This week was my least productive week yet, a total failed week (mission failed we'll get them next time) . Constant distractions have taken their toll both in the form of people, sleep issues, general tiredness, and that fact I have now gotten into 40k. after about a year of basically dopamine fasting getting into tabletop gaming is basically heroin for my caveman brain (I've included pics of some of my boys), I haven't actually played yet just bult the models and started priming. I've avoided this for a long time because I knew I would get addicted and because games workshop has done a lot of things that made me mad but my cousin dragged me in, I also wanted to try to spend as little money as possible so I bought a starter set that was like $100 but I needed some more models to complete my army and just the 3 guys with shells were $80 dollars. So I have now been fighting the urge to by a 3d printer.
It was not all bad news this week I managed to get my demo and game approved by steam and the demo is live but for the most part all I managed to do this week was work on balancing the game :( I'm also building out my library of song ideas.
For next week the save system needs to be finished no matter what .
Project Chamoisee-Canvasback planning has continued I think I have it clearly formed in my mind how I want it to look and feel.
This week is has given me another reason to be more discerning with how far I develop my next project because it would be a lot easier to work on all this boring stuff and maintain my willpower if I new I was working on something people would love, opening my project right now is the opposite of the beginning of the project nothing new to learn or fun challenges to solve just drudge work.
So it was a bad week but that water is under the bridge so hopefully next week goes better see you all next time.
Change Log
-working on saving all hero stats(there's like 12)
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-working on saving days passed counter
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-made it so when you beat the game you get a days passed high score will need to save this later
Maenovan has continued its progression over the past few months. Current final efforts to complete gameplay and story elements will be shortly followed by some extensive testing and player-developer interaction. If you would like to be part of this interaction, please join the Discord server linked below. More information about release date, pricing, as well as more screenshots and a trailer will follow in the near future. The current anticipated release date is before the end of 2025
Act 1 Madness is the brand new minigame that features EVERY monster from Act 1, all attacking you, all at once. This minigame is extremely hard and will take a lot of practice to top the leaderboard. It can be unlocked once you beat Act 1!
Essentially, each boss has their own chamber. Inside of each chamber lives the monster and a snippet of their districts. Complete the chamber and collect their artifact to unlock the main gate to escape! However, once you beat a bosses' chamber they'll escape into the hub... which makes solving the other chambers more difficult!
Improved Real World
The real world has been massively improved, including a fancy new intro that sets the tone much better, and some dangerous mold to keep you on edge! Explore the story of what happened to the employees and Rotnic itself...
New Cartoonist Boss Fight
The cartoonist boss fight has been reworked to take way less time, down from about 1 hour to 30 minutes or less. The map is completely new and a lot smaller. There's now 4 entrances into the nest, with the cartoonist blocking each entrance off one by one as you play! This makes the boss fight way more interesting and much more fun.
Laserette Pacing Update
The laserette has seen a minor pacing update, which speeds up the player and allows for a much more fluid and fast experience!
CEO Puzzle Repacing
The "flipped falls and forgotten halls" scene has been cut down and repaced to be more enjoyable for newer players especially. The puzzle has been reworked and is now much faster with a more interesting cutscene!
New Sticky Notes
Every sticky note has been rewritten to be more interesting and about half of them have been cut, making the whole experience way less annoying. The new story is a bit more obvious lore wise too.
Tons of new secrets have been added
That's all I'll say, have fun hunting!
Real world cartoons!
Some real world cartoons have been added, which help Rotnic feel more believable and alive! 3 were made by me, 2 by other artists! (Xioanz and ???)
Quality of Life Changes
- new settings - new loading screen - new death screen - launch points - helpsie skippable dialog - item keybinds - inventory shortcuts - improved crosshair - inspectable filtering - inspectables pin rework - inspectables view emails
Plus thousands of bug fixes!
The Future
This makes the end of the 2.0 saga... I'll be taking a short break then I'll start Act 2 development again! I'm expecting itll be out next year! Thank you all so much for your love, support, and patience. Making this game has been such a journey, thank you!
Each coin skin now displays its rarity tier visually
Minor fixes and improvements across supported languages
Duplicate Skin Bonuses. Owning more than one copy of a coin skin now provides additional rewards Manual and auto-click income gain a +0.5 multiplier bonus per duplicate Ticket drops gain +1 ticket multiplier per duplicate Example: If you own 3 copies of a skin that normally gives 10 per click and 4 tickets per drop: Manual Click: 10 + (10 × 0.5 × 2) = 20 Tickets per Drop: 4 × 2 = 8
Addressed various minor issues for improved stability
All coin skins now drop at least 1 hour sooner than before
Following player feedback, the anti-cheat system has been removed
Added support for Esc and Enter keys to close or confirm modal windows
You can now click the coin using the Spacebar
A visual preview now appears when a new reward is granted
Toggle the auto-clicker from the main screen or by pressing F2
Rewards from daily tasks have been significantly increased
-The game will now gradually be populated by up to 18 procedurally generated NPCs that can be interacted with by the player and eaten by predators, provided that predators are allowed to eat NPCs. -Bessie can now vore Jen, but she will never fully digest her. -Added visuals for bigger bellies for Bessie, Catalina, and Euthalia, depending on the number of prey they have inside of them. -Characters will no longer leave without saying anything when you're talking to them. -Translation files have been fixed. -You should now be able to buy drinks for NPC prey without the game crashing. -You should no longer find yourself in Bessie's womb after she swallows you orally. -Sigrid should now take off her clothes when she takes you home with her. -The game should no longer randomly crash, or at the very least crash less often. -Minor fixes. -Implemented parts of voraphile's Voracious patch (up to v2.42): ---Fixed the ambiance outside sounds not always stopping when switching back to inside POV. -Implemented Flurby's AutoNoWait mod, which adds the "Auto Skip" option and an "Auto Skip Time" slider in Preferences. When enabled, Auto Skip will make any dialogue progress by itself, the speed of which is determined by the Auto Skip Time slider.
- Fixed a bug where enemies in hidden areas would stop moving - Fixed a bug where enemies would stop moving if the player left the starting area of a dungeon while in gaseous form or spirit form - Changed enemy explosion attacks so they no longer deal damage through obstacles - Temporarily disabled damage animations for DemonLord and Warlord to prevent attack animations from becoming misaligned - Enemy AI adjustments
Just some quick news on the upcoming game update. The newest boss (Feral Hierophant) that I'm working on needs a little more time in the oven, so I'll be delaying the update by about a week or so.
The next update will contain the new gardens stage and boss, as well as a bunch of bug fixes and QOL changes, thanks to all of the feedback I get from you all. You can check in on development in the pinned thread Here that I try to check in and update weekly. Probably the biggest change is the ability to revive when playing solo with NPC turned off. Thank you for your support, and keep an eye out for the update next week.