Hello everyone! We aren't dead and we'd love to announce that we are holding a DUE PROCESS CHARITY TOURNAMENT. Grab some pals, squad up and try to take the crown! (You may be in the running for some physical prizes)
The charity of choice is SpecialEffect, as the tournament will be falling along side the GameBlast25 weekend, we've decided to join in and contribute to such an incredible cause that breaks down barriers of inclusion for those living with physical disability.
Registration for the tournament are open! With the first match starting on the 22nd so you now have plenty of time to get ready, dust off your equipment and get your planning brains on!
Tooltips
Added a new tooltip system which shows what each door, window, vent and any special objective does when interacted with.
Visibility
Players should now stand out from their surroundings more, all customisation items have been increased in saturation.
Ranked Season
With this update we are starting the first DUE PROCESS ranked season (season 1 if you will)! Climb the ranks to earn skins, backpatches and titles depending on how high you place. If you are on the top 50 when the season ends you will receive a unique TOP 50 backpatch. For the other skins it will be your peak rank. Here is a look at the top rank variation (Executor):
Battlepass:
Added a brand new battle pass with over 140 new tiers and skins! Also all old battlepasses are available and so items on those passes can now be unlocked.
DAWN:
The DAWN LMG has been added to the game, this is a defender LMG that has high pen while having slow movement speed.
The Dawn has 70 Bullets and CANNOT be reloaded, it will deal 25 damage anywhere on the body with no headshot multiplier. This is a new bit of defender kit that will scare any ARGUS enforcer who steps in it's way. We hope that this can allow defenders to stop ARUGS map control with the wall bang potential.
Balance Changes:
Gun ADS speed adjusted for the new movement speed
Torch Hipfire speed lowered to make molotoving a good push back for torching barbwires
Smoke duration decreased: 60s â 30s
Fixed extinguisher smoke time and flavour text disagreement
Slight increase to door shotgun distance (10 units -> 12 units)
Readded 1 Legros and 1 INGMAR
Attacker speed reduced inside of barbed wire by 12.5%
Defender Barb count changed from 6 to 8
Time to blow torch doubled from 2 to 4 seconds.
Sway removed, when ADSing and Bracing there is no longer any weapon sway
Shield raised a little to allow counterplay, the shield will fully cover the player when crouched but will create a small area to be attacked from below when stood up
Shield has a dampening effect that prevents you from spinning around really quickly
Removed pair of lights from front of Shield
Swapping to another weapon will now require you to completely re-draw the weapon
However swapping to a weapon on the ground will continue to be the âquick drawâ, encouraging scavenging.
Removed the ability to make jump shots
This enforces a hip fire state on jump and prevents entering a ADS state while jumping
Old-style bomb has been re-added to some maps
Changed the MAWP reticle back to have no "x" in the middle
Tileset Changes:
Killhouse:
Killhouse has had yet another rework, we realised that killhouse was getting too small leading to attack having an easy time taking control of the map with nowhere to go for defenders. This has changed with some rooms being removed and new ones added along with all rooms getting a size upgrade. This should make killhouses more rotatable as well as making more periodic fights happen rather than one big fight at a single door.
Added Construction Room
Added Bathroom Hall
Added Kitchen
Added Loading
Readded Killhouse Vault
Reworked Club
Reworked Lockers
Reworked Crates
Reworked Office
Reworked Breezeway
Increased size on all rooms
C-Store:
C-Store had similar issues with killhouse where the maps were getting too small. To combat this we have changed storefrontâs size to make it smaller compared to current versions and expanded the side rooms to give the map a more donutty feel to it allowing for defenders to play in other areas of the map. This also means rotates are easier and there will be more of them making planning more exciting
Added more fridge variations
Added new cover into Entrance
Reimplemented Skylight as a rare entrance
Increased room size of all side rooms
Shrunk storefront slightly
Factory:
Factory has always struggled to have a defined character, it always was changing but with this new update we hope to create a tileset that has a lot of variety but feels very close to home.
Added Generator
Added Walkways
Added New Toxic
Added Large Conveyers
Added new cover variance
Readded 1F Servers
Bank:
Bank has always felt âoffâ. We have realised this and made it so banks will more likely generate in a donut shape with the vault more centred to allow for more rotates around the map and not making maps feel like one big trench war with a constant push and allowing rotates for flanks and such.
Added Servers
Made Vault spawn earlier in the generation process
Reduced size of Lobby leading to more close quarter combat rather than a mix of long and close
Shrunk Vault size to 2x2 making molotov holds less viable and allows for molotov usage around the rest of the map
100+ New Maps!
The entire map pool has been rotated out with 100+ new maps added! These maps will also come with more frequent map updates so maps will no longer feel stale.
User Interface:
Add mute buttons to audio.
Add setting to disable team mate indicators arrows.
Bug Fixes:
Decals should now be present
UAV will now penetrate barbed wire
Fixed occasionally broken round status user interface
And of course to end it off a lovely image from Icky for this update:
Mighty Morphin Power Rangers: Rita's Rewind - stephen.frost
This update adds a number of gameplay features and improvements designed to increase the replayability of the title and also allow for a bit more personalization in relation to the Mighty Morphin Power Rangers. The new features include:
Power Blast - Each Ranger now has the ability to knock away nearby enemies within a small range, using a special attack, but at the cost of a bit of character health (if the attack actually hits an enemy). A Power Blast can be performed by pressing the ATTACK and SUPER ATTACK buttons simultaneously.
Ground Recovery - When knocked back by an enemy, players can time a button press to perform a ground recovery, versus landing on the ground. This will allow players to recover from an enemy attack and start attacking again quickly versus landing on the ground and then needing to get up. A ground recovery can be performed by pressing the DODGE button before landing on the ground.
Ranger stats upgrade system - After completing a level, players can now upgrade aspects of their Ranger. This system will convert the score that player earns on a level into points which can be then utilized to upgrade three different stats:
Strength (STR)
Defense (DEF)
Speed (SPD)
Rangers also now start the game with slightly different stats from each other to further reinforce a bit more variety between the characters.
Morphers - Once a player finishes the game at least once, they will be able to start a new game and select from a variety of gameplay modifiers. Our hope is that these additional features will further encourage replayability as players try out all the different permutations of options available.
Remappable controls - Players are able to customize their controls as needed by selecting the âCHANGE CONTROLSâ option located on the âMOVES LISTâ screen.
After long anticipation for the last few months, the day is here. The Horrors of the game are packed and ready to rock and roll! It has been quite a journey since the creation of the project.
Honestly, as a Solo Developer, releasing this is like a big weight getting off my chest. I have played this game a thousand times, and now I want you to play it, even once, it actually means a lot. I want to make games forever, as hard as it is, I love it more. We do and we learn. Hope you like this one, there will be more to come.
I hope you enjoy!
The game will launch tomorrow FEB. 20th at 18:30CET / 12:30EST, with a discounted price of $9.89 for the first week from launch.
We have just released a hotfix addressing several issues reported by the community. Thank you for your feedback and continued support during Demo. Below are the details of the fixes included in this update:
[[list]
Fixed the issue where vehicles would get stuck in cities.
Fixed the bug where clicking on a city would trigger combat.
Optimized vehicle movements.
Added a panel where you can view your vehicles in-game.
Added location display on the map.
Your feedback is invaluable in shaping Iron Convoy. If you encounter any additional issues, please report them through our bug report system. Thank you for being part of this journey!
Stay safe on the road, Iron Convoy Development Team
UPDATE: I have re-uploaded the update. It is compatible with old saved games HOWEVER it will not allow you to load them right away. Scroll to the bottom to see how to get it to work with an older saved game. Sorry about the inconvenience!
Some rather big changes have been implemented.
FIXES
Allies Issues
There was a problem where old ally data could stay in your list of allies. I made sure when an ally is resigned, all the data gets removed, so this should not happen anymore.
More Allies Issues
It was possible to have certain allies attack their friends. Now some allies have other friends who they will refuse to attack.
Even More Allies Issues
Ally health did not update in the allies list correctly after healing.
Manual and Inquiry Issues
Several misspelled words and text related issues have been resolved in the manual and inquiry pages.
Archway Bug
In the overworld it was possible for you and a monster to occupy the same space, in those arched gates by the Gug's kingdom.
Inventory Bug
It was possible to gather an unlimited number of supplies. This means of gathering stuff has been shut down. Sorry.
Chest Bug
It was possible to access certain treasure chests through walls.
FEATURES
Unique Books
Books are now unique items you will have to search for. Monsters, traders and chests should no longer contain books in their inventory. (If your current saved game has them, they will not be removed, but in new games this will be the situation).
Ghoul Burrows
The Ghoul's Crag now has more entrances.
New NPCs
Two new, unique characters have been added to the game,
How to Update Your Saved File
Your previous save files are compatible with this version, but there is an error if you had saved the game inside of a dungeon. So, to get the game running, you will have to follow the following steps.
Saved in Overworld
If you're saved game was in the overworld, good news! It is simple to update your saved game, to do it, find your saved game folder "C:\Users\-Your Username-\AppData\Local\Cyclopean" and open the folder with the saved game number you want to update, like "Save_1" or "Save_2" etc...
Find the "character.sav" file and open it in notepad. The first few lines will read:
0.9.904 character info character pos_x,280 character pos_y,88 ...
To make it loadable, just change that first line to:
0.9.910
Then you can load the game as usual.
Saved in Dungeon
If, however, your most recent saved game was in a dungeon, you have an additional step required. First, if your game was updated, you will need to download the previous version of the game (0.9.904). In Steam, go to "Cyclopean: The Great Abyss > Properties > Betas" and select "old_version_09904" from the drop down.
Once the old version is installed, you could choose to simply continue playing this version of the game. If you want to update it to the new version, you just need to move your character out of the dungeon, and anywhere in the overworld. Save the game and exit.
Then return to "Cyclopean: The Great Abyss > Properties > Betas" and select "default" from the drop down.
Finally, scroll back up to "Saved in Overworld" and follow those instructions, and you will be able to load your old saved game.
NOTE: Know that all the dungeons have been updated, and will be different the next time you enter them. If you want to keep your dungeons intact, just follow the instructions under "Saved in Dungeon" above, and continue playing the older version.
I always try to make changes compatible with older saved files, and if I can't, i try to allow players to update their files to match the new version. I apologize about any inconvenience.
If you have any trouble getting things working, please don't hesitate to reach out. Send an email to michael@schmidtworkshops.com and let me know what's going on.
Fixed a phenomenon in which some soul fragments remained on the map without being reset when soul fragments were repositioned at game over (causing multiple identical soul fragments to exist on the map).
As we move into 2025, weâve shifted our development phase from production to polish. This means the story, levels, and systems are all in-game â though they arenât polished or at the stage where weâre willing to show off the state of the game publicly.
Our goal for the remainder of development is to do just that â evaluate, rework, and ultimately polish this game to the point that weâre ready to showcase, and eventually put it on the Steam storefront. Our goal will be to have the Cat Secretary Demo, which contains the Prologue & Act One of the game, ready by Juneâs NextFest, and a plan to release the full game later in the second half of 2025.
If you have any issues or suggestions, please join our Discord and let us know!
Thanks for reading!
Kerrod & the CatSec Team
Patch notes for beta0.1
Improved New Game Experience & Act One Story Updates
The highest priority for this release was to polish the New Game Experience and Act One Story, including improved cinematics, updated dialogue, and ensuring completeness in tutorials. Several animations, props, and cinematics missed our b0.1 deadline due to pipeline issues â but thereâs been a significant improvement across the board.
All Prologue scenes have been implemented with improved blocking, cameras, and dialogue
No Save Data' Main Menu map (Cat in Box outside Rain) & Pre-Game Scaffolding
New cinematic sequence of Cat entering the DOX building window
Tutorial Cards will now auto-trigger by default when Tutorials are enabled
New Collectable Tutorial in Museum
Redesign for 'Simple Tutorial' Push notifications (e.g. Press Q to Meow)
Implemented a Raccoon in Trash âStealth Introductionâ
Hiring Quiz UI improvements and additional questions
Museum story and prop improvements (still some placeholder props)
You now help Benjamin gain access to his mousehole, rather than just speak to him during the recovery of Obboâs charging station.
âRoom Unlockâ for Lobby Management Tutorial Beat
Re-added Josiahâs Vault Password to the Floor 6 storeroom
After dating sim, Josiah is now in the lobby looking for his destined partner
Environment & Quality of Life Improvements
As an ongoing effort, weâll be improving the environment and QoL of the game based on internal and external feedback.
All Floors now have higher walls for a less claustrophobic feel, more verticality opportunities
Play Menu redesign, spearheaded by our new UI/UX Designer
Introduced Quest Objectives into Cat Sense to help guide the player to the next objective
Improved Level layout for Business Biome
Obbo now has Sleep Face/VFX during Sleep State & unique Player Interactions
Lobby environment improvements
Fish tank will now populate with collected fish
Ensure Doors to Josiahâs office are closed pre-Dating Sim, open post-Dating Sim.
Implement "Free Water" Water Tank and "Box of Micro-transaction Parts" Props
More informative prompts for props only accessible in Late Evening
Remove/Clean up old Office Quests in Business Biome
Decoy Ability now has a cooldown shown before disappearing
Bot Overhead Notifiers have been reworked and improved
Abilities now have a rudimentary cooldown to avoid spamming
Status effects ('Chilled', 'Stunned', 'Scared') have been implemented in game, yet are awaiting assignment to certain abilities and enemy effects.
Props through the Lobby and Business floors have been audited so theyâre actually touching things and not floating in mid-air.
The sweater prop in 'Catfish Your Boss' has a 'held' version, and a custom placement on floor if dropped by the player
Upgrading assets in the Lobby Management will trigger an Upgrade Camera, making a clearer moment and helping the player understand where it lives in the space.
Lighting System
Weâve overhauled our lighting system this release, which we hope adds to the atmosphere and style of the overall game. This includes a new Sky Box, Light changes based on time of day, dynamic shadows, and more!
Ongoing Stability & Tech Improvements
Fixed:
Craig triggers incorrect dialogue at end of MQ1-1 (post-OQ)
Door Text (e.g. 'Access Lvl -2' should hide after opening door