We have upgraded our leaderboard infrastructure to support the ability to collect and showcase a lot more stats. We can now track a massive number of stats and many are now visible on the GONE Fishing Website (Sign in with steam to see your personal stats!) gonefishing.gg .
Fixed Dupe where players could drop clam while placing it to cause it to dupe.
Fixed Visual bug where dropping the tentacle item while placing tunnel would not remove the placing blueprint for the tunnel
Fixed Major bug where loading into saves would duplicate clams, after loading into saves more then a few times this would result in big performance drops and even crashes.
Added 10 more backgrounds for loading screen
Fixed an issue where players could dupe some stuff (i dont remeber what i fixed but it was some sort of dup bug lol)
New hat
	
	
	
	
	
	Hey Playtesters!
It’s hard to believe it’s already been a year since the last update! Over that time, I’ve been refining the foundations of Cocoa Loco, improving the backend and implementing as much of your feedback on the settings and interface as I can.
Gameplay remains mostly the same, however you’ll hopefully notice a few subtle changes that makes everything feel a little bit nicer.
Play the demo (preferably let's set a time for me to watch on the Discord)
Fill in the survey - Tell the 3 Most Crucial Things that need to be worked on!
Bug test - come across a game breaking / progress blocking bug? Report it in the Discord, the Community Hub Discussions or as a comment on this post.
I am currently in my last few weeks of university for the year, so I will only have time to look over feedback while I study for exams (no hot-fixes this time). However by mid-November, when my schedule is free from all other deadlines, I will be diving straight into development with my primary focus being on getting a playable demo ready for TGX, where I plan on showcasing next year!
The feedback you give will be crucial in making sure the showcase build for TGX is best it can be! With hopes of getting the the official steam page and playable demo on Steam after the event.
Thanks for being part of playtesting, I hope the new update isn't completely broken for you! I look forward to your feedback and please let me know your honest thoughts on the game so far.
	
	Hi! Long time no announcement!
Hope all of you are doing great.
In case you aren't aware - I'm still around and working on my third game -
https://store.steampowered.com/app/1561510/Immortal_Space_God/
For the longest time Immortal Space God's Steam Store page had no trailer - that's kind of odd isn't it?
Well I corrected that and you can check it out on the main store page - or via YouTube.
If you don't mind me rambling a bit, this is maybe a bit rougher quality trailer than usual, I sort of rushed on making it. Normally one of these trailers would take me a week or two of work, but this one took only a few days.
The goal is to prepare for a demo of Immortal Space God to get some "early" feedback and see how you all respond to it.
If you are curious, please keep the project in mind and check back in the upcoming weeks.
thanks!
Paul
	
	
      

  
  
  
And thanks for giving this a look. I’ll be honest. This update is so late because I just want to spend all my time making this game! So, I've made myself a promise: keep Steam updated. Here's why I've been so excited as I'm working on this every night so you can play it, and why you should be too
  
  
This journey started two years ago with two goals. Teach myself modern game design so that I can make more games as an solo dev, and make my dream horror game. However, the last time I actually made a game was in high school. A long, long time ago. It looked something like the image on the left. I called it Paintball. You shot at targets. It was written in something that looked like the image on the right.




And after 20 years, returning to work in Unreal has been a game changer. I’ve been developing this game every night, after my day job. Every line of code, every system, every shader, is being designed for a horror unique experience. Below is an overview of where the game’s visuals has been this year. It's still work in progress.



  
  
  
  
  
~~~ ~~~ ~~~ ~~~ ~~~ ~~~ ~~~ ~~~ (some breathing room) ~~~ ~~~ ~~~ ~~~ ~~~ ~~~ ~~~ ~~~
  
  
  
  
  
  
  


I spent months figuring out the design and overall story structure. The result is a game with a narrator who can respond to everything important that you’ve done.
Are you focusing on investigating your brother’s fate, or are you digging into other areas of the story?
The narrator responds in context to your actions.

  
  
Forward is whatever direction the character is facing. This works in first or third person perspective.
Left or right, strafe.
Look input makes your character look around, rotating when you look too far.
Your flashlight shows you what you're looking at. Keep it charged.
When using your camera, you are focused on it.
The character is grounded and responsive to the game’s world.


You are actively investigating and the character is aware of things around him.
Is there an obvious clue in front of your character? He will look at it as long as it won’t break his neck.
If your flashlight is out, he will point it at anything important.
He is trying to tell you what he can.
  
  
There is no HUD or glowing objects. No quest makers. You have your flashlight and a camera you found to investigate your lost brother.
You're not a fighter or a reporter, but you may end up fighting for your life and looking for other stories.
The building is being designed to have a natural flow, with in-game maps of the facility to guide players. Like maps at malls and campuses.
The next facility is inspired by research into architectural blueprints and interior design.


This current level is my testing grounds for designing the systems. A majority of the current game assets are still placeholders. This is not the final facility. Far from it.
Getting the final art assets will come next year. I’m currently designing the story, the clues, and what I’ll need for those assets. Everything is being tested here.
  
  

One storyline is the fate of your brother. Second is the history of your digital camera and its creator. Third deals with other survivors and another monster in development.
The way that the narrative works, you can bend the story, going from one storyline episode to another. The progression depends on what clues are stored on your camera as you end a level.
Investigate and photograph what you want. Until you get to the climatic episode.
However, your main antagonist, the Narrator, has control over the facility’s trans-dimensional research. He can use it against you. Between episodes, you are flown back through the level as furniture rearranges itself.
Between episodes, pathways that were blocked may be opened. Doors that were open may be barricaded.
Clues available are unique to each episode. And I'm currently working out how other survivors will play into the story.


  

You found a camera on entering the facility. It's history is tied closely to the facility's downfall and the fate of its past inhabitants.
The camera was an experimental device created by Dr. Chen, the head of the HLRG's trans-dimensional research. It was stashed when she realized it the camera was interacting with local matter in unforeseen ways.
Her camera revealed that reality wasn't entirely there. It interacts with the world in interesting ways.
No quick time events or dialogue menus, no HUDs or quest markers in the way. The story plays out every step you take, every decision you make. Find the story before the Promethean finds you.
When you're running from the Promethean, either hide or find something to pick-up and toss. Anything that isn't nailed down.
I just finished refactoring the throwing system to allow picking up hierarchical instance meshes, along with a throwable object pool manager.

  
  
And with that, we'll call it a log. I plan to get another update done before the end of the year. Thanks for reading and stay turned.

	
	Hi! Long time no announcement!
Hope all of you are doing great.
For the longest time Immortal Space God's Steam Store page had no trailer - that's kind of odd isn't it?
Well I corrected that and you can check it out on the main store page - or via YouTube.
If you don't mind me rambling a bit, this is maybe a bit rougher quality trailer than usual, I sort of rushed on making it. Normally one of these trailers would take me a week or two of work, but this one took only a few days.
The goal is to prepare for a demo of Immortal Space God to get some "early" feedback and see how you all respond to it.
If you are curious, please keep the project in mind and check back in the upcoming weeks.
thanks!
Paul