UI Overhaul - switched hotkeys for storage, controls, and map to simpler pause menu tabs. Added current location tracker to bottom left along with a numbered hours (actions) counter. Days traveled and storage amount moved to storage/inventory tab in the pause menu.
Gravity Tweak - Gravity in Dream sequence along with pathing tweaked
Dialogue Fixes - Minor dialogue updates and changes
- Selected tile now shows up with the cursor highlight - D hotkey added to clear selected tile - Small UI changes - New song added "Quantum" - Epic bonuses and HR bonuses from research reduced - Fixed issue with using process for vehicle movement instead of physics process - Added a Vsync toggle in the option menu in game
Hi, it’s ohkapi! Based on user feedback, I’ll be improving the revert control system and profile photo selection in the game. These updates will be included in the next patch, So please stay tuned for the upcoming update.
Keep the feedback coming, and I’ll continue working to make the game even better. Thanks for your support!
To quote Professor Farnsworth: good news, everyone! I mentioned in a devlog post on my site that the demo for the game had been undergoing some updates in January. These changes have now been pushed live in preparation for the full version of the game, and now include such things as:
New background artwork
You can now press Enter to submit any input fields (in addition to clicking a button)
You get a display when new notes are added
Notes can be toggled on or off
The in-game messaging system now uses avatars for most characters
Unread messages and notes are marked with a red circle
The UI for preferences has been greatly updated
Saved games can be named (if you're the sort of weirdo who makes saves in the middle of a demo)
Swapping accessories utilises a larger clickable area
Many other small quality of life changes
All of these changes better reflect the progress of the final release of the game. While the full release of the game is still undergoing development, we're very close to having it finished, and anticipate having an update on a release date around the start of next month.
If you've never played the demo before, there's no better time than now - it's been well-polished and we're overall a lot happier with it than what we previously had.
This is a small but important update as we planned on adding more visual improvements but realized the enemy scaling after wave 30 got over tuned too hard after last update. Look forward in the next few days to another update that will have a lot more visual enhancements!
Rework
Reworked stock market price generation to be wave based instead of time based. This means the demand of items changes whenever the wave changes now
Balancing
Fixed the reaper so it's health is as high as it should've been
Fixed the enemy scaling after wave 30 so it doesn't one shot you (now enemies attack is 2*wave count)
Slightly turned down enemy attack speed
Turned down concoct potions heal amount from (30% to 15%)
Fixes
Fixed spending more on cosmetics after you've unlocked all of them
Fixed metalheads sprites matching his sub classes
Visual Improvements (Just a start)
Added numbers below character buttons in cheese pad to help remind that you can use numbers to switch tabs
Made the level text placement consistent across characters (specifically, moved young rodents level text to match party members)
Added sell value of equipment to the equipment pop up so now you know how much they will sell for
Changed equipment titles color and gave it a wavy effect if it has a passive on it to help show it being a higher rarity
Remember to keep a look out for another visual update soon! And as always, join our Discord if you have ideas for skills, passives, achievements, or other mechanics you'd like to see added or changed!
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