We’re excited to announce the release of our updated demo—made especially for Steam Next Fest! 🎉
What to Expect in the Likho Demo
👁️ A single playthrough takes 20–30 minutes 👁️ Stylish black-and-white graphics and an oppressive atmosphere 👁️ A dark folk-horror story inspired by a Russian fairy tale 👁️ Full Russian voice-over 👁️ Dialogue choices that shape your path
If you’ve played the previous version, this update adds a brand-new introduction, full localization into Simplified Chinese, Japanese, Polish, French, German, and Portuguese, plus tons of bug fixes and improvements.
We’d love your feedback! Please leave a review on the demo page—your input helps us make the game even better.
Welcome to Release Update v.1.0.1.6! ːhappychappyː
This update readies the game for the New Game+ mode, which will be releasing soon™. (actually in ~2 weeks)
The forthcoming NG+ update will add a number of variables, challenges and trials that the player may (or may not) select to give entirely new and differing gameplay on subsequent playthroughs. One of these options will be Endless Mode, which was previously unlocked upon game completion by beating Level 8, and which will now be rolled into NG+ as a selectable challenge option.
This update also addresses a few bugs which had krept into the late game state, and also provides balances, tweaks and changes - for instance; Infinite golden taels spawning all over the map was a little bit more of a reward than I had previously planned for ... ːareusureaboutthatː
Changelog:
Release: Update v.1.0.1.6.
New: Preparing for Release: NG+.
New: ENDLESS MODE will now be available as a setting in New Game Plus, when NG+ is unlocked.
New: Added a safety to prevent too many golden taels spawning on very high value kills.
Change: Loot cash money reorganized for higher types to multiply in value.
Fix: Rare Swag Defend Ability "BAN HAMMER" was supposed to be using 20% of maximum target HP to work out damage, but was wrongly taking the 80% remainder.
Change: Rare Swag Defend Ability "BAN HAMMER" now takes player damage bonuses into account, so only the correct percentage is inflicted.
Fix: Useable Swag Item "WEAKEN THE STRONG" was minusing damageLevel when it should have been multiplying from maxHP.
Change: Useable Swag Item "WEAKEN THE STRONG" now takes player damage bonuses into account, so only the correct percentage is inflicted.
Change: Useable Swag Item "STOCKMARKET" now decimates all enemies.
Change: Level Bosses cash multipliers are standardized.
Change: Increased Level Boss health by increments with level multiplier.
Change: Added more safety for removing audio emitters.
Change: Increased Final Level water viscosity by +25%.
Change: Monsters are no longer slowed by water, only players.
Change: Invisible monsters no longer leave a wake in water.
Change: Inivisble monsters in final level now have increased final level specific stats.
Change: Invisible elites in the Final Level (8) will not apply reskinning on spawn.
Change: Re-admitted giant invisible spiders for final level.
Fix: Final Boss Final Form now displays Level Boss info correctly.
Change: Percentage related area damage now takes player damage bonuses into account, so only the correct percentage is inflicted.
Fix: If the array is missing for checking multiple kills with Attack Swag powerups, a new array will be created for the check.
Fix: If the array is missing for checking multiple kills with Useable Swag Items, a new array will be created for the check.
Fix: Added more safeties for object checks.
Change: Removed unneccessary textured objects from level preload groups.
Fix: Removed wrongly set distortion skin setting on Final Level invisible enemies.
Fix: Game Over victory save game cleanup no longer leaves broken entries.
Change: Souvenir drop rate has been reduced for later levels.
- Fixed an issue on showing tutorial - Add minimal level 12 restriction for Demoniacs Catacomb - Fixed an issue on druid available to use Panther on low level map - Fixed restriction penalization of Tier 2 maps
Yesterday was HorrorGameAward's Summer Showcase and the start of the HorrorGameAward themed sale, True Nightmare - Roadside Cafe participated in both events!
In less than 24 hours, 80 people added the game to their wishlist and we're closing in on a very significant number. (We'll probably reach it this week and I'll share this great news).
Trailer and release date
A new trailer was unveiled at the event, and the game's release date was announced (I'll do a separate post about the release later in the week).
The trailer showed new locations, some previously undisclosed moments from the game (brutal, as some people said).
You can watch it on my Youtube page and leave a comment - it helps the game to be promoted and gives the trailer a chance to be seen!
Progress on development
I've been actively working on both new locations and cutscenes recently, some of which you can see in the trailer.
The dialogue system has also been improved. Many of them are optional, some of them can be opened under certain conditions, some of them can open new opportunities.
In general in the game you can explore different places, find clues, pieces of history and interesting things. It will be liked by all those who like to look under every stone and in every trash can.
Future plans
I plan to finalise some things in the near future and will open registration for beta testing very soon. Anyone can register - stay tuned!
Shotgun now keeps the aiming reticle when performing A.D.S. since it doesn't function the same as a classic scope aim, allowing for much more accurate usage of the shotgun.
Larger animals such as Rhinos that are hanging out closer to the main reserve will now attempt to avoid the poachers if they get too close by relocating. This doesn't guarantee their safety in all situations, but can avoid a few mishaps and keeps things cleaner in terms of general gameplay.
Graphics:
Improved tranquilizer dart rifle texture.
Added advanced spine rotation animation to stampeding hippo.
Fixed some grass in Hippo Mission with too low LOD threshold and thus were popping into existence too easily.
Fixed foot IK clipping issue with General Gideon when sitting on camping chair during Mission 1/2 bonus interlude camping mission.
Fixed "Lions Heart" powerup from making screen almost impossible to see anything, an issue introduced in V0.8.8.2 when switching over to linear color space.
Fixed a minor graphical issue causing waterfalls to cast shadows in a really weird way.
Fixed issue causing zebras to disappear when slightly off screen and if player is very close.
Improved appearance of main weapon scope lens when viewed from hip-fire mode.
Improved appearance of the rare Combat Shotgun weapon.
Fixed weird appearance of bulldozer window glass, as seen in Chapter 2.
Bug Fixes:
Fixed rhino ragdoll issues in introduction scene/speech.
Fixed bug causing introduction speech to not automatically go to the next scene without player intervention when completed.
Fixed a new bug introduced in V0.8.8.2 that was causing 3 of the enemies in the hippo bonus mission to just stand still after being either killed or tranquilized.
Fixed issue causing silenced tranquilizer rifles to play the louder sniper rifle audio.
Fixed issue in hippo bonus mission causing hippo to run on the spot.
Cardboard boxes outside shebeen are no longer un-destroyable.
Fixed issue where exploding your vehicle could sometimes reset your radio entirely, have replaced for a randomization (in the event of this situation) to help players discover more songs than they normally would hear in a single play session.
Fixed a NavMesh issue causing some enemies to walk through building in Mission 5.
Other Additions & Improvements:
Changed Steam store page screenshots to match the latest game version.
Improved hippo movement animation when circling a tree.
Improved audio quality of ranger stuck in tree during hippo mission.
Edited mission objective in hippo mission to be clearer about what the poachers are actually looking for, in this case not horns - but tusks.
Added an automatic checkpoint in hippo mission in case player is killed by a hippo so they don't have to start from the beginning of the level again.
Added cover points to enemy ambush in Hippo bonus mission.
Increased hippo stampede accuracy.
Added a new radio mission message for Hippo Mission Part 3.
More audio balancing on enemy voices.
Added more variation to nature ambience.
Optimizations
Optimized hippo scene memory footprint.
Shebeen location on map is now also streamed into memory when near like other locations to maximize performance when fighting inside the main reserve or anywhere other than near the shebeen.
Moved all remaining waterfall zones into the world streaming system, the entire world outside the main reserve is now essentially steamed in from memory when needed to lower the memory load on slower/older devices.
Some minor scene optimizations in general, related to animal locations during missions.
I am also working on some new content and some fun helicopter based missions, so stay tuned for those. I'll be back again next week with more!
Just Chess has received a small but hopefully entertaining addition! With this update, the game can now play a match against itself. If the board is empty and the player has been inactive for a while, the engine will automatically start a self-play game where it controls both sides.
The self-play stops immediately if the player moves the mouse.
This update should not interfere with normal gameplay. Our hope is that this little feature adds a bit of liveliness and fun to the game when it's idle.