You can now click on fish to lay eggs (money), and they will also lay eggs automatically after 60 seconds. Fixed an issue with the music album icon in the shop. Clicking on UI panels no longer affects objects behind them.
Since the DEMO was released on January 24, over 100,000 people have played it and added us to their wishlists!
We’ve communicated with players on various platforms and received countless suggestions and feedback from everyone. We are truly honored to have received so much love from all of you! Thank you so much, everyone! (Ducky bows deeply.)
Here’s a reminder for all players: We will close the game DEMO at February 17. After that, you will no longer be able to download or launch the DEMO version.
Our team is small, so we can’t always keep an eye on the online situation. At the same time, we need some time to continue creating more game content, fixing bugs, and optimizing areas where the experience isn’t great.
Please give us a little more time!
The next public DEMO test is expected to be during the Steam Next Fest in June. We hope to see you all there!
We plan to perform a regular maintenance("MA") to update new content as in following. Please note that you're unable to play the game while MA.
Server Downtime - February 12@8 PM – February 12@11 AM (3h) (Pacific Time, In-game Time) - February 13@5AM - 22AM (3h) (Central European Time) - February 13@12PM - 3PM (3h) (Philippines Time)
*The end time is subject to change depending on the situation. *You can enter #time in the game to check the current in-game time.
Patch Note
1. NEW FASHION ITEM - 16 items for the female teen body type - 17 items for the male teen body type - 3 items for the female kid body type - 3 items for the male kid body type - 3 items for the female idol body type - 3 items for the male idol body type
2. NEW MUSIC - So What by cin feat. Adelyn Paik ( Difficulty 5,9 ) - Good Day by Siine ( Difficulty 6,10 ) - Juega con el Tumbao by El Equipo Del Norte ( Difficulty 4,7 ) - Love Somebody by Loving Caliber feat. Novou ( Difficulty 3,5 ) - Road by Nbhd Nick ( Difficulty 4,8 )
Hey all! These last few days, I've been experimenting with some new UI stuff (unbelievable, I know). We've been working on some cool stuff but it's not really in a state where I can show it off, so instead I'll be sharing one of the design updates I've been iterating upon. So, here's a quick preview of some new assets we're trying out in the Action Menu!
As you can see, we now have some colored bars along the bottom of each skill. These serve to show the type of action each skill is, being a standard action or move action, in a more sleek and colorful way. While there's only colors today, I do plan on adding icons to the design once I actually figure out what those icons will be.
The main reason I'm trying something new here is directly related to icons, in fact. Recently, I've been doing a pass over all the UI sprites and icons, ensuring their quality and sorting them into spritesheets and all that fun stuff. We're still missing a few icons here and there, but most notably we don't have an icon to denote physical damage. So far in the UI we've been using the red sword icon, but that icon was originally created to be our standard action icon. It's also not in the exact same style as other icons like health, magic damage and buffs/debuffs, so I would have needed to redraw it anyway.
After going back and forth a bit, I decided to try and spruce up our action icons, and use the sword icon for physical damage, which led to me thinking up a few new designs. Now, while a lot of the stuff we show off in these updates tends to be at really early stages of implementation, these changes are super fresh. I was hoping to have a bit more done on them, as well as the new cursor graphic I've been working on, but I'm not about to break the weekly update streak when we're so close to 100. This is our 96th update, by the way.
I'll be working more on this design, maybe making some changes, maybe reverting it and trying something else entirely. You might see it in the next update, but there's a backlog of half-implemented or temporarily disabled features that I've talked about in prior posts. So, don't worry if there are things from previous updates that might not be present right now (they probably broke in some way). That's all I've got this week; thanks for tuning in!