Falcon here to talk about what we've been working on since uploading the demo last October. Here's a quick list of changes done or working on:
1. Ability to use controllers and remap both keyboard and controller controls- almost done 2. Ability to purchase and swap slime skills- half done 3. Bug extermination- ongoing (but fixed a lot of the worst offenders) 4. A complete remake of the intro area (I'm working on it >.>) 5. Improved slime physics- half done 6. Removing 'ancient code'- ongoing
Short list huh? Seems we haven't gotten much done, right? -(stares into distance)-
Setting aside the holidays, we've been working every week on the coding equivalent of weeding and gardening ha ha. Not as glamourous as adding shiny new features, but got to say, the under the hood is really starting to sparkle. A lot of our issues is that the game code is... 7 years old now, and engine updates haven't gelled well with that unfortunately.
That all being said, when the next demo update is done, you will be playing in an all-new intro area rebuilt from the ground up! I've been reading through the comments and watched several let's plays, and the feedback has been really valuable, so thanks a lot! I'm a big believer in diegetic control learning, so expect some better instructions than a pop-up sign (they'll still be around).
So, when will this amazing new update be done? ... ... uh, etto. . . summer?
To prevent burnout, especially with all this code weeding, we've been taking things slow. I'd rather a slow and steady pace given my experience writing and publishing books. That being said, I'll likely be uploading the new demo version once enough significant things are done, so could be sooner. Need to finish a couple of books first for Amazon before I can devote more attention to the intro area.
So, that's the first update! Thank you all for playing, and look forward to more slimy goodness to come! -including the ability to pet the dog.
Innocence Or Money Season 1 - Episodes 1 to 3 - MarcialART
Hello people! The fate of IoM is not 100% defined; I create the story as I go along, so although I have a general idea, it changes depending on how the game develops and the feedback I receive from the community.
I receive ideas practically every day from Steam and other platforms. It is impossible to implement all the ideas because everyone has different ideas, and there are many of them. However, I always like to read them to get a different perspective. If I like an idea (or part of it) and see that it fits well with the story, then I bring it to the game.
However, there is another case that rarely happens, in which many people ask me for the same thing. I have received dozens of messages from people who would like Bruce's path to be optional (It's a fancy way of putting it because they'd rather have him buried 5 meters underground, hehe), as there are quite a few people who don't like this character. Therefore, in S2E3, there will be the option of making Bruce's path optional, and you will decide. đ
This is one of the ways in which you, as a community, can affect and/or modify the development of IoM. I love being able to interact with the community đ, and although it is difficult to keep up with all the messages I receive, I do my best. đ
Therefore, S2E3 can have three different beginnings, here is an image of each one:
1) Innocence path: In which Jennifer is talking with Mike.
2) Money path - Refuse getting inside the car: Jennifer refuses to get in the car with Bruce.
3) Money path - Getting inside the car: Jennifer will decide to hop into his car... What adventures await our lovely Jen if she decides to do this? đ˛đ
đ´ On our previous stream, we talked briefly about a game called Your Tree!
Now you can join its playtest to check it out and share your feedback! Simply click on the banner below, and find the Request Access button on Your Tree's store page:
WE ARE READING YOU We are aware that many people are enjoying the way the game is progressing, while others find it too slow or dense at the beginning.
We are gathering all the feedback youâve been sharing, and it will all be reflected in the "Visions" update, which will officially mark the beginning of the Prologue, removing the "demo" label. In this version, we will fix numerous optimization and gameplay issues while adding a lot of new content. We will also make changes to various aspects that weâve noticed some players didnât fully enjoy.
This update will be available during the first week of April, and we will be sharing more details soon.
Thank you all for trying out the demo of The Last Tape: Prologue!
Cooking Live - Italian Kitchen Simulator - Victoria S.
Janeâs been asked to shoot a TV program called âCooking Strikeâ to show off her incredible cooking skills, and she needs to complete five levels in a row to make sure sheâs ready!
While you complete the levels to get ready for the show, the TV crew will bring some more professional equipment.
If you fail a level, your progress will be reset and youâll have to start from the beginning! You can try as many times as you want. The TV showâs paying for the food, so you wonât be using yours up.
When you finish the fifth level youâll receive a big reward that includes booster parts, Coins, Rubies, and blog points!
If you donât complete all the levels before the event ends, donât worry. You arenât losing anything, and thereâll always be another TV program!
Evil Awaits 3rd major update is here! In this update I've added lots of player-requested content such as: New Game+, New upgrades, languages, control options and more.
New Game +
New game Plus is here! Carry over your save, keep all your weapons, and continue upgrading as you restart the adventure through Archdaleâthis time, with new upgrades to find and stronger enemies to fight.
Upon reaching the end ranking screen on completion of the story of Evil Awaits, you will be given the option to create a New Game+ save in any slot. The number of New Games started within one save will be recorded, and can be seen on any of the save and load screens. (Thats right, you can New Game+ as much as you like!)
Returning Players
If a returning player has completed the game before patch 1.3, and they currently have a save in the level: Castle. They will be eligible to load and create a New Game+ save via a new menu that will appear when you next update and launch Evil Awaits.
New Upgrades
With this update comes 8 brand new journals and upgrades to find, all exclusive to New Game+. Burst Fire, Rate Of Fire, Max Health and more.. Look forward to collecting a brand new way to upgrade and adapt every firearm in the game!
More Subtitle Languages
Subtitles throughout all spoken dialogue in Evil Awaits are now available in 4 additional languages:
Italian
French
Japanese
Russian
Find the setting to adjust this in the Gameplay section of the Settings menu. (May require a re-load)
Additions and Settings
- Several new sequences have been made to further tease upcoming bosses in levels: Garden and Docks. - Keybinding is now available for movement keys on Keyboard & Mouse controls. - Y Axis can now be inverted in the Controls section of the Settings menu. - Added a small amount of environment pieces to create better collision and pathing in levels: Docks and Castle. - Rumble variations for players on gamepad have been made for all firearms. - Gamepad rumble can be turned On and Off via the Controls section of the Settings menu. - Gamepad rumble added to a cinematic in the level: Forest. - Gamepad rumble added certain interactions throughout the entire game. - The achievement 'The Saviour' can now be unlocked via completing the story of Evil Awaits on Hardcore or New Game+. - Additional Foliage added to Intro cinematic in the level: Forest. - Additional LoDs added for optimisation in levels: Forest, Cemetery and Chapel.
Balance and Improvements
- Larva enemies chance of dropping loot decreased: 100% -> 80%. - Reworked the unarmed locomotion to look more fluid and accurate. - Grabber enemy variant health has been buffed to scale with damage upgrades. - Grabber enemy variants chance of dropping loot increased: 20% -> 100%. - Grabber enemy variant can now drop Toolkits. - Adjusted health scaling of all lesser enemy variants. - Increased time in between attacks of the second phase of the boss in the level: Docks. - Decreased overall health when on Standard and Hardcore difficulties of the second phase of the boss in the level: Docks. - Increased movement speed of a boss in the level: Castle.
Fixes
- Fixed an issue that caused landscape not to load during the opening cinematic in level: Forest. - Fixed an issue that caused incorrect weapon checks when spawning ammo from certain sources. - Fixed several subtitle errors when using non-English subtitles. - Fixed an instance that caused the red laser of firearms to stay on when unequipped. - Fixed an instance that would stop music from playing in the bear chamber in the level: Castle. - Fixed an instance that causes Save Slot 3 on the Main Menu to display the wrong information. - Fixed an instance that allows players to start the boss without the Chapel key in level: Cemetery. - Fixed an instance that caused the end ranking screen to show incorrect information.
I hope this update introduces some additions, changes and features that players have requested. If you have any feedback, feel free to post in the discussions or reach out to Chai Games (Solo Developer).
Thank you to everyone who has played Evil Awaits and provided positive reviews with feedback.
The Stars Reach community is growing fast, and itâs time for our first-ever Community Goal!
If we hit 5,000 backers on Kickstarter, weâll unlock a Cinnamon Bun Hairstyle for all players in Stars Reach!
That means every player gets this iconic look, thanks to the support of our amazing community.
How do we unlock it?
If youâre already a backer, share the campaign! Bring your friends in. If you havenât backed yet, nowâs the perfect time! Every pledge gets us closer. This is just the beginning of what we can build together. Weâre so grateful for your support! Now, letâs hit 5,000 backers and unlock this reward for everyone!
â---
Community Goal Incoming!
Reach 5,000 Kickstarter backers to unlock Cinnamon Bun Hairstyle for ALL players!
Already backed? Share the campaign! Havenât yet? Nowâs the time! Letâs hit 5K together!
STAR WARSâ˘: The Old Republic⢠- SWTOR Community Team
Highlights
Galactic Seasons
Galactic Season 8 âRising Powersâ begins with 7.6.1! None other than Kai Zykken will reach out with an offer to test a new adrenal boost created by Czerka. These Experimental Combat Enhancers have a variety of effects that can give you a special buff. Rewards for this season will feature items themed around Coruscant and Dromund Kaas and inspired by Star Wars: Skeleton Crew⢠and Andorâ˘! See all the details here.Â
New Basilisk Prototype Venture Customizations
Four new B3-S1 variants will be added to a new vendor at Laneâs Lab! Turn in Prototype Data and role-specific currencies to help fund The Curatorâs projects in order to obtain the new variants!
Beginning in 7.6.1, players can also find new B3-S1 Training Modules for completing Dynamic Encounters on Hoth and Tatooine!
Cartel Market Additions
The Dromund Kaas and Coruscant Utility Bundles and the Star Wars: Skeleton Crew⢠inspired Peerless Explorerâs Enviro-Suit will be added to the Cartel Market at launch.
New Legacy Perk
Increased Speed Boost (Improved Speeder Rank 6) will be available to unlock for Subscribers!
This perk is not shared with other characters in the Legacy and needs to be acquired separately for each.
Dynamic Encounter Achievements
Additional Achievements have been added to the Tatooine and Hoth Dynamic Encounters.
Dantooine Spring Abundance Festival
This seasonal event returns with the launch of 7.6.1! Return to your homestead on Dantooine to complete a variety of daily and weekly missions and earn new rewards! Read more details here!Â
Operations / Operation Bosses
[R-4 Anomaly] Players who complete the R-4 Anomaly Operation in Veteran Mode within 40 minutes will receive the following rewards:
Anomalously Skilled AchievementÂ
Anomalously Skilled Character Title
Wings of Nihrot Mount
This mount will be granted to the character that completes the run.
GeneralÂ
Moving parts that are attached to helms will now show in cinematics.
Fixed an issue preventing some objects from properly glowing as interactable.Â
Fixed an issue where some missions were not granting Codex Entries upon completion.Â
Players can now interact with the jukebox in the Slippery Slopes Cantina.Â
The B3-S1 Companion no longer appears to attack dead enemies.Â
The "Enable moveable secondary windows" interface setting has been removed. This change allows players to close the Welcome Window, engage all vendors as intended, and use the Interface Editor without issue.
Missions
[Mount Up!] A new mount onboarding mission has been created guiding new players to a Speeder Vendor.Â
Repeatable space missions mapnotes are now displayed on the Galaxy Map.Â
Dynamic Encounters
[Tatooine: Republic Attack: Mos Ila] Grenades are no longer limited by charges.
[Tatooine: Breezepunks] A map note now appears when the âFind the technicianâ step is active. The technician is also no longer stealthed. Â
[Tatooine: Imperial Attack: Outpost Salara] The mapnote now accurately displays where the Walker mini boss appears on the map.Â
[Tatooine: Maintaining Order] The respawn rates for the NPCs that are required to be scanned has been decreased.Â
[Tatooine: Maintaining Order] It is now easier to scan the NPCs required to complete the encounter.Â
[Tatooine: Spaceport Chaos] The âNo Banthan Calf in target areaâ error message is no longer displayed if Bantha Calves are present. Â
[Tatooine] The following Dynamic Encounters progress completion now counts for players from both factions who participate in the encounter regardless of which faction (character or group) entered combat first.Â
The Last Scavengerâs Tale
Ancient Womp Rat
Mandalorian Menace
Irradiated Alpha Womp
[Hoth: Unnecessary Repairs] The vents now respawn as intended.Â
[Hoth: Unnecessary Repairs] The knockback effect from setting off the trap will now only affect the player who triggers it.Â
[Hoth: Wamp Womp] Defeating Wampa Ravagers now count toward progress completion for the encounter.Â
[Hoth: Trial By Fire] Using the Encrypted Transmitter item no longer completely removes the mission and bonus objective when it is used within the event area.Â
[Hoth: Trial By Fire] Additional benefits are now granted when calibrating or charging the sensors for a second time.Â
[Hoth: Trial By Fire] The Encrypted Commlink Antenna can no longer be used after reaching its 20 times use limit.Â
[Hoth: Trial By Fire] The Hypercharge buff no longer stacks.Â
[Hoth: Mysterious Transmission] The transmitter item can now only be used once per event.Â
[Hoth: Underworld Engineering] The Lab Generator can now only be interacted with once per event.Â
[Hoth: Rodent Problem] Companions are now removed when the player is in a polymorph state.Â
[Hoth: Snow Grift] The Snow Mounds are no longer interactable when the encounter is completed.Â
[Hoth: A Bridge Too Close] Completion credit is now properly shared between all players who participate in the encounters and defeat the Sapper Commander boss.Â
[Hoth: Wire You So Cute?] A mapnote is now present when the encounter is active.Â
[Hoth: Wire You So Cute?] Players can no longer carry the Care Package outside of the event area.Â
[Hoth: Pirate Problem] A mapnote is now present when the encounter is active.Â
Completing the following Dynamic Encounters now count toward the âMissions: Dynamic Encounters Pinnacleâ Conquest Objective:Â
Wire You Doing That?
Wire Consequences
Wire You So Cute?"Â
The Scavengers' Tale
Another Scavengers' Tale
The Last Scavengers' Tale
Bad Exchange
A Worse Exchange
A Catastrophic Exchange
Road Gig: The Debut
Road Gig: The Sophomore Album
Road Gig: The Comeback
Items
Currency items will now show the currency type (character or Legacy) instead of the bind type.Â
Shae Vizlaâs Battle Scarred Armor now has a jetpack animation when the Rocket Boost ability is used.Â
Fixed various seams that were showing when Shae Vizlaâs Battle Scarred Armor is equipped.Â
Fixed an issue where the companion UI persisted when the companion is dismissed while the player is mounted on the Meirm Cicada Mount.Â
Companions will no longer take fall damage while they are riding on the Meirm Cicada Mount.Â
The Braidhawk hairstyle no longer clips through the player characterâs head when using Male Body Type 4.Â
The Senate Podium Crystal decoration now glows as intended.Â
Dantooine Spring Abundance Festival
[Seed Sourcing] The Imperial Fleet Shady Vendor will no longer spawn inside walls.Â
[Patissier for a Day] Fixed an issue for players in groups where progression is blocked if players exit the phase during various points in the mission.Â
Galactic Seasons
Gaining a Galactic Season level via the 4-day login bonus will now correctly award the correct amount of Conquest points.
Flashpoints
[Shrine of Silence] Updated timers so Tem-Su no longer respawns if Rada-Ki is not defeated within a specific time limit.Â
[Secrets of the Enclave] Defeated enemies can now be harvested using Scavenging or Bioanalysis Crew Skills.
Hey everyone, it's been a while, but Deep Sea Valentine finally received another update!
First things first: Yes, sorry, this DOES NOT work with your existing save files. But the good news is that you can switch to the "compatibility" branch under Properties -> Betas, in case you have any unfinished business. Let me know if you run into trouble!
So why did I do this? I'm glad you asked, because now it's time for good news only! All controls have been significantly improved:
You can now walk around using the mouse
Keyboard controls got mildly improved
Gamepad controls got a major overhaul & there's glyphs now!
All of the above are also being assisted by a much more helpful and intuitive "?" (controls) screen:
Full patch notes
added mouse movement controls
improved controller and keyboard controls
added controller glyphs throughout the game
added a setting to manually change controller glyphs
outfit changes also change the pixel art now
added a pixel preview to the settings screen
the first dialogue option is no longer selected by default
added outlines to hovered text buttons
the name popup only occurs when the speaking character changes
fixed the side of the speaking character's name when not playing in English
it's now possible to advance the text by scrolling down
made the game less loud
made walls more obvious
added nicer transitions between screens
made the text fade in with an elegant dissolve
added speech pauses
and probably more!
I really appreciate the helpful feedback on this humble first game of mine, and I hope these improvements make Deep Sea Valentine an even more enjoyable and relaxing experience for all. On that note, an extra special shoutout goes out to funkydinosaurs for the detailed and constructive community post! I would not have braved this controller upgrade without them, and I just happened to pile on a couple of other QoL features while I was at it.