General Updates
Echo Cancellation of media and mics added and Automatic Gain Control for voice chat, should drastically help with people who use speakers,
Increased strength and quality of UI blur effect for a more pleasing result,
Floating UI elements are now anti-aliased,
Audio back-end (FMOD) has been updated to the latest version.,
Shader Updates
'Indexed' flipbook shaders that allow switching between 4 individual flipbooks using the scripting API named "Index: Standard + UV Animation" and "Index: Standard Two Sided + UV Animation",
New VAT shader variant "VAT: Standard + Alpha Mask",
Added properties to enable looping subsets of larger VATs
Added script API function to set these at runtime,
VAT and Displacement animations now behave correctly when worn on an avatar,
There is a visual issue in lookbook when scaled to the large and small extremes but is fine once you save and join a world. Bug Fixes
Automatically update advanced color management properties when dragging the client window between monitors with differing capabilities,
Fix for bottom/right of game window glowing orange in high-bloom worlds,
UI opacity now behaves more predictably when reducing the alpha value,
Z-fighting issue between UI panels when far from the world origin point resolved,
Fixed UI scaling issue when switching from VR to desktop and back,
Crash fix when minimizing the client window (thank beans),
Removed erroneous scrollbar from VR mode profile UI,
Fixed Giant scaling issue for the hair color picker but still may present a issue on some screen resolutions missing the HUE slider (scaling your window can make it show),
Corrected desktop snapshot behavior,
Fixed audio issues with some objects occluding sound when the camera was behind them.
Hi!
A recent security issue with nearly every Unity Game in existence has forced me to update Soundodger 2, which meant finishing an update that was sitting dormant for a couple years. The good news is Soundodger 2 is now safe and sound. The bad news is you now have access to the Lost Levels. ...wait. Actually, it's good news from front to back!
Lost Levels have been added to the game, accessible from the Title Screen. These are a collection of alternate and unseen versions of levels from the development of Soundodger 2. It's not much, but I can't tell you how many people have asked me for the original, brutal version of Seventeen & Something. So There.
We've also gone ahead and added notes to each level, sweet little nothings from the level creators whose work was until now thought to be lost to the scrapped game development ether.
Have fun and hopefully things won't stay so lost for so long next time.
Happy Dodging,
♥Bean
changelog v.1.1.0
Game
Added Lost Levels (via Title Screen)
Level Select
Fixed Lock image being blurry on some resolutions
Hey guys, hope everyone’s doing great!
Over the last two months, I’ve started experimenting with some marketing, and since August we’ve gained almost 10,000 new wishlists, bringing the total to nearly 33,000! I really appreciate each one of them, thank you all for your support!
There have been quite a few changes to how things work, and I’d like to talk about them today.


[/carousel]The map size was fine for the demo, but it became quite a challenge to fit all the late-game buildings. So, I’ve added one more vertical level to the map and changed the sprite, while keeping the width roughly the same so it’s not harder to scroll. In the end, the buildable area increased by about 40%.
I’ve also added paths on both sides of the waterfall to make it easier to traverse the hill. This was tricky because of the original pathfinding system, so I had to write a new one. Overall, I’m very happy with how it turned out.

For a long time, players have been asking for a dedicated hauler job, and it’s finally here!
I’ve reworked how logistics function in the game. I’m trying to strike a balance between complexity and simplicity, which isn’t easy! Here’s how it works now:
Workers still haul their own resources unless a hauler’s hut is present in the area.
Haulers travel between buildings, collecting finished goods, delivering materials for production or construction, and stocking warehouses with the minimum required resources (more on that below).
Carrying resources now applies a movement speed penalty.
I’ve added new research options related to logistics.
Haulers use a smart AI system to decide when and what to haul based on internal scoring.
Warehouses now have storage capacity limits.
You can now set minimum stock levels for each resource in your warehouses. If stocks drop below that threshold, nearby haulers will automatically fetch the needed materials from other warehouses (even from far away) to keep production buildings supplied at all times.

Another highly requested feature was the ability to relocate buildings, and it’s here too!
Relocating is much more convenient than demolishing and rebuilding. Assigned workers stay assigned, resources are automatically moved to the new location, and construction materials go directly from the old site to the new one (instead of old site → warehouse → new site). You only pay a small amount of gold for the relocation.
Right now, Core Buildings and Hot Springs cannot be relocated, but I’m hoping to make them movable in the future.

When you place or select a building, nearby relevant structures like warehouses, wells, markets, or trees will now pulse to show their proximity. If a new building is placed too far from the others, warning icons appear to let you know.

I’ve added a new event with real consequences and a relic that most players will be able to acquire, so everyone can experience how these systems work in the game.

Our village doggo has been feeling lonely, so now we have a cat! 🐱
It’ll be unlocked through an event or another method later (not available in the demo).
I also fixed an issue where animals wandered outside the gates at night.
On top of that, there are new decorations: reworked bonsai, customizable pots, and flower pots that bloom with different flowers each season. I’ve also added wind chimes and a few other cool details!

[/carousel]Some players mentioned that the game looked a bit too foggy, so I’ve increased the contrast. It’s a subtle change, but it really improves visibility. (This was actually done in August, but I wanted to share it anyway!)
I’ve also simplified tutorial popups to make them less intrusive, rearranged and split some quests, and made lots of small improvements and bug fixes.
Unfortunately, older save files won’t work with this version of the game. This is due to major, game-breaking changes in the underlying code architecture, especially related to the new pathfinding system.
Additionally, I’ve corrected the game’s save folder name, it was previously (and mistakenly) named [c]DreamDec[/c], but it’s now properly called [c]faraway_lands_rise_of_yokai[/c].
If you’d like to keep your unlocked Lords and Titles, you can manually transfer your progress files:
Go to your old save folder:
Copy the following files:
Paste them into the new save folder
I’ve also enabled cloud support which now works correctly with multiple users on the same PC. I am sorry about the incompatibility! :(
I know there’s still no beta or release date, and there’s not much I can say yet, other than thank you so much for your patience. ❤️
The next update will probably cover Festivals and/or Events, so stay tuned!
See you then!

Our playtest launch trailer is live! Check it out here: https://www.youtube.com/watch?v=7n2-oap3Ack
We are thrilled to start sending out playtest invites throughout the week. As a reminder, this version will not include all the features planned for the final release. The focus of this playtest is on game feel, bug testing, and overall fun.
We kindly ask everyone who joins the playtest to fill out the Google Form that will be accessible within the game. Your feedback is extremely valuable and will help us improve the overall experience.
Thank you for helping us shape the future of the game, and we cannot wait to hear what you think!

Detectives! Thank you all for playing Dupery and for all your feedback!
This small day 1 update addresses some of the issues raised by our players. Including:
Roles can no longer pretend to be the Fall Guy
Cases can no longer have 2 traitors in play at once
Tweaked the ratios to have more innocent and less evil roles at higher difficulties.
Can no longer get 2 Drunkards in play at once. - Slight tweak to the last tutorial level to make it slightly easier.
Fixed a couple of spelling mistakes in various places.
Once again thank you for playing the Dupery Demo and giving us this feedback! We plan to keep updating and improving the demo regularly over the next couple of weeks as we continue to get feedback!
Version beta 29 is now available for testers! It will appear as "b29_1.0". If you are just keeping up with development from the outside. thank you for your support. Make sure to join the Discord to be a part of the conversation!
Note: These patch notes contain some changes already present in the Demo update. Sorry for any confusion!
Content
Weapon: Assault Rifle! Alt-fire to lob a grenade that deals increased damage after stopping.
Weapon: Frag Magnet! Alt-fire to launch or retract a magnet that sticks to targets and the environment. Primary fire projectiles track towards the magnet's location.
Weapon: Energy Glaive! Fires a horizontal spread of ricocheting, piercing hitscan projectiles.
Weapon: Missile System! Fires a barrage of guided missiles. Hold alt-fire to lock up to 4 targets.
Weapon: Blade Launcher! Revs up to fire bouncing saw blades. Alt-fire to charge a horizontal saw that sticks into vertical surfaces.
Game modes: King of the Hill and Zone Control
Greybox map: Isolation, featuring some rather unique stage hazards
Challenge levels: Combat Sub-2, Arena Basics
Additional modifiers: Super Armor and Featherweights
Added bot characters
Masquerade, Barbarian, Contestant, Specialist, Entrepreneur, Traveller
Balance
Reworked Contest card selling
Level 0 cards are now worthless, with a unique sell overlay icon to match
Substantially reduced the price scaling on leveled cards
Final round now auto sells all your cards to squeeze out any extra points
Features
Updated the model for the Grenade Launcher.
The target dummies in the Firing Range have been combined into one character with improved customization and damage feedback.
Improved popup damage numbers
Impact + splash numbers now combine, for example the rocket launcher no longer shows two numbers on hit
Spread-shot numbers now combine, for example the Vertical Shotgun now shows one precision and one non-precision number
The user experience flow for Quickplay, the Server Browser, and empty lobbies has been improved to make it easier to get players or bots to battle against.
Added sound occlusion and verticality effects
Added music hits to the main menu
Bots now have some sense of the game mode and will do their best to win in modes beyond just Deathmatch
Enabled Steam Cloud for save game data.