Normally priced at $6.99 USD, the OSH Act 1 OST comes with a 15% discount for its first 14 days on Steam (June 1-14), making it $5.94! We hope you enjoy the sonically groovy soundtrack of our furry metroidvania game Oh So Hero! by Full Frontal Frog~
Update v0.86 is here! Bringing in some new additions, changes, and fixes. Please continue to post your bug reports and feedback in Community Hub or in the game's Discord server.
See you in two weeks!
ADDED - main story additions - new device that can be moved with plastic bag - loading screen hints - clicking gear icon on fluid detector will show body Urlid purity - extractor can now be used to break plywood into wood - some enemies now react if you urinate on them - secondary action with battery in hand will show flashlight charge
CHANGED - you can now drink from fluid containers directly from inventory - battery can now be used directly from inventory - renamed all House tenting buildables to Tarp wall/door - adjusted wooden door model & recipe - items that rolled on ground will no longer roll - picking up item will no longer throw "item added" message
FIXED - dropping partially used ammo on ground would set it to full - garden would destroy any item that was thrown on it (including weapons) - world breakable objects would randomly disappear after load - some bad collision
She doesnβt just fight the battleβshe rewrites its flow.
Meet Casie, the Human Riftwalker β a master of time and space, and one of the most powerful crowd controllers on the battlefield.
With a single thought, she triggers Temporal Shift, teleporting back to where she was moments ago β dodging danger or resetting the fight.
When enemies get too close, Surge Rebound unleashes a forceful wave, pushing them away and breaking their formation.
Need to reposition? Swift Dash accelerates her speed, giving her the momentum to escape or strike with perfect timing.
And at the heart of her control, Gravity Nexus pulls all nearby enemies into one focal point β setting them up for devastating follow-ups from her team.
Casie doesnβt just play the game β she moves the pieces.
Hey Spankrs! just a small patch I've worked on from watching you guys play the demo!
-Added Restart Level to end screen -Added background to Booty_Defense -Added fast forward button in Booty_Defense -In Small, made spank sounds really big and ponderous/booming -In Old friend, add Ui pop-up for Shift to speed -Fixed tree map to not allow clicking next level, just show there's a path -Changed Old_Friends Spunk to have butt -Changed Excited level secret hand to stopwatch
Warmaster attack system reworked. You can now alternate between "Light Attack (Left Click)" and "Heavy Attack (Right Click)" to perform different combos.
Cavalry behavior iteration. Cavalry units will no longer stand idle after using abilities.
Added talent reset functionality. Respec returns all spent points.
"Canyon" map temporarily removed due to multiple bugs.
Optimized enemy knockback animations.
Improved UI for combat, details page, and talent page.
Modified enemy spawn positions in encounters for faster combat initiation.
Added new encounter terrain scenario.
Added two new music tracks.
Bug Fixes:
Fixed Company unit count upgrade causing combat freeze when maxed.,
Fixed reward stage entry/exit causing next battle freeze.,
Fixed 1-2 enemies being unable to move at stage start in some levels.,
Fixed occasional enemy hit detection issues.,
Fixed missing "Chess Piece" model problem.,
Fixed ESC key causing freeze in certain situations.,
Fixed R ability dealing no damage after upgrade.,
Known Issues:
Company abilities like Arrow Rain and Charge may be abnormally interrupted during casting.
Enemy threat transfer mechanism is flawed, may ignore nearby enemies to attack distant ones.
Some ability and talent descriptions don't match actual effects.
Talent node values are unbalanced, some nodes are overpowered.
Some of the protagonist's heavy attacks deal excessive damage, pending adjustment.
Some roguelike upgrades are ineffective.
UI display error for maximum health after upgrading health cap.
Poor visual representation when enemies die mid-air.
Grass in one map repeatedly disappears and reappears.
Enemies occasionally use wrong posture while moving.
Act 3 added- Highlands area + new ?? boss added. UI got a facelift. Attacks now reduce shield bash / charge CD. Demon health reduced from 2500 to 2000 DNACS possessed duration reduced from 20 sec to 15 and internal CD increased from 30 sec to 60 sec. Resolution scaling option added. Dragon-themed load screen artwork added.
Bug Fixes:
Mobs will now politely wait and not attack while you are zoning. Fixed dismount / weapon sheathe bug. Oh so many minor bug fixes
Today, well, theoretically yesterday but I had this text prepared to go and we couldn't post it.
ANYWAY, today marks the seventh year of Just Shapes & Beats. Seven years ago we launched on here with nothing but sparkles in our eyes and hopes for bright future; we just didn't expect that future to last this long!
Seven years, in video game years that's like an eternity. When we started working on JS&B the studio was not even seven years old, and we already felt like we had a lifetime behind us and yet, here we are today, bit less spry, but with just as many sparkles in our eyes.
Now, we know y'all want/deserve an update on whats going on, but we're just not ready to share anything still beyond "we're working on something". Sucks I know, and there's nobody more annoyed about it than I am, cause there's nothing I love more than to gush about the cool stuff we do!
At this moment, the best we can do, as is pretty much tradition by now, is to share some words from our national treasure Lachhh to our fans in the following tweet thread.
For those who aren't on twitter anymore, here's a screencap, in dark mode this time because I'm a new, modern, man that does not live in the past anymore.
Hope you all can understand we need do to things a certain way if we want to be able to keep doing stuff in the future, it's unfortunately the game we have to play. However, know that we're working REALLY HARD on it all, we just have to make the wait worth it, for you.
Thanks a million for being there, y'all are the reason why we're making games, we'll talk more soon.