Hello everyone, thank you so much for your support! After a series of updates, the project has undergone performance optimizations, visual enhancements, animation improvements, and new feature additions. The current version has reached a stable state, and new content is still in development. Below is a detailed breakdown of the latest updates.
**Performance Optimizations** • Removed legacy post-processing filters that were too resource-intensive and replaced them with new ones that have minimal performance impact.
• Implemented a brand-new input system that now supports fully customizable keybindings.
• The new input system also supports gamepad input and allows adjusting mouse/gamepad aiming sensitivity.
• Significantly reduced the camera's render distance while adding a configurable option in the camera settings.
• *For mid-to-low-end PCs, we recommend setting the render distance to 100 meters.*
• Added a visual preparation phase before scenes load, where the game pre-generates object pools.
• *Players can now see which systems are being prepared in the background.*
**Visual Enhancements** • Enabled new post-processing filters with additional adjustable settings—all with negligible performance impact.
• *These filters can now be fine-tuned in the settings menu and modified in real-time during gameplay.*
• Enhanced volumetric fog effects on the main camera, improving distant scenery visuals.
• Added more parameters for volumetric lighting—rest assured, these improvements maintain performance efficiency.
• Updated certain plants and structures in some scenes, resulting in slight terrain variations.
• Revamped lighting and water effects in select areas while fixing related bugs.
• Overhauled particle effects, including smoke grenades, explosions, blood splatter, and more.
**Animation Improvements** • Major refinements to the protagonist’s idle poses, aiming animations, and movement while aiming.
• Adjusted NPC behavior logic and QTE camera parameters based on player feedback.
• Fine-tuned weapon positioning for better accuracy and feel.
**New Features** • Free Camera Rework
• Now usable in both camp and post-death scenarios.
• Input controls are now integrated with the new keybinding system.
• Improved Ragdoll Physics
• More natural physical reactions when entering ragdoll state.
• Ammo Supply in Skirmish Mode
• Added ammo crates to ensure players have sufficient resources during combat.
• Human Enemy Assault in Survival Mode
• Players can now choose different gameplay styles.
• Hit Direction Indicator
• Helps players identify the general direction of incoming attacks.
**Future Plans** Two major features are currently in development: 1. Cheat System • Based on player feedback, we’re adding optional cheat functionalities (e.g., god mode, infinite ammo/stamina/items).
• These will be toggleable in-game.
2. Domination Mode • Core mechanics are complete, but mission modules are still being tested.
• A brand-new map is also in production—check out the preview screenshots below!
Once again, thank you all for playing and supporting us! Wishing you a great day! 🎮✨
Hello Bounty Hunters, We sincerely thank all of you for your continued support and love for our game.
Today, we’d like to share an important update with you. We have decided to transition our VR FPS title, Bounty City, from its current $10.99 USD paid model to a Free-to-Play model, effective May 8, 2025.
🎁 Compensation for Existing Paid Users We deeply appreciate everyone who has purchased the game, and to thank you for your support, we will be providing the following rewards to all existing purchasers within one week of the transition:
1 exclusive skin
10,000 coins (Rewards will be automatically credited to your account.)
This Free-to-Play transition marks a new chapter for Bounty City. We hope to share an even broader and more exciting experience with more players around the world.
We kindly ask for your continued feedback and support—and we hope you’ll join us in welcoming this exciting new change!
Thank you. – The Bounty City Development Team
* Please note that the date may change depending on Steam's scheduling.
Earlier today the demo for A Wicked Game went live! I am so excited for you all to try out some of the early game levels and try to reach the end of the demo.
I did get to see quite a few folks trying out the game, and ideas for the remainder of the game are exploding! Lots of notes from today (on top of the pre-existing roadmap. There were also a few adjustments made based on some initial feedback. Some noteworthy inclusions:
An unintended shortcut on one level was plugged up
Three levels were made more difficult <3
One level was made easier (I am so generous I know)
A bug with the end of the demo was fixed! (huge)
I increased the chance of one fun secret thing occurring!
I will continue to be attentive to bugs and fixes as they come up! I am also of course working on the remaining work of the entire game and its secrets beyond the demo. If you want to keep up with things more closely and provide thoughts and feedback, don't forget to join the discord! That is where I will post the most consistently about the game. Much to do.
Thanks for suffering! Don't forget to review the game when you're done!
Tool Wagon can now carry 1 arms full of resources. Only 1 resource type at a time.
Buried treasure and shipwreck chests/crates will have more resources in them including stored fish, crabs, coconuts, metal bars, as well as scrap metal in order to encourage visiting more islands and sites. They will also vary in the amount of supplies you receive.
Quick time event actions have increased in size to promote easier visibility.
Must be near Raft Base now in order to drive raft in order to make using the crab traps, barrels, resources and any other features you have built on your raft easier to access.
Automatic raft mounting to support bigger raft size while reducing the area used to drive the raft.
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[h2]Other fixes include[/h2]
[list]
[*] Remove collision of introduction arrow which knocks people off the tower.
[*] No longer allowed to dig while holding resources.
[/list]
Other fixes include
Remove collision of introduction arrow which knocks people off the tower.