Unaware in The City - Mr. Unaware Studios
Hey lads!

Long time no see! Sorry for the delay, but frankly, if I have a choice between working on the game or writing a devlog, I’d choose to keep working. There’s just so much to do... But I can’t have a Patreon-funded game and leave everyone in the dark, can I? Since I’m late, I’ll include part of November’s progress in this report. After putting it all together, it turned into the longest post in history, so I decided to cut and trim a lot, as people don’t usually like to read too much.

Since it’s already the middle of the month, I’ll aim to release the next November-December progress report before Christmas instead of writing two short ones back-to-back.

Alright, let's start with the bad stuff, shall we?

Due to all the crunch since May, I’m feeling really strained and mentally exhausted. It’s not burnout, just extreme tiredness from having no life outside of work and babysitting kids. Anyway, I made a deal with my wife that she’d tolerate my crunch mode until the end of the year, and then late-night work is off the table. So, UiTC’s last update will probably be v42, as I won’t have time to develop two projects. UiTC:R development has already slowed down tremendously because of the simultaneous work on UiTC, so with v42, updates will either be much smaller or stop altogether, letting me finally focus on the remastered version and get it to you sooner.

Before you jump to conclusions, keep in mind that dropping UiTC support will cut a significant chunk from my income, so it’ll hurt me too. But I’m sorry - I can’t solo-develop two huge games, and there’s a reason nobody makes open-world RPGs solo: they’re incredibly challenging, time-consuming, and costly to produce. So it’s time to say farewell to UiTC updates with v42’s release, I guess. However, I’ll still fix any game-breaking bugs; that much I can do.

To add more to my plate, my wife has postpartum hyperthyroidism and has been feeling awful lately, so even more responsibilities have fallen on me. I’m basically working with one (or both) kids in my room, which is fine for programming, writing, or game design, but not for NSFW tasks like animations - I don’t want my kids seeing that stuff, even if they’re too young to understand.

Real-life challenges and the simultaneous work on UiTC have slowed down UiTC:R’s progress significantly. I already know that a playable demo release in December is impossible. Patreon/SubscribeStar will still get monthly demo releases as usual, but we’ll need more time to create something polished (and fappable) before releasing it to the public. So, the public demo is delayed until 2025. I really wanted to make it in time for the project’s anniversary on December 10th, but we’re behind on all fronts. :(

Honestly, I hate writing essays, especially now, when I have so much to read and design for UiTCR and I could be using this time to work on another feature... I’ve always been taught that actions speak louder than words, so I believe my sneakpeaks, demo releases, and UiTC updates say more about the actual work being done than these long progress reports.

Alright, enough whining!

Steam - I've been asked about it many, many times, so the EX version is coming to Steam as a DLC for $12 or in a bundle with a 10% discount. The EX version doesn’t add any new content; it’s strictly for cheats and some experimental and quirky features. No worries - you don’t need it for the complete game experience, so feel free to skip it if you’re not interested in that kind of stuff.

UotW was an experiment to see if making an NSFW game and using Patreon was even viable. UiTC was an attempt to turn the outdated UotW into an ambitious game all on my own and without a budget. UiTC:R is about making the game the way I envision it, learning from past mistakes, and working with a solid plan, budget, and skilled team members.

You know, I’m a very self-critical person and have never been fully happy or satisfied with UotW or UiTC, nor have I ever... fapped to them. You’ve probably never seen me hyped or speaking too positively about my projects, but you know what? This time, I believe we’re going to create a damn good game. And the best part? Instead of milking you for months or even years with promises of future greatness, we’ll stick to monthly updates with real content, and you’ll get fappable material as early as December’s demo release. Free public releases will also start rolling out sometime in 2025. Also, until the end of the year (maybe longer?) you can try the demo by pledging a mere $1.50.

And one more thing - despite rising costs everywhere around the world and UiTC:R burning through funds like crazy, I’m not raising Patreon or SubscribeStar subscription costs. Just keep in mind that if I can’t pay my team members, the work will slow down, because quality costs, and no one works for free. Right now, I can’t afford to have them working full-time. Anyway, I’m leaving the project’s future in your hands, lads ^^

UiTC was rushed at times because I was desperate to add more content while working alone and dealing with constant workarounds. The UotW engine wasn’t meant for a feature-rich open-world game, and after so much time, the code became such a spaghetti mess that adding or fixing even simple things would break multiple other features. In UiTC:R, I’ve spent a lot of time designing and programming solid fundamentals to prepare the game for future features. We’re also putting more focus on quality and detail while extending events and routes. For example, you won’t see sex with Ben after just a few events with him, though we won’t block players from accessing sex content either, so options like prostitution or the glory hole will still be available if Jane’s stats permit.

The main goal of UiTC:R is to create the ultimate city-girl sim that’s complex under the hood but easy to play on the surface. For a simple example, other games often restrict players from leaving home at night or require sleeping and saving only in your bed, following a specific day pattern. But UiTC:R is all about freedom and choices. You can save anywhere, sleep in multiple locations (even during the day), and let Jane live a nighttime life. You can even ignore sleep entirely until she passes out somewhere random and see what happens. It’s our job to make it possible for you to play however you want, and we’re working hard to bring this vision to life.

There have also been some changes in team members. Romstine & Bubba will no longer be writing for me. While Romstine left very early, Bubba was a good guy and wrote events for v37–v39, though it wasn’t quite what I was looking for. Recently, I’ve been working with a new writer, so please welcome Inkwell, who has already written scenes for v40 and will help with the game’s world, quests, and character development. He also happens to be a fan who’s been playing since the early days when Unaware of the World was still around!

To sum up, this will likely be the final setup for developing UiTC:R

LustFire - Character art & animations.

Lefty Lai - UI & Background art.

Inkwell - Writing (dialogues, quests, lore).

Mr. Unaware - Game design & programming, and a bit of everything.

And a special thanks to Blake for providing awesome shaders, Sandro for composing the new soundtrack, and Miss Maia for her fantastic moans from UiTC, which we’ll be reusing because they’re fucking gorgeous.

Regarding the work done over the past 6 weeks:

Here's a link to the videos:

https://pixeldrain.com/l/sG5F4b3S

We’re creating a few concept arts featuring scenes from the game, which we’ll use as loading screens & promo art. Here’s the first one, set in the RLD Alley. Honestly, I love this one.



Here’s the finished, fully dressed male model with a customizable body. Wanted to show it in-game, but I'm still dealing with some glitches. Although we already started animating characters, and you will get to see some of it in November demo.



Huge thanks to Blake for providing shaders (1st video) and exceeding my expectations by doing more than asked, allowing for some cool features! Small glitches still exist, but as you can see, both the body and clothes are colored really nicely. For now, you can color things like skin, hair, nipples, eyes, makeup (eyes & lips), and nails. Some clothes will support multiple colors, and the overall idea is to let you customize the colors of clothes when you buy them. More stuff will be added throughout the development process ^^



I’ve implemented saving and loading character presets (2nd video) to a .txt file on your PC, so you can easily share them with others. It’s automated, meaning any future changes to customization settings will work without extra effort on my part. It’s also somewhat foolproof, so if a wrong or outdated data line is loaded, the rest of the data will still load, while the incorrect line will be skipped without causing errors or crashes. It supports whole character creation data, including backstories, traits, goals etc. Another upcoming feature will allow you to customize your random and unique NPCs yourself. In this example, it's skin colors. Every line that starts with "random" word will be used for all random NPCs, so if you want everyone to use only one skin color, simply remove everything leaving only one line with the word "random". If you delete the .txt file, it will be regenerated using default settings, so fear not!



I've created a database that will load NPCs bubble chats (3rd video) based on their type, location, activity and Jane's stats/achievements, so if she's really popular in The City or pregnant, she will hear people around talking about it. In UiTC, you had to click on NPCs and enter dialogue to see them talk, tell jokes, and so on. In UiTC:R, they’ll mention those things on their own if Jane gets close enough, without pausing the game, allowing for even more fun interactions if actual engagement occurs. I'll use them also for some other stuff during a character interaction. Font size and display time of bubble chat will both be customizable in the settings, along with trigger chance and the option to disable it altogether. There’s also a system that triggers an event and enters dialogue if Jane gets too close to an NPC, like suddenly getting touched.



It took me much longer than I anticipated, but old dialogue system is ported to newer engine and UI successfully (4th video), and so far works from what I tested. And it might be surprising, but majority of the game is actually my dialogue tool, since almost everything happens through it, so if I had to change dialogue tool, well, it might be even worse than remaking all art & animations from scratch.



And lastly, as you know, in UiTC you can make breasts really huge as an experimental EX feature, and I want to continue that tradition in UiTC:R ^^



That more or less sums up the work done in October and part of November. We’ve also been working on many other things we can’t reveal yet, like quests, events, dialogues, lore, and other features.

Here’s a look at some plans for the main storyline and an explanation of various game mechanics, including stats, skills, and more.

Main Storyline

I'm keeping this as spoiler-free as possible, but the main storyline revolves around the upcoming election for The City’s mayor. There will be 4-5 candidates (including Jane), and she can choose to join one of the sides and help them win. This won’t lock her into a route with an NPC (theoretically, unless specified otherwise in dialogue). The idea is for nearly every choice Jane makes to subtly influence the election outcome. Election Day will occur on Day 100, whether Jane does anything or not, and it won’t trigger a game over, but just a permanent effect. She can totally ignore the main storyline, but her choices will still impact the final outcome, and storyline events will gradually unfold. I want The City to have its own life, with Jane able to change the tides. Each candidate has their own vision and approach to winning (and different difficulty), and Jane will be able to use all her skills to sway votes (speech, prostitution, bribery, crime, etc.). I’ve been working on the design for months, and it’s the most complex system I’ve ever built for any game, so I’m really curious to see how it will turn out. We’ll aim to release small portions of the main storyline with each monthly update, along with other content. P.S. This is unrelated to the recent USA elections, as it's a storyline I’ve had planned for ages (though it did inspire me to write about it today). It’s also unrelated to my political views, so you won’t see any propaganda, real-life character parodies, or similar bullshit. It won’t be complex like the typical political plot in strategy games either; it’s still a porn game.

Stats, Skills, Perks and so on

Traits - Each trait has both positive & negative effects. Traits can only be chosen during character creation and are permanent. Jane can select only one trait per family type (e.g., Health, Lust, Work), with unlimited traits allowed in the General family. This setup helps define Jane’s characteristics - whether she’s lazy, has a high libido, or has any addictions - while avoiding issues with stacking similar traits that could lead to unintended effects. Whether you prefer a slow-burn corruption arc or want Jane to become promiscuous quickly, it’s up to you. Traits are optional and provide both stat bonuses/penalties and unique effects. I’m considering adding an option to remove negative traits at the hospital for a high price and possibly linking some traits with Backstories or rewarding them through special events, but that in a distant future.

Perks - Unlocked by spending experience points (which can be gained through nearly any activity in the game), perks primarily boost stats to make certain aspects of the game easier, such as stealing, the diner mini-game, or prostitution. Perks have multiple ranks, with each rank becoming more expensive, so you can decide whether to save experience to max out a single perk or spread points across a few cheaper ones. You can unlock as many perks as you like, but since there will be a large number available, maxing them all out would be overkill and likely unnecessary. Essentially, perks function like positive traits from the original UiTC, but now they can’t be chosen during character creation and require Jane to visit Dr. Braun.

Skills - A new core mechanic. By completing tasks related to specific skills, Jane will make progress until she unlocks their ranks. For example, Lewdness has been removed and replaced with Corruption (4 ranks), so by engaging in lewd activities, she will gradually level up in Corruption. With a progress bar from 0% to 100%, she might gain 1.72% (based on various factors) from being groped instead of 1 whole point, making it easier for us to control & balance progression, and clearer to you than a "25 Lewdness" score. Skills will provide unique effects that influence gameplay, dialogue, and other aspects. For instance, before she can become a lesbian or learn femdom techniques, she will need to unlock these skills through associated tasks. The same applies to skills like Stealing, Exhibitionism, Seduction, and other sexual skills. There will be around 15 skills in total, and some will be more useful while others a bit less.

Stats - Most traditional stats have been replaced by skills. Only a few stats will remain, such as Luck, Charm, and Speed, and they will either be "dynamic" skills that fluctuate or stats that can’t be directly increased like skills. For example, Charm reflects Jane’s current attractiveness, which can be increased only through permanent effects like traits or perks, or temporarily with clothes or buffs, and lowered similarly (e.g., by being dirty). So, she won’t be able to raise these directly.

Reputation - Reputation will be adjusted so each type is more unique, straightforward, and easy to understand. For example, instead of Kevin's Reputation, there will be Diner Performance, which will function similarly - a reason to get a raise at work - but it won’t be tied directly to how Kevin feels about Jane (although it will still influence it indirectly). This means Jane can have a relationship with Kevin without maxing out her diner performance; in other words, she won’t need to be employee of the year for Kevin to fall for her, but it certainly won’t hurt.Lust & Disposition - These two new core stats, Lust and Disposition, play a central role in the game and apply to all NPCs as well. High Lust means someone is "in heat", so if Jane wants to masturbate or reach orgasm, she’ll need to reach a certain threshold. NPCs with high Lust will also be much more interested in her. Disposition reflects how NPCs currently view Jane and will partially replace Reputation. Reaching max Disposition, even temporarily, will make an NPC more attracted to Jane, while dropping it to zero will make them dislike her and potentially avoid her. For example, Kevin won’t make a move on Jane at work unless his Disposition & Lust are high enough. This setup allows players to experience certain events early in the game (through provocative clothing, seduction skills, etc.) without having to max out a relationship with him. If you want to avoid some events, keeping NPCs’ Disposition and Lust low is usually enough. So, for instance, Jane can forget about Kevin giving her cunnilingus under the desk if she’s recently annoyed him. Both Disposition and Lust will fluctuate frequently and be influenced by many factors. If you want to see a lot of lewd stuff with NPCs, try to keep their Lust & Disposition high.

Health & Mood - Since I aim to make the game more hardcore and survival-oriented, where choices and playstyles truly matter (don’t worry, there will be difficulty settings and various ways to make it easier), I decided to add “game over” stats. Jane will start with 75% Health and 50% Mood by default, which are hard to lose but even harder to regain—so you won’t be able to quickly drop them to 0 or raise them to 100%. These stats provide penalties or bonuses and can be altered in various ways. Health represents her physical condition; it decreases from things like catching diseases or starvation and increases from healthy eating, sleep, and exercise. Mood reflects her mental state, showing how depressed or happy she is. Negative events or positive experiences impact it; for example, losing her virginity to a hobo or having sex in the slums with 0 Corruption will hurt her mood.

Challenges - Previously known as perks, these haven’t changed in functionality. They’re similar to skills but offer simple bonuses and are unlocked by performing the same task multiple times, like traveling 100 times to make travel easier. There will be two types: visible and hidden. Visible challenges are straightforward, making the associated task easier, while hidden ones provide unique effects, such as losing virginity. They’re simply a way for Jane to become better at things she’s done repeatedly.

Primary Needs - Jane must eat, drink, sleep, and optionally, relieve herself. It’s straightforward: if these needs are low, they provide bonuses; if they’re high, they cause penalties. Hunger and thirst won’t lead to death but will continue to damage her Health and Mood. Being sleepy will slow down her daily activities and make waking up harder. If the “pissing” option is enabled, drinking will increase her urge to pee. If ignored, the first stage will create an urge to go in a public place, and the next stage will result in her wetting herself. Similarly, with other needs, when she’s on the edge, she’ll become less concerned with morality, lose her usual "restrictions", and go to greater lengths to fulfill, say, her hunger.

Statuses - Certain stats like Energy or Cleanliness have been removed as visible stats, now existing as hidden variables that only matter once they accumulate enough points to trigger a status like Dirty or Tired. This signals when it’s time for a shower or nap, with worsening consequences if ignored. Accumulation will also be much slower, so working at the diner won’t suddenly make her tired or dirty, but will also accumulate at the end of each day. If she sleeps and showers regularly (unless modified by other effects), she should usually avoid negative outcomes. Statuses can be positive or negative (or both) and may have fixed durations or persist until an event or action removes them, like gaining a Well-Rested buff after a full night’s sleep or visiting a doctor after catching the flu.

Dialogue Requirements - As an honorable mention, many dialogue choices will use combined stats, skills, and effects to meet the requirements for different dialogue options. This leads to several quality-of-life improvements: making low-corruption playthroughs more viable, accessing certain events faster based on the current build, not needing to max out specific stats/skills, and allowing various effects (like perks and traits) to lower requirements. For example, a hobo might be willing to share his food if she agrees to show herself naked. Normally, Jane at 0 corruption wouldn’t agree, but since she’s hungry and has some exhibitionism skill, she’s willing.

Finally, that’s it! Thanks so much if you made it all the way to the end!

Cheers!
Nov 12, 2024
WEBFISHING - west
West here, just droppin' a quick hotfix patch! Nothing crazy, just some minor fixes!

Patch Notes:
  • "Hide Player” option replaced with “Block Player” option, fully cutting all connections with the player forever upon toggling this.
  • Kick/Ban options replaced with “Boot Player” button.
  • Fixed letter item duplication bug.
  • Fixed bugs relating to chalk drawings appearing strange.
  • Fixed a small handful of other bugs.
Nov 12, 2024
Nuckelavee - GaMac
Enemy pathfinding and detection tweaks, updated enemy attack sounds effects

Report bugs: peatfiregames@outlook.com
Nov 12, 2024
Space Battle - RealCorben
Hello pilots!

Another new update. Although I haven't been able to add a lot of things.... I'll make a pretty important announcement soon, for now I can only say that I'm working on a side mission.

The main thing is that you can now upgrade your ship from the main station. It still needs some balancing... And I'm probably going to modify its location, but it's fun to see how it works.

Several problems with the controllers have been solved. I keep improving the enemy AI although it is still a bit slow. I have added a new sector with more elements and a new smuggler.

Patch Notes
* Progression for the player: purchase of upgrades in main station.
* AI Brain to improve the intelligence of the ships.
* Sector 39 introduced and NECO the collector.
* Localization for several levels.
* Portals have the name of the sector you travel to.
* New turrets (Dual and Guided Cannons).
* Life main station in HUD.

Bug-fixes
* Loss of all the credits in the beacons.
* Minor bug fixes on controllers.
Resonite - Frooxius
Hello everyone! I got another build for you! This is mostly cleaning up a number of things, as the main focus is currently on the PhotonDust (new particle system), but there's a number of goodies here.

The locomotion animation system defaults were finally updated! Sorry it took so long. I'd like to give big thanks to @vrbat, @orange3134 and @rhenium_nv whose parameters were used for the new defaults as well as @bluecyro for going through the community tunings and integrating them into Resonite.

We also now have latest yt-dlp which should fix issues with loading videos as well as new version of Opus, which improves the quality of voice and has much better handling for lost packets!

There's also a number of bugfixes for several issues as well as some new nodes that should simplify a few things.

New Features:
- Added ComposeColorX node
-- This lets you compose a new colorX value from color and color profile
- Added ColorXToProfile node
-- This converts a colorX value to a color value in a specified target color profile
- Added GetColorXProfile node
- Added GetColorXBaseColor node
-- WARNING! This gives you the raw base color in whatever profile it is, with the color profile information removed. You're responsible for maintaining that color profile information externally when you work with these values
- Added DecomposeColorX node
-- This gives you both the base color and color
- Added GetLocomotionArchetype node
-- This gives you the "archetype" (Walk, Fly, NoClip...) of given locomotion node as a nullable enum
-- Note that some locomotion modules might not have one assigned and the value will be null for them

- Added UniFesta 2024 & VKet 2024 badges (requested by @orange3134 / Weaverse (our partner), implemented by @probableprime)

Tweaks:
- Replaced default locomotion animation tuning parameters with community based tunings (integration handled by @bluecyro)
-- The new defaults are a combination of @vrbat 2.2 animations with idle foot turning values from IKANJI 1.08 by @orange3134 and @rhenium_nv
-- Big thanks to everyone helping us tune these values and improve the animations!
-- Please note that this only changes the defaults - if you're already using custom settings yourself, the system will use those. If you prefer different animation style, you can always override the defaults

- Updated yt-dlp from 2024.10.07 to 2024.11.04
- Update opus library (used for encoding voice & audio streams) from 1.3.1 to latest 1.5.2 (issue #3125, huge thanks to @j4.lc for creating CI/CD scripts)
-- This has a number of improvements for audio quality, optimizations and significantly better handling for packet loss
-- Our fork is available here: <https://github.com/Yellow-Dog-Man/opus>

Locale:
- Merged German locale update by @muppeq
- Merged French locale update by @j4.lc
- Merged Korean locale update by @mirpasec
- Merged Japanese locale update by @.aesc
- Merged Chinese locale update by modimobeikete
- Merged Polish locale update by @foxobread
- Merged British English locale update by @bredo
- Unified key names for tooltips/tools (based on report by @whippersnatchpumpkinpatch, issue #563 in Locale repo)

Fixes:
- Fixed TwitchChatMessageEvent and TwitchSubscriptionEvent node interfaces not generating properly (reported by @shuisho, @amasteramaster , @nytra, @grand__, o6uipi, UnskilledWolf, issue #2597)
-- This also fixes not being able to use their CheerBadge & Plan output values in the data model due to not being marked as data model values
- Fix TwitchChatMessageEvent & TwitchRaidEvent color outputs not being properly upgraded from color to colorX
-- Existing instances that use color should be auto-upgraded to preserve functionality. If you run into issues with this, please make a report!
- Fix being unable to switch locomotion modes after a locomotion module is deleted (reported by @jackthefoxotter, @3x1t_5tyl3, issue #3156)
- Fix record asset manifest getting cleared when changing username (based on report by @shiftyscales, issue #3152)
-- Added a mechanism to prevent partial entities from being written back to the database to catch similar problems early next time
- Fixed scrollwheel speed being framerate dependent (e.g. when sliding items) (reported by @bluecyro and @copygirl, issue #2451, fixed by @bluecyro)
-- This also fixes the Scroll Wheel Grab Move Speed setting not being visible in the settings
- Fix WAV files with AAC encoded audio data resulting in crash of all users when imported (reported by @ceekur, @waterphox, @applebutter180, @troyborg, issue #3167)
-- Currently we do not support these types of files
-- This has been done by removing any Media Foundation based decoders from CSCore library to prevent similar crashes - these decoders are not cross-platform and seem to cause crashes when used in combination with Unity
Watch Out For Goblins! - Roy_Rock_On
Hello Goblin Gang! Watch Out for Goblins! The Demo! has been live on Steam for about a month now. We have been watching people play, listening to feedback, and thinking about our next steps. Before I get into our development plans, thank you all for playing and sharing your experience with the demo. Seeing the big playtimes in our Steam stats gives us confidence that we are on the right track.

So what next? It seems that there is still some friction in our character controller. Game performance also isn’t as good as we’d like it to be especially on the Steam deck and older PCs. The path forward is clear– it's time to refactor. This means taking some time to go back to the basics of the project, looking to enhance what is working and fix what isn’t. We now feel we have a pretty good idea of what Watch Out for Goblins! wants to be as a game. Now the task is to rebuild the foundation into something that is stable and easy to expend, without sacrificing any of the wacky ragdoll action that’s at the core of WOFG!
Here’s what we plan to work on over the next month or so:

  • Character controller optimization. We love our character controller for a lot of things, but think it’s fair to say that it has some weird behavior that breaks the flow of the game. Sometimes the goblin is a little too stiff when they take a big hit, sometimes a mysterious force pulls the goblin off the cliff you’ve worked hard to climb. These problems can be very frustrating. The good news is that we think we can fix them, it’s just going to take a bit of an overhaul of some of the core goblin systems.
  • Development tools. Now that we have a good idea of what a complete WOFG! will be, we are going to spend some time building custom development tools to help us create levels, mechanisms, and NPC behaviors quickly and easily.
  • More models. This game needs some crazy creatures, super set pieces, and more bits of groady goblin garb to collect. We are going to spend some time toiling away in the Blender mines to make sure, when we have our character reworked and our dev tools in place, that we are ready to pack the game full of gooey Goblin content!

Thanks again for following along as we continue to build our little goblin game. If you want more technical (and overwritten, personal, and possibly navel-gazing) updates on dev progress please check in on the SQYD.studio Dev Blog. If not, we will be back with another Steam Community Sate of Dev report next month.

Until next time, please remember to Watch Out for Goblins! wherever you go. I hear they like to hide under piles of fallen leaves.
Nov 12, 2024
Hollow Mine - Michal Parysz
Hello today I wish to introduce quick 0.0.6.2 update.

Thank you all for help and feedback finding the bugs. I managed to quickly fixed some of these bugs.

Let me know on ⁠any 😡bugs on discord when you experience issues 😉

Changelog:

  • Feat WSAD Keyboard Keys Can be used for Menu Navigation
  • Feat ENTER Keyboard Key Can be used for Accepting in Menu Navigation
  • Fix Survival Room (with enemy waves) not Spawning Portal

https://paryszek.itch.io/hollow-mine
Nov 12, 2024
Hollow Mine - Michal Parysz
Hello since last release, a lot of bugs were detected.
Thank you all for help and especially Arcanacra user from discord for detailed feedback and bug reports 😊
I managed to quickly fixed some of these bugs. 🫣

0.0.6.1 should be more stable, but let me know if you experience any ⁠😡bugs 😅

Changelog:

  • Fix Enemies Stop Targeting Player when Game is Paused
  • Fix Prevent Multiple Room Generations
  • Fix Prevent Multiple Scene Loadings
  • Fix Add Independent Player Saves Between Game Versions
  • Fix Controls Label Showing when Switching Controls
  • Fix Enemy Fire Effect to not Activate In Idle Animation

https://paryszek.itch.io/hollow-mine
Alnico Smithery - Pinapl
It's time to experiment with some experimental changes!
I've theoretically fixed an issue causing some machines to run the game very poorly, let's hope it works!
Note: zooming out will still cause considerable lag for a moment.

Additions
  • Added photo mode, accessable by pressing F1.
Changes
  • Piggy Bank now has 3 new sprites.
  • Buckets now have customizable labels.
Fixes
  • Edited the runtime, game should no longer run very slowly on some machines.

Make sure to join the discord to keep up to date on the state of the game!
Nov 12, 2024
Hollow Mine - Michal Parysz
Hello @everyone I wish to announce a new Hollow Mine 0.0.6.0 update! 🎉 🎉 🥳
This time there is new itch.io page for Hollow Mine available for the public!

What are your thoughts? Share them on discord

Help me out and report ⁠😡bugs and ⁠💡ideas.

Changelog:

  • New Fire Spell with Fire Damage Over Time Effect
  • New Ice Spell with Freezing Effect
  • New Ice Spell Scrolls
  • New Fire Spell Scrolls
  • New Weak Spot, Unbreaking, Restriction and Double Effect Abilities
  • New Explosive Goblins Room
  • New Waypoint and Anvil Room for Pit Area
  • New Ores Quartz, Coal and Sulfur
  • New Medium Potion Attributes
  • New Anvil Upgrade Weapons UI Window
  • New UI and Item Description Colors
  • New UI Animations
  • New Global Light Intensity for Different Room Types
  • New Unstable Waypoint Can Teleport to Explosive Goblins Room
  • Change Increase Chance to Get Back to Surface Area When Using Unstable Waypoint
  • Change Unstable Waypoint Won't Teleport to Boss Room
  • Change Items and Prices
  • Change Explosive Goblin Attack Animation
  • Change Chest Drops (More Items)
  • Change Weapon Params (Damage, Attack Speed, Durability etc.)
  • Change Increase Enemy Health
  • Fix Rewards Objects Spawning on Player
  • Fix UI Crashing and Disabling Player Controls
  • Fix Refreshing Quick Bar After Disappearing and Appearing
  • Fix Player Attack Animations

Special thanks to discord users rzaba Jezynt Kostekk11 Arcanacra X-NeOn UwU Toxic for reporting bugs and sharing ideas! ❤️

https://paryszek.itch.io/hollow-mine
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