Cooking up progress! 🍳💰🎨
This week’s focus has been on revamping the finance module, it’s now much clearer, more flexible, and ready to support your growing restaurant!
At the same time, we’ve been improving the game’s visuals, from updated art to refined 3D models that make your restaurant look better than ever. The kitchen’s getting a serious glow-up! ✨👨🍳
Because of these deep changes, the trailer is taking a bit longer than planned, but trust me, it’ll be worth the wait!
📌 Don’t forget to wishlist the game
See you soon, Chef! 👋
Small update that makes the guillotines in the 3rd phase of the Devermon Boss easier to dodge.
(New updates coming soon...)
Added player take/grab animation
Added fallen trees can turn into logs
Added Sail boat build object for story
Added Ancient Sap item
Added Plumpy skin/hide item
Added more enemy spawners
Added game progress %
Added end credits
Added ocean SFX
Added water splash VFX
Added mortar and pestle item
Added screen resolution settings
Added Bandage item
Added T button press for quick access to Task manager
Added Launcher build item work in progress/testing
Updated Tex logic & SFX
Updated weapon decals
Updated ragdoll FX for animals and enemies
Updated main cave
Updated wolf SFX
Updated hide found on more animals
Updated fish to scurry away
Updated no enemies spawn on Peaceful
Updated loading screens/hints
Updated look at hit box size increased
Updated cave lighting and SFX
Updated crafted torch & hammer to auto equip
Updated UI
Fixed underwater VFX issue
Fixed arrows floating
Fixed stairs
Fixed zipline SFX
Fixed server ping bug
Fixed a critical soft lock issue in Level 5 as the key cards, carpets and key card readers were not spawning until a secondary level restart. If it happens again, the game will restart the level by itself as a small TEMPORARY fix.
Fixed another critical problem in the Level Selector as Level 4 and 5 were not showing up as unlocked in certain instances.
Small typo fix in Level 5's phone subtitles.
Changes:
Increased font sizes of many texts across multiple screens for more visibility.
Removed game over dialogue popup.
Fixes:
Added some missing glyphs for Korean text.
Fixed an issue that was failing to change the font used for speech bubbles in other languages not supported by the default font.
Added 2 new AI Upgrades: Auto Buy Synth Upgrades + Auto Buy Warp Upgrades (requires buy max)
Fleet Patrol Nodes now do not affect your ship counts on battles that come before them
Galaxy 7 was optimal to ignore F1 node, so F1 node has been buffed and reduced in cost, BB1 and B5 enemies buffed
Due to the above, your previous battles may not clear these again in specific circumstances
Galaxy 8 BB1 increased base health slightly so its not a straight forward 1 shot on the very first visit
Warp Tether now auto sets Oizys as target when unlocked
Spliced crew now reset select adaptation to mastery on reinforce
Galaxy 7+ Apply Selected Upgrades button now flashes when it can be used.
Overkill Boost now turn on Veil Piercer if applicable
The 136 Residuum Keep upgrade no longer affects the current reinforce (was confusing and did not matter in normal play)
Fixed some display issues with various upgrades
Fixed late game research upgrade applying early
Fixed Warp Tether discharging after a reinforce
Fixed hangar fighter postpone not working if no priority set but all parts destroyed
Fixed capital being in wrong sector sometimes
Fixed default Warp Tether text
Fixed reactor to flash when no Overdrives are charging and they could be
Fixed capital health bar symbols not fading correctly
Fixed boss warning stuck on-screen in some cases
Fixed late game Residuum Gain upgrade that wasn't working
Fixed some .0s

For years, we've clung onto GameMaker 8 (and GM8.1 to be more precise). It's the program that introduced me to game development, and because this was all just a hobby and for fun, we never bothered switching. Don't fix what ain't broke we thought. GM8.1's workflow was just so cozy, we had a great debug workflow and besides, it was cool to be able to work on and play the game on old Windows XP machines!
so cozy... any real ones reading this just got really nostalgic.
But sadly, it was broke. If you go back to Windows 7 or older, our game ran perfect on basically anything, even Athlon XPs, but there was a problem...
Windows 10 and 11 just do not like Gamemaker 8 games! Most systems ran just fine, but some lagged, making us look like typical lazy indie devs that can't even get a pixel game to run on a modern gaming PC. This was really embarrassing considering it SHOULD run just fine on modern PCs, considering it runs easily on hardware from 2003, but life isn't that simple. The GameMaker 8 engine is just too old and too crusty... If I had my way, the game would have been finished on GM8.1. But since that's not the world we live in:
We spent the last couple weeks migrating the game to GMS2!
And finally, we think the game is in a good enough state to push out The Patch™.
so........ cold...
So, with this big change, Team Dehdehbon should be up to snuff now! Right off the bat, the game runs about 5x faster on my Ryzen 5600x rig, and 3x faster on a bottom end HP Stream laptop! Just about any computer should run the game perfectly now. Bonus: It even halved the memory usage! The game starts pretty much instantly now and loading hangs are pretty much gone now.
This also opened us up to the world of shaders. Although I really don't wanna start throwing shaders everywhere, it will be really cool to have extra palettes!

really rough example of real time sprite recoloring, so much innovation...

and a rough example of shaders doing shader things!
It also fixed some problems old crusty GM8 had, like:
The Steam overlay did not work in 240p mode no matter what we did in GM8, so we had to ship the demo in 1080p mode, which broke the pixel grid. Now, the game ships in glorious 240p by default, obeying the grid!
left: icky mixels!!! right: chunky indie pixel goodness.....
Steam remote play actually works now from our testing!!! Before where it had a lot of delay and was REALLY laggy for some reason, it seems to work great now! And screenshots and recordings are even working proper now. (gee, how groundbreaking....)
This update also includes rebalancing and QoL changes, and we did a completely poor job of tracking the changes, so no changelog!!! We promise we'll get better about that. I'll try to list some of the changes here:
Finished mouse support for the main menu screen/file select. (still none on the pause menu, sry!!!)
RT and LT can now be remapped to on Xbox controllers! (This was a GM8 limitation)
Some rooms are a lil easier, some a lil harder...
Dehdehbon damage buffs!!!
Boss 1 is a lil tougher now.

boss 1's punch sends shock waves that deal damage now, and is generally quicker to act.
Some known issues with the conversion:
Zooming cameras are broken in VS mode, so they don't zoom anymore!
We've had reports that alt tabbing can stop music, but we can't seem to recreate it.
VS mode is a lil brokey right now in general...
For some reason the start button icon is not displayed in the controller remap menu... huh...
And also, there's probably gonna be some other bugs we missed... So, sorry bout that....
Anyways, this update isn't really much in the grand scheme, but it feels really great for us to see our lil' guy growing up into a real product, er, game. This was a huge step into treating Team Dehdehbon as a serious game that we can sell to people as opposed to a little passion project. Thank you to everyone that's stuck with us through it all and hopefully, big things soon!!!
