-4df7-bf2c-9318b62cf10c
  • 3454c287-a147-4a10-bfa7-d0c61f2cd98f
  • de23d98b-0a27-48e6-afd6-b95e901187d5
  • 1717ae72-a70b-44b0-8d3c-0fe853119a6c
Oct 7, 2024
Camille and Laura - BonjourBorzoi
Hi friends!

I wanted to tell you all that the first demo for Camille and Laura was released today!

None of the content is final and I am sure there will be issues here and there. I'm working on the game solo and I cannot account for everything, but it will help you get an idea of what I am going for with the game. I hope you will find something to appreciate in it and I appreciate any feedback you can give me.

Thank you so much for your time.
Olivier
Watertime - BreakTheWind
Good Day!

Thank you everyone for your support during early access!

Watertime has personally helped me a ton by keeping my water intake high and helping me stay healthy. It has been very effective despite it's simplicity, and I have already seen the benefits of staying hydrated. I want to bring these benefits to more people, as such, I have decided to make it available for everyone by making it FREE!

After speaking to Steam Support, Watertime is now scheduled to become free on the 1st of November.

Stay Hydrated :)
- Ed
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