The launch week has passed and it's been quite a week for myself. I spent all this time doing fixes, adding things, taking suggestions, and implementing features. It was quite a week that still continues. But I wanted to take a break from updating the game to lay out my thoughts about what the future holds for the game. As I mentioned, this game is intended to be constantly updating, and I don't mean just these micro-updates. What I wanted to do was add more substantial updates to prolong the life of this first version before moving on to version 2, which will be like a completely different game. But I'm getting ahead of myself as I still have version 1 to deal with.
So what is version 1 about? To put it simply, v1 is suppose to be the base game, the foundation of future updates. We're setting up the basic structure for future additions. So I want to take a moment and list out what I have planned for version 1
We're starting off big. I was thinking that online was going to be reserved for v2, but I changed my mind when I started playing my own game. That's right, Only recently had I a chance to play my own game, not for fixes but for fun. During the week, after spending the day doing fixes, I would play my game for my own enjoyment. I guess it sounds ridiculous coming from me but I had a lot of fun playing my own game. I did end up wanting to change a few things, which I managed to do in some of the updates, but there was on update that I could not update but really wanted: online. While I was having fun with the campaign, I really wanted to go online and play with my fans and I figured that you guys probably feel the same way. That's why I'm announcing it right now, online is the first priority for v1. I won't be waiting for v2, and in fact, perhaps this is for the best. To get a head start on online would serve me well in the long run as I can keep it updated to prepare for v2's many new features.
I'm going to start planning out how online could work so this feature won't be coming anytime soon. I just wanted to let you know that online is now my next priority because this game can't wait to get that feature, it needs it now.
Throughout the game campaign, there are various challenges that will pop out. These are some of the mini-games you can play but I didn't had a chance to actually make a menu for them, but I didn't have time to do that. There is also one or two more mini-games I wanted to add but didn't have time for that either. But eventually I'll make time to make a menu and add any new challenges I wanted to add.
But one feature I do want to make is an arcade mode. This is nothing more than a just going against every single team, just like an ordinary arcade game. This idea came about when I played some games that have an arcade like experience but no actual arcade mode. I would've loved to just go against the opponents one after another until the end. That is why I feel it is important to add this feature, because an arcade like game needs an arcade mode. And there may be a special surprise waiting for you.
The slots for the special community event, the Thank You Fairy, have all been filled up so quickly. I was kind of surprised there was such a demand for what can amount to a mere sticker in the end credits. But then again, I'm sure you're going to be really surprised with what I have planned. So I thank everyone who has made a request and if you missed out on this, there will be plenty of opportunities in the future to get another fairy. For now, I gotta figure out a method of making this happen, because I got to set time to get all your requests made. So be patient as you won't be getting the instructions just yet.
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That is all I have to report. I am still accepting suggestions, reports, feedback, and anything else you guys want in the game. The experience has been great updating and improving the game and it couldn't happen without you guys. So keep on playing, keep the suggestions coming, and let's make this the best Touhou fangame ever (a man can dream).
Version: 2025.7.29
・\[Json Config] Added a new operation for float variables: round
・\[Json Config] Added a new type for parameter looping: inverted sine
・\[EX Studio] When creating a Spine configuration, the atlas and texture will be auto-filled based on the selected skeleton name
・\[Control Panel] Window title now displays the instance name
・\[Control Panel] Added a status icon to indicate workshop item refresh
・\[General] Fixed a display issue when running multiple instances
・\[General] Improved display detection logic
・\[General] Optimized logging functionality
Breaking Changes
• Game optimization has been improved.
• The design of the most confusing levels has been improved.
• Cinematic transitions are now smoother.
• A new game menu and a new language have been added.
• Minor bugs have been fixed.
• Minor sound issues have been fixed.
• Minor aesthetic changes.
New Features
• A game load menu has been added, allowing players to resume the game from previous save points. Information about collectibles obtained at each save point has also been added.
• A collectible counter HUD has been added, which appears above the character's head each time a collectible is found.
• Traditional Chinese has been added.
• Added a message: Are you sure...? when starting a new game.
Bug Fixes
• Fixed the issue where pressing the button on the loading and credits screen did nothing.
• An issue with enemy spawning in the sewer has been fixed.
• A bug with the children in the final boss has been fixed.
• The error where children get stuck when passing through the hole in the barriers has been fixed.
• The error where the screen goes black when reaching the garden has been fixed.
• We fixed a bug with the police dog's behavior when chasing the dormouse girl.
• We fixed collisions in the prison.
Improvements
• Game optimization has been improved, and frame rates are now much more stable.
• The design of the most confusing levels, such as the cat's house and the prison, has been improved.
• The fade between music and sound has been improved.
• Cinematic transitions are now smoother.
• Level loading times have been improved.
• Feedback when finding graffiti has been improved.
Other Changes
• For keyboard use only: the default button for crouching has been changed from Left Control to Left Alt.
• Some extra save points have been added.
This update adds one new track to the chapter "Gathering Bloosoms Under Rain":
1. "Aleph-0" by LeaF
Other optimizations and adjustments:
1. Fixed an issue where “Sort by Difficulty” could cause errors under certain conditions
2. Fixed display issues in the Dream Ripple interface and Unlock Condition screen
On July 29 at 9am PT, Call of Duty: Modern Warfare II and Call of Duty: Modern Warfare III will be moved from the main Call of Duty install and become standalone downloads. Beginning tomorrow, MWII or MWIII owners can access them directly after redownloading each title. Legacy content related to MWII and MWIII modes within the main Call of Duty install will be automatically removed on August 7 to free up storage space.
When harvesting crops, you can now automatically pick them up. A crop icon will flash during harvesting so you no longer need to press the E key again to collect them, making harvesting more convenient.
Added the feature of auto-picking up leaves and wood dropped when cutting grass, making it easier for players to collect dropped items.
For the above two features, if your inventory is full, the dropped items will remain on the ground, and players can choose whether to pick them up.
Flares have been added in the subway station in the main city. You can use flares to burn zombies or for illumination.
Many random events involving tentacle zombies have been added to the southeast corner of the eastern district. Passersby may transform into tentacle zombies at any time.
Fixed the issue where autosaves would not display when the number of autosave files exceeded 20. This was due to an incorrect setting, which has now been corrected.
Added a black screen death prompt related to using the construction box, to prevent affecting the gameplay experience due to lack of information.
Resolved the issue where teammates would also automatically pick up crops for the protagonist when hitting crops. Constraints have now been added.
Modified the display logic for the flashing icon when auto-picking items. Unified the code for loading, optimizing memory usage.
Adjusted the probability of triggering the chicken trap to prevent the trigger time from being too fixed, making the triggering method more random and natural.
Fixed an issue in Director Mode where right-clicking to clear crops or grass would leave behind seeds, leaves, and wood drops.
The camera issue with the third mission’s street scene animation has been fixed. The camera movement has been adjusted to prevent it from going off-screen.
The weekend was a big milestone for Odd jobs first public appearance at a local Sydney event hosted by Fortress!
Seeing the laughs and smiles it brought to all the groups who had a go brings a new wave of motivation to myself and the team.
It was particularly encouraging to see players make use of the Ute vehicle and other type of trolleys!
Stay tuned for more updates as development continues right here!