- UPDATED MAIN MENU SCREEN FOR HOLIDAY THEME - ADJUSTED LIGHTING ON SEVERAL TRACKS - REMOVED MULTIPLAYER (MAY RETURN AT LATER DATE) - ADJUSTED POST PROCESSING ON SEVERAL TRACKS - OPTIMIZED FRAMERATE AND ADDED V-SYNC - RE-ADDED HOLIDAY VEHICLES
I've been working on improving this game for a little while, making changes where I can here and there during any free time that I had. Anyway, let's not ramble on too long.
The Mobile Game!
"i love me, i love me not" is now fully playable on both your Android and iOS mobile devices!
Developing for mobile devices came with many many design and gameplay issues, it was quite a learning curve that I'm still learning to navigate. Anyway, with the mobile device, I was also able to add some new functionality to the game I've never been able to explore before, such as achievements, notifications, and vibrations!
The Update
This update brings many changes to the game, so let's go through them:
PLAYER
slightly increased the player's eyes + animated them.
added fading footsteps, creating a trail behind the player wherever they walk.
added different sound effects when walking on the path vs walking on the grass.
players now resume/spawn in the game wherever they left off (position)
CHARACTERS
new character, Jorm! Jorm is used to introduce a new player to the game and help guide them around the field.
added shadows to each character, making them pop a little more!
added a blinking animation to each character, except Atlas, obviously.
characters and notes now highlight (white outline) when they're intractable.
UI
new dialogue design, it's now soft n cloudy and auto-scales with text.
new input box redesign too, same as dialogue style.
settings menu redesign, added some more settings, and tabs of information.
added dark mode setting! makes dialogue and items use dark colours instead of light.
improved notes, and todolist slide-out animations
added a new info screen, explaining how to play a task/minigame.
new font style for interaction prompts, and event logs.
improved the reward petal scene a little.
ENVIRONMENT
redesigned Naveen's area. added ambient SFX, fish swimming, and lilypads.
added flowing/falling leaves particle FX.
added 2 new foliage types to the grass.
added some 3D sound effects.
TASKS/MINIGAMES
improved Aphrodite's minigame. more variation of habits, better animation when adding/breaking habits, and better sound effects.
improved Neptune's minigame. more variation of thoughts, more possible responses, animated phrase text, and better sound effects,
improved Jupiter's minigame. added a walkthrough text to help guide the player to create origami in real life, making the player now click and drag a point from one position to the next.
improved Naveen's journal. adding more prompts.
improved Atlas' minigame. mostly behind-the-scenes improvements for optiomisation.
made the "show gratitude" task actually give away the origami item. So, the player can now return to Jupiter and make more and more, gifting origami to everyone in the field!
EXTRA
changed some characters' dialogue, polishing the message they're trying to teach.
reworked the save system, allowing it to work with the cloud saves, and hopefully old save files too.
fixed a lot of typos.
fixed a lot of bugs.
as always, please share any bugs, thoughts and ideas you may have with me. the best place to reach me is on my discord server. thank you all for playing :)
The wait is over! Shelf Life is officially complete! After a whole year of hard work, passion and a few broken computers, Bongwater Productions is proud to launch our first major project! This project was a learning experience for all of us. It all started from a defunct fan remake of Deus Ex, when it fell through we kept in touch and shared our creative projects with each other. Until one day on a whim four of us teamed up for a game jam. We all got on real well, our skills and ideas all complimented each other and we had fun. The next month work started on Shelf Life. Originally meant to be a demo released for free on itch, we started getting excited about the project and pivoted to a steam release instead. Now we’ve finally passed that goalpost. We couldn’t have made it here without the support of friends, family and the small community we have made. Thank you for helping shape Shelf Life into something truly special. Let us know your thoughts, report any bugs, and share your epic moments on our Discord (linked in the main menu) or via our Community Hub. Don’t forget to spread the word
Hi hello! i am Simas, the Overground's sole developer, i've been working on this game for several months now, and the game is finally close to being finished! I first considered releasing the game only on Itch.io like i usually do, but given the fact that it's been a long-standing dream of mine to publish on steam, i decided to give it one more try, i did the whole steamworks process and here i am now with my own game!
Well The overground is a spiritual sequel to a previous free game i made called "The underground", that game had ONE unique enemy with a twist, you can't kill it, but everytime you shined a light on it, it ran away!
for this game i am keeping the theme of darkness, and enemies with a twist, which unfortunately i can't spill the beans on because learning how to fight them is also where the fun and horror of this comes into play, but i am happy to give you a tease on what they look like:
(DISCLAIMER: i don't know 3D art, so none of these models were made by me, depending on how well this game does i'll hire a 3d artists, the makers of these models get credits in the game)
This great looking abomination is scattered about the map
This one's model is more lowpoly but still has some great body horror elements to it
And this scary bastard will be found at random throughout the map! you might get stuck with him imediatelly or NEVER find him!
Anywho, i'm sure a ton of people like reading this part; i certainly do, but patch notes!
- Added a ton more story notes around the map
- added one more encounter
- added intro cutscene (getting the proper lighting here was a pain)
-added one more building and more Decor to existing buildings
As the Holiday season is about to start for many of you, myself included, I decided to give you some new content to enjoy. This content is part of update 0.99.40 and 0.99.41.
If this update gives you issues, you can revert to a previous build using the Steam Betas tab. The previous update is on branch: Reentry Version 0.99.36
In the 2023 state update I talked about the Saturn IB and Skylab, and I know many have been asking about it and have been eager to give it a try.
In this update I have added a new alpha feature (Main Menu -> Settings, scroll down to alpha features) that will enable a preview / very early access of the Apollo Saturn IB booster, and Skylab.
This will enable a development mission for the Test Pilots. It can be found from the Apollo Free Play mission selection, and is used for testing the Saturn IB (SIB), the Milk stool and rendezvous with Skylab.
Again, this is a very hard mission, but if you have the spirit of a Test Pilot, be sure to give it a try! An achievement will be awarded for those who dock with it.
Note: Another patch for this is released, 0.99.41: - Unlocks preliminary Save/Load State data for Skylab - Achievement when docking with Skylab
Saturn IB comes with some changes to the panels such as the LV ENGINES lights:
I wish to thank all of you for your support, feedback, suggestions, MOCR organizing, testing and for being a part of this community - I really appreciate it!
Expectations: This is a very hard mission so please be ready to fail the rendezvous, or spend time and fuel on closing in with Skylab after the rendezvous.
I recommend you do be familiar and skilled with docking through Project Gemini and its Agena missions, as well as having completed the Command Module Academy/Campaign before attempting this mission. It also helps to be familiar with the transposition and docking procedures when extracting the Lunar Module from the SIVB.
In development: - Dedicated Saturn IB boost checklist (currently you need to use the normal Boost checklist) - Ascent guidance to insert you closer to target inclination and a circular orbit (currently you need to circulate the orbit after insertion) - Save/Load state support - Undocking - Better rendezvous burn (currently you might have to work hard to approach and get into formation flying with Skylab) - Beacon lights and improved docking lights to make it easier to locate Skylab (currently you need to search for it after the final burns. Used the EMS ranging feature to help you) - MOCR: SIB booster monitoring channel
How to rendezvous and dock with Skylab: 1) After insertion, complete the insertion checklists to configure the Command/Service Module for orbital mission.
2) Execute a P30/P40 maneuver to circulate the orbit at Apogee.
3) When you are in a circular orbit, use the Crew Members - Request PADs - P30 Maneuver: Rendezvous with Skylab to request a rendezvous burn.
4) After the rendezvous burn, request a Circulate at Apogee burn to match your orbit with Skylab.
5) Extend the docking probe, and once extended, set it to retract
6) Close in on the target. It can be hard to see it and the burns you executed decides how close you are to it
7) Use the skills from Project Gemini to close in with Skylab and align yourself with it
8) Use formation flying to inspect Skylab
9) Align yourself with either Skylab docking port 1 or Docking port 2.
10) Align the docking port with the Command Module COAS
11) Finalize the docking
12) Retract the docking probe by setting retract to PRIM 1.
Today we have a patch ready that will hopefully give you all some extra cheer to start off the holidays with plenty of bug fixes and improvements!
As always, let us know if you spot any other issues!
Bonus tip: You can perform actions automatically as you walk around using action slots. If you are checking out this update as a brand-new player or coming back with no previous save data, you’ll see a couple of these actions already added to your action slot by default. If not, simply configure an action slot using right-click and checking the “Auto-Use” option. This can be used to emulate the previous “Auto pick-up” option.
Bonus promo: The Steam winter sale is upon us! Wayward is currently -30% off until January 2nd.
New players will now get default actions assigned in action slots to hopefully help the player learn basic actions and UI.
There are now direct keyboard hotkeys (which can be rebound) to pick up an item "Ctrl + G" or pick up all items "G".
You no longer need to discover 20 actions in order for the "Auto-Use" option to become available.
Removed outdated help information on picking up items. (Thanks Ursa (lovesthesoundof))!
Bug Fixes
Fixed action slots not working sometimes. (Thanks muzzy!) (For both the initial report and figuring out how to reproduce it consistently.)
Fixed an additional edge case with scrolling that led to zooming in that direction no longer working and also broke action slots. (Thanks Feral Grumpicorn!)
Fixed an issue where tooltips would be duplicated. (Thanks muzzy!)
Fixed the sort dropdown in container dialogs saying a different sort than the collapsed label when first opening the dialog.
Fixed some container UI desyncs. (Thanks inquisitiveToast!)
Fixed throwing not getting the correct damage type. (Thanks inquisitiveToast!)
Fixed some action bar setup weirdness when dragging items into slots — could cause things like empty slots with an action in the corner, or cause the action you're trying to assign to clear the item, or cause the item to clear the action even when they're perfectly compatible. (Thanks Vallivanting!)
Fixed a rare case of infinite recursion when hovering over a "Use Hovered Item" action slot. (Thanks Goliat!)
Fixed container weight as displayed in the dialog becoming incorrect after travelling. (Thanks muzzy!)
Fixed items not updating after/when traveling.
Fixed rare multiplayer desyncs when traveling.
Fixed cut hide not being flammable. (Thanks DerSimon!)
Fixed the "ascend" or "descend" action showing up in the tile context menu for tiles other than cave entrances.
Fixed importing custom game options reducing multiplier values. (Thanks Ghon!)
Fixed dedicated servers showing "1" players when 0 players were connected and other server stat inconsistencies.
Fixed gathering piles of rocks using the botany skill. (Thanks Crows!)
Fixed some tyypos. (Thanks TheBlackHand!)
Technical
All entities and tiles now have a "debug" object that can be printed in the console with the ".debug" property, a much cleaner representation of the data for each object than the actual object instance.
Added the "ref(refId)" function for use in the console, for resolving the object of a particular reference ID.