Welcome testers! It seems the Unfinished Game is still unfinished after all! With your help we fixed a couple of issues and added some little quality of life!
Tweaked some radio volume across different levels.
Fixed nature sounds and radio in Graphic level.
Fixed an issue where the "Buggy Affair" achievement wouldn't unlock when taking the last bug.
Fixed audio issues with certain sounds not scaling with volume (ex: jump pad).
Fixed grappling issue when starting the race in the Race Drop level.
Fixed occlusion render issue with doors in the Final level.
Fixed Water Level title typo.
Added a NPC and some small details in the Final level.
Added a screen recap with all the levels time in the lobby (at the place of the total time one).
Thank you for playing the demo version of P4ST3L! I'm Usagi, the developer.
This build: Build:D_TGD8
The following will be updated.
-Improved to force close the widget when attacked while viewing logs or notes.
As a result, if you died while reading a note, the UI for notes, memos, etc. would remain displayed even after you returned.
-If you select "Restart from checkpoint" when you die, you will restart from the starting point. Your access level and items will be carried over. In the future, we plan to limit the number of times you can revive and whether you can do so depending on the difficulty level.
-Implemented settings for BGM volume and sound effect volume. You can change them from the pause menu.
-Increased the speed at which thirst and hunger decrease. If thirst and hunger fall below 49 without eating or drinking, your maximum stamina value will decrease. Stamina recovery will only recover up to your maximum stamina value.
Keeping it above 50 will help you avoid the maximum stamina penalty.
The contents of the previous update are as follows:
-Improved so that when entering numbers on the keyboard in the PIN entry panel,
the number buttons can now be entered with the mouse.
-When a lootable bag or backpack is empty, a message will now be displayed on the HUD indicating that there is nothing inside.
-Implemented experimental support for XBOX controllers.
Basic operations can be completed with the controller, but mouse operations are required in the inventory and menus, so in the future we plan to improve this to partial controller support.
Assignments are fixed, but we will work to make them remappable.
-Adjusted bleed probability
Decreased the chance of bleeding from enemy attacks, falls, and ammo generators. (Probabilities are not disclosed.)
-Support for Japanese, English, and Simplified Chinese (Chinese).
-You can change the language setting from the drop-down list in the main menu. Some text has not yet been translated.
- The level of Chapter 1 has been temporarily shortened. You can try out a short demo with an estimated play time of about 30 minutes. The original size may be restored without notice. Thank you for your understanding.
- The maximum number of items that can be held in the inventory has been increased to 6.
- The rate at which hunger and thirst levels decrease has been reduced. In the future, we plan to make it possible to change the rate at which they decrease depending on the difficulty setting. Since this is a demo version, hunger and thirst levels do not decrease very much, so I think the impact of the stamina penalty will be small.
- The item spawn rate for shelves and lockers that can be looted has been corrected. It is now easier to obtain items.
We are considering changing this item spawn rate depending on the difficulty setting.
- If an enemy has detected you with their eyes, a warning will be displayed at the top of the HUD.
- Other minor fixes
- We are currently developing new game stages and enemies. We have passed the early access review and are preparing for the release of the early access version.
If you notice any issues or bugs, please report them on the message board.
Please update the game from your Steam library. If you are unable to update, please uninstall the game and reinstall it.
The following fixes and improvements have been applied in the 1.0.10v update:
🐣 Fixed an issue with skipping certain dialogues
Resolved an issue where skipping did not work for some dialogue scenes.
🐣 Adjusted mana consumption in the Castle Route
The required amount of mana in the Castle Route has been generally reduced.
🐣 Fixed NPC exit bug in Stage 7 of the Castle Route
Fixed an issue where some NPCs did not exit properly in Stage 7 of the Castle Route.
🐣 Adjusted boss normal attack range in the Castle Route
The boss’s normal attack range has been adjusted to match its visual effects.
– Sunflo Labs & Solutena Studio

1] Why does this mod exist?
Better Fortress 2 originally started, as a small test mod by me, later i invited my friend main_thing
to work on it, to mess around, chaning some stuff, and use it as a Testground for pushing our fixes/changes to the Source SDK 2013 Github repo, for a chance for these to end up in-game, so
in short, think this mod as a "Staging Branch" for TF2, with slight changes
The main Goal of the mod (aside having new content, and funny stuff), is to make stuff less hardcoded as possible, for mappers and Vscripters to experience the usage.
For Example: The Ability to give custom text to Intelligence flags, like VALVe used to do in Doomsday.
2] Why there's Content from the Workshop or Community Projects?
Offshore Content is there, because this Mod was also used to record in-game previews of Taunts, and items (not all of them). and Since i worked on the project i got permission to use it.
There's also some Content such as the Mini-Dispenser, and small stuff. we added a credits menu (by BetaM) listing people, we may have missed some people, but we are trying our best, please reach us on discord, possibly in a calm manner, we don't want to give the impression of bad people, we are just 2 (working) on the Mod itself, it's not easy to keep track of some stuff :(
3] What do you mean by Community Effort?
This is a project aiming to have contributions from the community too, so for example, let's say:
"I fixed the broken MvM upgrades, and i would like to add my code"
We can implement it in-game and credit people for it, we do NOT state that we are owning the code,
4] Why is there Funny/Random/Cringe Stuff? This is stupid.
This is a nature of mine that i can't keep on a leash, basically for testing if was able to make custom stuff, i use placeholder/dumb stuff, to see if it actually works, i have the knowledge and power to make something propper, but if you think about it.
"What's the point in making something Properly made for a first test, if there's the risk it may NOT work?"
5] For a short period of time, this mod had the Install button ready, but i couldn't install, why?
This was a mistake from the Review process of the store page Not caused by us, we are unsure of what happend, but from what we could tell, the Reviewers from VALVe, once they finished and approved, they accidentally set the page to Public, despite having some small errors in the Mod banner pictures and such, preventing me from changing, i had to re-send the updated Pictures in order to be able to Post, and also have the ability to make Steam Announcements, like this one.
IN SHORT:
This mod is meant to improve TF2 in a few ways, we are not making it EXTREME or such, we can add new content sure, but the main focus, is to add features for Creators, that normally in vanilla TF2 is only possible with what's currently available in VScript, or use Sourcemod Plugins.
We want to Credit everyone, as well reach them out, but with some people sadly this is impossible, so often they ignore us... since well, we are a nobody.
We strongly advise to visit us on our Discord, so it's easier to contact us, hopefully it's understandable
Hi Players,
Ive run into a few small issues that are causing a slight delay in the release of the Free DLC for Grandpa High on Retro. I want to be honest with you I’m not going to give an exact new date just yet, because I don’t want to promise something I can’t guarantee.
That said, the Free DLC is still coming this June, and I'm working hard to make sure everything is ready and running smoothly before release.
Thanks so much for your patience and support!
During this event, which usually lasts 5-6 days, with daily recharge, you will accumulate stars, for these stars in the Star Pack column you can receive bonus rewards.
Don't miss your chance to get one of the strongest units for 25 stars.
also, bonus rewards will be for 3 | 8 | 17 stars and for 25
Best regards,JTGGame Team!
