Improved task indicator: now it "sticks" to the edge of the screen and points towards the target.
Added indicators for the "grenade throw" and "healing point" abilities. If the target point is outside the screen, the indicator will also "stick" to the edge of the screen.
Fixed all hitboxes for cursor interactions: no more pixel-hunting to select cover, weapons, or enemies.
Improved HUD interaction: mouse clicks no longer pass through the minimap and unit cards.
Enhanced unit movement system: units now maintain formation and avoid getting stuck on level objects.
Improved cover system: all selected units will now move towards cover, even if there is no room for them.
Added a rank system for units: units gain combat experience and become more effective in battle.
Added animated event indication on the minimap.
Fixed several bugs and optimized game performance.
First and foremost, I want to extend my heartfelt thanks to everyone who purchased "Castle of Lord Velimir" during its first month of release. I know the game was not as polished as it should have been, and some parts were even incomplete. I deeply regret that I couldn’t postpone the release or fully finish the game on time, and I sincerely apologize for that.
However, I’m excited to announce that I’m finally able to focus on completing and polishing the game. Today, I’ve rolled out a small update, and moving forward, you can expect weekly updates as I try to improve the experience. I’ll be closely following your reviews and feedback to make sure we shape this game into something truly great—together.
Thank you again for your patience and support. I’m committed to making "Castle of Lord Velimir" everything it deserves to be.
Everyone will be able to play SUPERVIVE on Steam, 24/7 during Steam Next Fest (October 14 to 21).
Also if you play during Steam Next Fest, you can unlock a unique glider at launch that you can’t get anywhere else, ever.
We're making our permanent home on Steam moving forward, so make yourselves comfortable here. Ideally that includes:
Following us on Steam
Wishlisting us on Steam
Telling your friends about us (on or off Steam)
… please :)
To all previous playtesters, this playtest will be hosted only on Steam. Please go to your Theorycraft account page, link your Steam account, and then download, install, and launch SUPERVIVE on Steam.
Patch notes will also be posted on Steam moving forward. Let me tell you, it is a de-light to have more formatting options for patch notes.
If you’ve read this far, congratulations you should also follow our socials thank you:
Hi, this is first of upcoming regular weekly updates based on players feedback. This one includes: -Check points -New boss -Rings equiping -New area -Removed unused assets -Other small fixes Thanks you for playing my game!
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.
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!