Evil Corporation™ has arrived to peddle junk food, monster energy drinks and other Weapons of Mass Destruction to unsuspecting trick-or-treaters. Fashionably late for halloween (6 months), Evil Corp executives couldn't give less of a heck as they only care about profit margins and lining their own pockets, even if it means poisoning literal children. If you ask me, they went way too far with this one..
New stuff:
RAGE SNAX - The totally not evil food and beverage company bringing you MEGA DAMAGE, available through vending machines or chance drops from mystery boxes
Credits sequence to credit all of the Original Gangsters who support the show
Patch notes:
Removed falling stars
Removed firestarters
Fixed player hitbox, bouncing is now more consistent
Retuned audio
Temporarily testing a faster gif loader by reducing color quality
More blood decals and gore
Darkness does not spawn close to you anymore, nor will it ever spawn inside a door
Boxes do not spawn inside stuff anymore
Picking up weapons is now easier
Style points no longer available in the intro sequence
App does not reveal an error popup on app close anymore
Stay tuned for more updates from the most hated inter-dimensional conglomerate Evil Corporation™
So I did some troubleshooting to get the SIK plugin to work, and no matter the steps I took it wasn't cooperating. I think it had to do with remnants of the base Steam integration in the .ini files.
I decided to disable SIK, and decided that it can be an adventure for another day ( the 'Big Achievement and Leaderboard Update') since it was only inhibiting my goal of getting a functional Early Access build approved by Valve. With that I finalized both the Demo build and v0.1.1.8 with an end point and a "hooray" screen displaying the gems, crystal and data logs found, plus the overall score.
This is as far as any live builds go, but I am currently working on creating the mission menu to select levels from the hub world. The hub world currently is just a duplicate of the first level, with minor tweaks, like the WiP save bed, its own set of hidden collectables and the WiP Lore table. Level 2 is very much in the design stage still.
What I want to focus on now is retaining variables from level to level, and finding the most efficient way to do so. This *will* cause me to rewrite code in most of my collectables for updating the variables in their new locations. Yay old habits and poor coding practices! Hopefully this will cut back on how many 'casts' I am currently using to both update the characters variable data and the HUDs as well whenever a collectable is picked up.
The goal of Early Access approval was achieved!!
We did it!~
Reaching this part of our career is super exciting and is a strong motivator to create the best experience we can for you.
I have set a 2-week Early Access sale price of 15% off the base $10! So if you want to grab a copy of Spacenoids, keep an eye out for our next post announcing the Early Access release date!!!
Because we’ve welcomed a lot of you with the release of SoP, I feel compelled to once again remind you we like to use dev logs as some sort of progress journal entries. This is definitely one of those.
This past month has been quite a stale one. Progress was made, yes, but not remotely as much as we’d been making - nor as much as we’d projected ourselves. That may be just that, a projection problem, since by now we should know, we should remember that we work in powerful bursts, then small periods of detaching ourselves from this for a bit, only to come back with full force. In my search for possible culprits, I’d like to blame the fact that I don’t write these dev logs as weekly entries anymore, and therefore don’t keep track of our progress as neatly as we used to (although that’s a lie, I’m pretty sure if I go back and read the earliest ones, there’ll be a bunch of “wow, we’re so surprised we are going through the exact same thing that will continue to happen to us next year and continue to surprise us!”). Creativity crisis aside, I am glad we did take an official week off from working on SoP in our free time this past month, for the first time in…
In…
It’d been a while. Anyway.
From the very beginning, I used to sit down to write these dev logs when I was fed up with writing in order to fall in love with the story again. So… here we are! Just to be clear, it’s not that I don’t love our game - it’s more about how sometimes the process of working on it can get exhausting. There’s times I look at my pages and I think “fuck this” and convince myself none of it is worth it. I think it’s important to be honest about that because I tend to see so many creative people who seem to be very disciplined or confident or blessed or whatever, and are able to deliver a lot more than I, as a writer, or even us, as a team, are capable of, and that makes me feel so… unfit.
Then Grogu will send me a meme he made with our characters and that’s a nice little reminder that the best way to approach this when it gets too daunting - and any creative pursuit, at least for me - is just that, through fun and play. Every person is different and your own process or relationship with creativity might not resonate with this, but if it does, I do encourage you to do things in a way that may be just for yourself, just for fun. That’s 100% the approach I had when writing all my favorite scenes in SoP - and as I write this I vividly remember some instances of characters discussing this exact same feeling and, yet again, I dare to be surprised to encounter it.
The GG machine, Ideas and the AVN landscape
It’d been a year since Grogu and I first met in person and we finally managed to do it again! And this photo is the only record of that happening, because in less than 24 hours I lost that napkin. Sorry, Grogu.
There’s a quote by Seth Godin I came across recently.
“One way to become creative is to discipline yourself to generate bad ideas. The worse the better. Do it a lot and magically you’ll discover that some good ones slip through.”
We’ve had a lot of very bad ideas lately. Which means, we got a bunch of good ones. Good as in ‘this is something we’d be willing to commit our free time to and make sure to stick to it till the end no matter how long that takes’. But there’s another factor we can’t help but take into account and that is… you guys. The ideas we’ve been having for future AVNs we want to work on are not exactly things we see much of in the AVN landscape but maybe that’s a good thing? We do go back and forth on that one a lot so we may throw some more polls your way in the future.
Ask Gizmo/Grogu
This is something Grogu has suggested we include at the end of a dev log and I kept forgetting, but here it is. Feel free to throw any questions in the comments about the creation/development/lore/whatever of SoP and we may address them on our next log. Also, feel free to judge who made the nicer ghost on that napkin.
You wouldn’t believe how many times I had to edit this dev log to make it less all-over-the-place (it still is, I know), so if you made it up to here, thank you! Here’s your reward in the form of a render of a character we are madly in love with and have been debating for months on whether to show her or not (sometimes I think we make a game leaving choices to the players because we suck at making choices ourselves).
Once again, we’d like to extend our gratitude to those of you who take their time to share your love for our game. You wouldn’t believe how much those voices help drown the Captain Hammers of the world (too obscure of a reference? I wish it wasn’t).
We just pushed a new update to the Wool at the Gates demo that includes Endless Mode!
After completing a level, you now have the option to continue defending your city against an endless series of randomly generated enemy waves. Earn wool for each round you survive and set new records for the challenges you've completed.
This mode is experimental and has room for improvement. We already have some ideas — like adding support for additional building upgrades — but we’d love to get your feedback on this early version and to know how many rounds your city was able to survive!
Also in this update:
Added new Training Grounds building in Endless Mode that allows you to buy class points
Level 4 Hero Abilities and Class Bonuses
Reworked some perks to scale better with your hero leveling up
Added a hot-key for selecting all Summoned units
Challenges can be enabled even if you’ve already completed them
Other small bug fixes and quality-of-life improvements
The Early Access release launches on May 20. Please keep sharing any feedback on the demo until then!
This update introduces the first expansion of the game world – it's not fully finished yet, but the foundation is laid. I'm currently working on the flora and fauna, which I plan to complete in the next few days.
Once that's done, I’ll focus on quests, loot, and other content. New armor, weapons, and matching crafting recipes will come with the new area. I expect to have items and recipes ready by next week.
The new area will also introduce the first “faction” – though I’m still unsure if that’s the right word. Guild doesn’t quite fit, and faction also sounds a bit off. Let’s call it a thieves’ organization for now.
To avoid false expectations: There will be no reputation system in the game. Factions will be kept simple – mostly unlocked via quests, giving access to more quests and specific rewards later on.
It could be possible in the future to have mutually exclusive choices, but I haven’t decided on that yet. That’s a topic for later.
📌 Goal for May: Add the first faction/organization with the new area. In parallel, I’ll continue filling the current world with dungeons and quests, especially focusing on the second village, which still needs a lot of content. That’s the main focus until June.
⚙️ Other tweaks & fixes in this update:
Weather: Thunderstorm chance reduced by 75%.
Bandit voice lines have been removed – they sounded terrible and will be replaced once I can record something better.
Character preview added to the inventory screen – still experimental.
Your character’s level is now displayed beneath the model in the inventory.
Several collision issues and miscellaneous bugs have been fixed.
Best regards, Mark Koch and as always – Have Fun! 🎮🔥
Hello. Desert Angels is now available for Mac and PC and Steam Deck! The full game is informally divided into three acts, and generally takes approximately 2-3 hours to play through. The demo has also been updated to the latest version. As before, it covers the first act of the game, roughly 1/4-1/3 of the content.
The soundtrack is also available; our composer, Jesse Colford, has done a fantastic job setting the mood of the desert, and I encourage you to check it out.
Thank you for your feedback and support up to this point; it's still hard to believe that it's done, nearly two years later. I hope you enjoy the game.
First of all, we'd like to say a big thank you to everyone that has played the demo, made videos, streamed the game or taken the time to give us feedback. We have really enjoyed watching you all play!
For this update we collected all the feedback from across multiple channels, along with some observations of our own, and rolled out a huge number of improvements (full list below!)
As always, please let us know your thoughts on the changes here in the forums or over in our Discord Channel. Your feedback helps us make the game the best it can be, and we appreciate you taking the time to let us know what you think!
Below is a list of everything we have added in Update #9:
UPDATES & IMPROVEMENTS
Classes
Tracker - 25% more attack speed (all attacks)
Tracker - Stab damage increased from 10 to 25
Tracker - Flurry damage increased from 15 to 25
Tracker - Range reduced from 250 to 150
Shaman - Skull fire now applies burning status effect to enemies
Shaman - Increased rate of fire on Scythe
Shaman - Fixed issue where skull melee was using scythe damage
Berserker - Reduced the amount grenades bounce
Berserker - Increased grenade damage and reduced frequency
Blacksmith - Reworked blunderbuss reload
Blacksmith - Increased number of pellets in shot
Blacksmith - Reduced Ammo count
Blacksmith - Improved FX to make gun feel more powerful
Monsters
V1 Implementation of new Boss - Mantara!
V1 Implementation of new Boss - Ursanox!
Spider Queen - Added choppable parts
Spider Queen - Added hit reactions
Spider Queen - Added weakposts to legs
Razan - Fixed issue where players were not being thrown off by spin after chopping the tail
Decreased knockback applied to chopped monster parts by battle cry
Significant improvements to monster spawning system.
World
Savannah - Continued decoration pass
Added significantly more supply barrels to the world
Added destructible cart to improve visibility for barrels
Tuned the amount of enemies that spawn in a module based on module size
Added tumble weeds to Savannah
Added trees to Hub
Created secondary mission objective for killing snails
UI & UX
First pass of localisation system
New class select screen - Provides more info about classes
New map select screen - Can now enter specific biomes
Upgrades - Added level label to upgrade tiers
Upgrades - Added label to clarify "hold to unlock"
HUD - Now says "max" when at max stamina to reduce confusion about why apple can't be eaten
HUD - Now says "Full" on interact prompt to reduce confusion about why items can't be picked up
Tutorial - F1 Arrows now trigger on tutorial
Tutorial - Added big banner to clarify the mission is a tutorial
Improved tutorial dialogue
Made E the default interact key
Updated kill marker to only show on ranged kills
Now show the HUD in the Hub
Updated damage chevron
Updated map screen images
BUG FIXES
Fixed - Enemies occasionally spawning in the ground
Fixed - White grass present in Savannah
Fixed - Berserker Sword inheriting Scout dagger info
Fixed - Issue with missing textures in tutorial level
Fixed - Visual artifact on kill marker
Fixed - Clients crashing when respawning in Hub
Fixed - Missing interact prompt
Fixed - Client not able to pickup items when host at max