Added wings and flying functionality!!! Added character flying animations and wing flying animations with several variations added pegasus armor and color variations Added Pegasus Knights Enemies (drops the new pegasus armor) Added new armor: Wizzard Robe Added Wizzard hats and variations Added new armor: Chainmail Knight Added new Shaggy Hair and variations Added iron spear Added new sword and shield weapon with shield bash heavy attack Added Cupid (can be killed for a wing or rescued and will sell wings and variations)
All armors/hairs/wings etc.. can be mixed and match to create unique looks for your character. Squashed some bugs and improved tons of other little things :)
- Fixed decals showing on characters - Updated UI for round ending kill, killcam and spectating other players - Fixed a bug with bots targeting players when out of sight, they will now return to pathing correctly - Fixed a bug where you could get stuck in crouch after being kick stunned - Added 1 star rating to Powershot - Fixed being able to Powershot whilst dazed - Added loading screen tips - Fixed localization languages not showing in the settings menu
Added Nautikin interaction to containers for "e" input
Added a mechanic for Nautikins to catch fish via interaction mode
Added more nonsense messages
Added collisions to other items of significant size for consistency
Fixed a misname/typo for StandardPlaneSeaLandingGear
Fixed a bug with the physics engine for steel cables and exiting vessels
Fixed a bug with structure damage
Fixed a bug with VFX related to instant explosions
Fixed a UI bug with new button in build mode when loading an un-named structure
Fixed a tolerance issue with certain parts when building structures
Fixed some issues with repeated interactions using "e"
Fixed a UI bug with "Crate" vs "Container"
Fixed various item configs related to collisions
Fixed some problems with med kit model
Fixed a bug with underwater items floating when dropped on submarines
Fixed a bug with interacting around fish underwater
Fixed some UVs on RacingDriverSeat
Fixed some vertices on RacingDriverSeat
Fixed a bug with stretching complex parts in build mode
Fixed a bug with aircraft wings and buoyancy on boats
Fixed some unobtainable part unlocks at Turris in campaign
Fixed some UVs on cargo engine part
Fixed some artifacts on deck harpoon launcher views
Fixed a bug where changing the resolution while using deck weapons can move aimers
Fixed some issues with steel cables attached to cranes from containers
Fixed an issue in campaign where destroyed vessels would attempt to calculate a refund even though the result will always be 0
Fixed a bug in campaign where you might not be charged for crew members when exploding
Securing/unsecuring containers will now remove any attached ropes or cables
Adjusted some LODs on Nautikins
Adjusted direct interactions with speed boat wheel
Adjusted some items LODs
Propellers and other blades will now do damage to Nautikins while on magnet lift
Increased max part size to make it easier to build runways
Landing aircraft on vessels that are on fire will now cause them to explode
Moving or Network parts can no longer be used as roots for structures
When disembarking with CTRL+E you will now be given the Nautikin you embarked with if available
Unlocking parts from blueprints now plays sound fx in campaign
Optimized colliders on cargo engine part
Minor optimizations for interaction mode
Minor optimizations for fish
Minor optimizations for sharks
Minor improvements to load times
Changed the way that obtaining stacks of items adds to existing stacks
Changed the order of the part list in build mode
Fish can now be killed with harpoons
Storage container parts are now renamable
Sails no longer work underwater.
Notes
The increased size cap effectively eliminates restrictions within build areas, the only way to hit the cap is to extend far outside the build area. It makes it easier to stretch a quick runway or make really big parts for large ships. Some parts that start small may hit the cap sooner.
Things like steering wheels and fuel tanks can no longer be used as the root for structures. The reason for this is that it defies some of the schema for how vessels are expected to be constructed which can cause structures to take lots of damage when impacted. Valid roots are now things like cubes or other simple shapes (and hulls). An easy root to have is a cube that you mark with a specific color to note it as the root and hide it away somewhere so you can move it later if needed.
If you have structures with roots that are no longer allowed, they will still work but likely suffer from extreme damage when impacted.
Catching fish with a Nautikin is client side, because fish are not synchronized in multiplayer due to the extreme amount of fish (saves a lot of time/network messages). Though this will likely not be noticeable unless 2 players are fishing in the same location and discuss the fish they are fishing. In any case, when you catch a fish you receive a fish regardless of if other players are catching the "same" fish in a similar location.
Fish will react to a member of their group being taken and become harder to catch. They will calm down if you return later.
Eating fish meat will restore a small amount of health but cannot be used to revive Nautikins.
All caught fish result in the same type of fish meat but result in different amounts.
Fish meat spawned from killing fish with harpoons will not be saved and despawn after a while if not picked up.
Fish containers can hold any type of fish like meat (Fish, Shark, Turtle, Whale, etc.), but will not allow any other item type.
You can sell the fish container inventory when nearby buy shacks.
Catching fish with nets only requires the boat be moving and nearby fish. The fish do not have to go into the net physically. The orientation of the net relative to the fish does matter.
Fishing nets do not have collisions for performance reasons / limitations of the physics engine.
Each fish container can hold 1200 kg of fish.
You can put fishing parts on structures, but they will not do anything (except for passive fish storage).
The fish container can be used without the fishing net, but the fishing net will not do anything without a fish container.
When you drop items underwater, they tend to simply stay in the water where you dropped them. However there are/were some unintended side effects with this behavior such as dropping an item underwater above a submarine will make it attach to the submarine but still float above it, so instead now it will snap when underwater and dropped above a vessel. Additionally since this dropping behavior is not a saved action, if you park a submarine under previously dropped items they may decide to snap to the submarine on load rather than continue floating. The intent with this behavior is that if at any point you drop an item above a vessel you want it to stay with the vessel and if you do not you don't want it to sink into the ocean.
Added one missing support dialogue in the youkyuu: Nightmare in Noyama. If you were trying to talk to Toushirou in Town 4 and it wasn't working, the TO DO (instructions) in the menu actually indicated the need to talk to 野口 (のぐち). Now if you talk to Toushirou after hunting the enemies, a support dialogue will properly play. Sorry for the inconvenience!
Remove a certain shop's display from Arrival SP of Town 9
Fix minor visual discrepancies in Labyrinth 8's Area 3.
Fix minor visual discrepancies in Labyrinth 8's Battle Room.
Fix minor visual discrepancies in Labyrinth 9's Area 1.
Battle Items that are used to attack specific enemies can be bugged when using a Keyboard-only setup.
Fix an enemy in Labyrinth 8 not being animated in the labyrinth.
Fix certain "large-sized" dialogue in Labyrinth 8 clipping into the bottom of the dialogue box.
Fix typo with defensive boost of elemental or ontological attack in the Equipment Card UI saying "Decrease own <Elemental Attack>" — it now says "Buff own <Elemental Attack>"
Make a few main story progression instructions for the "To Do" in the Party Menu a bit clearer in Chapter 2.
English name for the Magic Focus Arawasu skill and Cure Confused Arawasu skill were overlapping, so the former remains as "To Focus" and the latter is now named "To Reorient"
Fix error exception / pink-crash screen that rarely appears on the developer's end if the player quits the game while quickly moving around a town with many light systems.
Fix rare pink-crash screen that can appear when quickly cycling and mashing through the Arawasu and Main Battle screens.
Fix a dialogue choice bug in the youkyuu: Swimming Lessons.
Added one missing instance of dialogue with the Shimauma in Town 6 right after arriving at Town 6.
Fixed a dialogue issue with Sugi's Kizuna (Quest 2). Specifically after defeating the boss, there should be dialogue that appears, but it did not trigger for one Steam player. *If you are the player affected by this and want to see the 20-line or so dialogue that took place after the battle, please ping @Julian on the official Shujinkou Discord server here—he will provide you with a video clip of the scene playing out: Discord Server URL
Polish / Quality of Life
Make the "Ladder" to the other side of the town a bit more obvious in Town 5.
Slightly move Asada to the left in Town 5.
Ensure a certain character in Chapter 2 doesn't appear on the loading screen by pushing when they appear back by a bit.
Fix a few inconsistent sizing for some entities in Town 9.
Added better error logging and detection regarding items that are used in the Partner Kizuna quests.
Balancing
MR Cost for "To Heal Mana": 15 MR → 25 MR
TR Cost for "To Heal Health": 5 TR → 30 TR
TR and MR Cost for "To Gradually Heal": 30 → 40
Reduced SPD and MAG, Increased FOR, EXP, and Gin for: Sakana (さかな)
Reduce a bit of narrative yapping in Labyrinth 9 to improve game flow and allow for more focused dungeon crawling.
We are aware that the game is not perfect, and we have received many requests for various quality-of-life fixes and more. Rice Games has dedicated tremendous time and effort over the last six years to turn Shujinkou from a concept to a video game that has launched globally on multiple platforms, and will continue to remain dedicated and steadfast in providing the best customer support, QOL-implementations, and quick responses to queries from gamers who have purchased Shujinkou or have played through the Shujinkou Demo.
Known Issues
We are aware of the following issues and are looking into solutions:
Lighting issues (areas are too bright) for a small subset of computers, specifically in labyrinths during Dusk and Night (sometimes Dawn), but also sometimes on the Nation Map.
D-pad lag in various environments when keyboard and controller are both connected.
Small maru (like in ぴ) may not appear on all instances seen in dialogue
Under certain circumstances, the Curse ailment does not always trigger in battle.
If you have fewer than 15 MB of free space left on your computer and you have Data Analytics enabled, a harmless pink crash may occur during battle once in a while. The solution to this is to free up some space on your computer, or disable Data Analytics via the Party Menu.
The game does not display properly on some ultrawide monitors
There may be a resolution issue when loading the game on Mac versions (unconfirmed).
Requested Quality-of-Life Features
New option to select glyph set if on Steam Deck. Currently, it always defaults to the Microsoft / Xbox glyph set.
New option to default to Keyboard glyph set even if a controller or joystick is connected, specific to PC users.
Find ways to make Town Navigation a bit smoother.
Allow 4-way font-display cycling of text for various UI, similar to how the implementation is done for the Item Compendium menu.
Regarding Developer Contact
As stated in the rules of the official Shujinkou Discord Server, fellow gamers should not be sending private messages to members of the team, including the director. Contact regarding key requests, streaming opportunities, business discussion, and more should be sent to contact@ricegames.net. This has been a server rule for over 4 years now, yet some people on the team are receiving a lot of private message requests. Please keep this in mind if you are curious as to why your messages are not receiving responses—also, please note that this is an extremely busy period and that bug reports and polish will continue to take precedent over the next few weeks.
Thank You!
Thank you for playing Shujinkou. The team and I are excited to see more and more players progress through the game. Already, over a thousand gamers around the world are crawling through Shujinkou's dungeons, playing through the Genya Arc on PS5, PS4, PC, and Mac, with some of the most dedicated players already spending over 100 hours fighting the Akuma, learning language, and enjoying bonding events with the Fuu Lobby partners while still working their way towards clearing the first story arc. The team and I are truly honored.
Warm regards, and happy dungeon-crawling! Julian Rice
A few weeks ago, I took part in an episode of Human Can Opener, the go-to podcast for Disco Elysium and "disco-likes", hosted by the YouTuber The 41st Precinct. It was an extremely stimulating conversation -- around three and a half hours of art, inspirations, politics, and game design.
If you're interested in a more private and relaxed look at the conception of Glasshouse, you can check out episode 2x05 below.