Synthetica: Cyber Club Manager - Sargonius (Dev)

Hi there, long time no see! :D

So, Synthetica version 0.7.0 is live. Yay! But let's start from the beginning.

Version 0.6.0 was published at the end of February, followed by some minor updates in March. The game was okay, still too many features were incomplete, and the overall experience was, well, not very inspiring. We also started to have a lot of internal conflicts in our small team, because of the differences in the game vision (which, from my side, hasn't changed since the start of the project). And then The Crunch Time at my workplace slowed everything even more.

So, by the end of March, I was a solo indie developer again with an increased workload and a list of over 100 things and features to design, implement, balance, and so on. It was a massive overscope for a single person. I had a lot of mixed feelings about the situation and considered various options. But after thorough consideration and a few dives into "let's cancel everything, it's impossible to make in an adequate amount of time", I found a kind of compromise solution.

I opened my Google sheet with plans and began cutting everything. It's cool to have Boosters, which will give your workers time-based bonuses. And the News system with world events sounds nice. And the Perk Modules, which you can buy or craft and insert into your androids to give them the permanent unique abilities - sure, why not now.

But if you have a few free hours per week, even being quite an experienced developer and designer, it still would take months (more than 12) to finish everything in a decent state. And the game won't be fully playable until everything is implemented - that was the suspicious part.

So, I made everything simpler, both for the implementation and for UX. The core is still here - you craft android workers, match them with clients, earn money and rating, upgrade your club, research stuff, and help your clients through the dialogue events. But a lot of things became more distilled, if I can use that word.

Some secondary resources were combined to simplify everything. No more separate Research Points, for example - now you can use your money to buy the new technologies and upgrades. Sure, it's a simplification, but at the same time, it solves a lot of issues with progression and economics.

Another example is the Android Deconstruction System. Sure, it was great on paper - you can deconstruct your androids, get some random, leveled-up part from it, and some scrap parts, and craft the new, improved android from them. And there was a strict request for an AI Module that controlled the number of androids. And some hardware and software upgrade modules which can be inserted, or which you could get from the disassembly.

You already see where this is going. It's a lot of things. And when you think about it one more time, you can leave the Scrap Parts as a secondary resource and allow the player to craft "random" parts from it. Sure, the whole decomposition system became much simpler. Still, in the end it solves the same problems with much more transparent and understandable approaches, which are easier to explain to the new player.

So, many intricate features were either cut or simplified while keeping the main pillars of the game intact. And though I was sceptical at first, it gave me a boost in performance and motivation to move on. And the result of everything is the current version 0.7.0, which is - I still can't believe it - feature-complete.

Many features are in the "prototype" state, but that was intentional. You can still play the game and feel every central gameplay system. It's impossible to win at the moment, and I need to address that next. But except for that, everything is, well, playable.

What is next? Polishing and content. Sure, everything "works", but it's still raw. Animations, effects, sound, UI and UX, variations, and so on - now it's time to start working on "everything else". My current plan is to get through the list of features again, but do a polishing iteration for everything to improve the overall experience. And after that - playtests, finally. I have a few internal playtesters, but I hope that soon will be the moment to show you the actual game and get your feedback.

So, thank you for staying with me and stay tuned for more updates!

I posted a few of the in-game screenshots in this article. You can notice that the visual style and the overall environment are also changed, but that's a story for another update. I think after everything is more polished, I'll provide both an updated trailer and the detailed change \\ feature list.

Deer Hunting - The Season - BMad29
Tracking Dog Patch.
Mall control - BNJZ
V0.117 is out some of you have already enjoyed the game and we have apply all your feedback

  • Sales Day was too punitive, now it's more calm. it also appear each 3 days instead of 2
  • Crash after 40 min should be fixed
  • Customers logic + handle customer reworked
  • You can visually see all your product in one section
  • Waiting time for customer is now improved (handle them on time)
Lustborn - cumbustible

If you checked out the latest updates in v1.2.0, you'll know that changes and updates to Lustborn are coming fast and furious.

In this post, I want to outline some of the future updates that will come in the form of regular updates and optional DLCs. The major highlight coming in Q4 is the new "Challenges" game mode, but don't sleep on the upcoming outfit pack or the enemy/weapon additions!

If you have any thoughts about this or the latest update, please feel free to comment. I'd love to hear from you. Cheers!

So, here's a detailed breakdown:

Central Bank - Rusalka Unreal Labs
As we are moving closer to the full release new localizations have been added.
12:01pm
Black OX - por.poramin21

Black Ox Demo is Live — Try It Now!

The Black Ox demo is here!
You can play up to 50 matches in this version — and when a new update drops, your progress will reset.

This is still a work in progress, so you may encounter bugs or rough edges. We’d love your help finding them — every report makes the game better.

How to help:

  • Play the demo and explore all the mechanics.

  • Report any bugs, glitches, or balance issues you find.

  • Share your thoughts on what you enjoy and what could improve.

Your feedback will directly shape the future of Black Ox.
Follow and Wishlist now to stay updated on upcoming updates and the full release.

SCP: Secret Laboratory - xEnded
Hello Site-02.

We’ve just released an update for the 14.1 build of SCP:SL. The update includes gameplay and quality of life changes, balancing adjustments, fixes, and more.

As previously mentioned, our team is hard at work focusing on the next major update for SCP:SL. You may see minor updates as development continues, but know that our primary focus is on progressing 15.0!

Gameplay Changes
General Updates
  • All non-weapon SCP items now display their SCP wiki nickname in the inventory.
  • ‘Trilateral Termination’ achievement is now granted by killing three players in a single life with the Particle Disruptor.
  • Conscripts and Specialists now spawn with an additional medkit and 30 extra rounds.
  • Flashlight attachments can only be toggled once every 0.5s.
  • LCZ Decontamination damage now scales, increasing by 5 each damage tick.
  • Reduced the flicker intensity of the lights in WC-00.
  • Implemented a new system for Spectator Icon effects, displaying an icon on the spectator list based upon active effects. As of right now, this is only used for the remaining duration of SCP-1576.
  • Resolved some stability issues causing some players to be unable to open the game. Some known errors which are presumed to be caused by an engine update haven't been solved yet. We expect this to happen in future updates.
  • Reworked HTTP handling, removing some previously available launch arguments.
  • Workarounds for RU players which were previously available on the `tls-beta` branch have been reimplemented in a more comprehensive way. This changes the way users can enable them; you must now add `--weak-http-security` to the launch arguments of the game.
  • Added `httpinfo` command for checking current HTTP configuration.

SCP-106 Changes
  • When emerging from Stalk or Hunter’s Atlas, nearby players will hear a non-directional audio cue.
  • Emerging from Hunter’s Atlas will trigger the cue to nearby players within 4 meters.
  • Emerging from Stalk will trigger the cue to nearby players within 1 meter.
  • Hunter’s Atlas will now incur a base cost of 15% vigor when used, regardless of distance.
  • Hunter’s Atlas can no longer be used inside the SCP-049/173 sublevel or in the lower levels of the Alpha Warhead Silo.

Heavy Armor Rebalance
  • Heavy Armor’s head and body protection value is now 100% (from 80%). Dev Note: Remember, protection value is counteracted by penetration!
  • Militant stamina consumption rate when worn increased to 20% (from 15%).
  • Civilian stamina consumption rate when worn remains at 22.5%.
  • Item weight increased to 15 kilograms (from 5.5kg).
  • No longer spawns in the LCZ Armory, instead replaced by another set of Combat Armor.
  • No longer spawns within the 3x3 lockers in the EZ-HCZ checkpoints.

Developer Commentary:

Previously, Heavy Armor had almost negligible differences compared to Combat Armor, and was usually only noticeable against very low-penetration weaponry. Now, Heavy Armor will allow players to survive additional shots against the vast majority of weapons, excluding specific rifle configurations designed to counter it.

In exchange for its buffs, the stamina rate penalty has been amplified alongside being made scarcer within the facility, distinguishing it from Combat Armor further. Most firearms and certain attachments have also been modified to accommodate for this change and help make Heavy Armor matter more.


Weapon Adjustments
[h4]Epsilon-11 Standard Rifle[/h4]
  • Default penetration decreased to 65% (from 70%).
  • ‘Rifle Receiver’ attachment now increases damage by +10% (from +7.5%).
  • ‘Rifle Receiver’ attachment now increases penetration by +15% (from +12.5%).
  • ‘Rifle Receiver’ attachment now reduces hip-firing accuracy by -10% (from -26%).
  • ‘AP Magazine‘ attachment now only grants +15% penetration (from +20%). Dev Note: This is done to accommodate the Rifle Receiver changes.

Developer Commentary:

Since Parabellum, the Rifle Receiver has been in a state of underuse due to its downsides often being more prevalent than its upsides. With the Heavy Armor buff, our goal was to give it a special purpose in taking down heavily armored targets. Its inaccuracy penalty has also been reduced so the user is not completely handicapped when trying to run and gun.


[h4]AK[/h4]
  • Default penetration decreased to 75% (from 85%).
  • ‘Extended Barrel’ attachment now increases damage by +7.5% (from +5%).
  • ‘Extended Barrel’ attachment now increases penetration by +20% (from +10%).
  • ‘Extended Barrel’ attachment now reduces hip-firing accuracy by -10% (from -5%).
  • Dev Note: These changes were made to ensure an Extended Barrel AK can still kill any player with two headshots, regardless of worn armor.

[h4]Logicer[/h4]
  • ‘Short Barrel’ attachment now reduces damage by -10% (from -5%).
  • ‘Short Barrel’ attachment now reduces penetration by -10% (from -5%).

[h4]FSP-9[/h4]
  • Default penetration increased to 45% (from 35%).

[h4]Shotgun[/h4]
  • Pellet damage increased to 11.3 (from 8.33), resulting in a total damage output of 90.4 (from 66.64).
  • Default penetration decreased to 40% (from 70%).
  • ‘Extended Barrel’ attachment now increases penetration by +50% (from +10%).
  • ‘Extended Barrel’ attachment now reduces hip-firing accuracy by -10%.
  • ‘Extended Barrel’ attachment no longer decreases pellet spread.
  • ‘Choke’ attachment now decreases pellet spread by -10% (from a +20% increase).
  • ‘Choke’ attachment now reduces hip-firing accuracy by -5%.

Developer Commentary:

Players felt the Shotgun was rather underwhelming to use, particularly against SCPs, as its damage output could not compensate for its lack of DPS. With these changes, it deals significantly more damage with a reduced penetration. Despite its penetration nerf, users can still two-shot Combat Armor wearers when hitting most of their pellets as it does now. Its attachments have also been adjusted to be more impactful.


[h4]Crossvec[/h4]
  • ‘Extended Barrel’ attachment now increases damage by +7.5% (from +5%).
  • ‘Extended Barrel’ attachment now increases penetration by +12.5% (from +10%).
  • ‘Extended Barrel’ attachment now reduces hip-firing accuracy by -10%.

[h4]Revolver[/h4]
  • Seven-Shot Cylinder damage increased to 72 (from 62.5).
  • A revolver now spawns in either SCP-106 or SCP-096 containment chambers.
  • This revolver cannot spawn with ‘Extended Stock’, ‘Snubnose’, or ‘7-Shot Buckshot Cylinder’ attachments.

[h4]FR-MG-0[/h4]
  • Properly restored to 13.5.1 stats (9.2kg, 60% penetration, 24.4 damage).
  • ‘AP Drum’ attachment now increases recoil by +15%.
  • ‘AP Drum’ attachment now increases penetration by +17%.
  • ‘Short Barrel’ attachment now increases hip-firing accuracy by +20%.
  • ‘Short Barrel’ attachment now decreases damage by -6%.
  • ‘Heavy Stock’ attachment now reduces recoil by -16%.

[h4]COM-15[/h4]
  • Can no longer naturally spawn with the Suppressor attachment.

[h4]Jailbird[/h4]
  • Melee attack cooldown decreased to 0.7s (from 1s).
  • Melee attack destruction threshold increased to 1000 damage (from 500).
  • Charge attack no longer collides with teammates when friendly fire is disabled.
  • Charge attack now applies Flash for 1 second (from 1.5s).
  • Charge attack audio radius tripled.

[h4]Micro-HID[/h4]
  • Charge drain while holding Charge Fire increased to 1.5%/s (from 0.5%/s).
  • Overcharge will now activate after holding the Micro in Charge Fire for eight consecutive seconds (from 10s).
  • Wind down period from Charge Fire increased to seven seconds (from 5s).
  • Maximum movement speed is capped at 5.4m/s when the Micro-HID is equipped.

SCP Item Rebalancing
  • Anti-Cola's life save invincibility duration reduced to 0.75s (from 1.5s).
  • SCP-1344 now detects nearby players every 3 seconds (from 5s).
  • SCP-1344 orb detection range increased to 22 meters (from 18m). They will fully disappear at 26 meters (from 23m).
  • ‘Candy Bag’ item no longer counts toward the SCP item inventory limit.

Developer Commentary:

According to our recent feedback form, a majority of players felt that SCP-1344 became too weak after its 14.1 changes. We’ve responded by making changes to it seen above, and we will continue to monitor the item’s gameplay impact.


Bug Fixes
  • Modified the model of `LCZ_Toilets` to prevent it from going outside its intended bounds.
  • Modified the model of `EZ_Upstairs` to prevent it from going outside its intended bounds.
  • Added colliders on the elevator chamber, preventing grenades from potentially being able to kill players while outside the elevator.
  • Updated Remote Admin ‘wiki’ command.
  • Fixed ‘Hawkeye’ achievement sometimes not being granted.
  • Fixed SCP-173 not being stopped when looked at through `HCZ_Servers` windows.
  • Fixed a black screen sometimes appearing when dying and respawning immediately.
  • Fixed MTF mini-wave units not having a new unit name assigned.
  • Fixed a bug that prevented artificial night vision from working for SCPs on Surface Zone.
  • Fixed an issue that made SCPs get health regeneration twice from Dead Man’s Sequence.
  • Fixed being able to view SCP-106 during Stalk when utilising SCP-1344 while Traumatized.
  • Fixed an infinite loop when setting gravity or scale twice in a single server tick.
  • Fixed an issue that made Hume Shield not regenerate until depleted to 0 when utilising SCP-127.
  • Fixed an issue that made the lantern item flicker rapidly.
  • Fixed mono-spaced admin chat messages.
  • Fixed an error caused by spawning a dummy through Remote Admin during the lobby.
  • Fixed Class-D cells flipping from the wall in `LCZ_ClassD`.
  • Fixed an issue in the config template where the ammo limit for shotgun ammo was not properly saved.
  • Fixed an issue hiding the ‘Show Summary’ button in the spectator attachments menu.
  • Fixed an issue where an attachment information window would be permanently shown.
  • Fixed capybara collision colliders behaving strangely.
  • Fixed a specific softlock involving SCP-079, dropping, then grabbing specific weaponry. Why?!
  • Fixed an exception being spammed when a round ended while the Micro-HID came off cooldown.
  • Fixed shotguns created by SCP-914 reloading infinitely.
  • Fixed SCP Opt Out UI not being centered.
  • Improved waypoint distance calculations, particularly noticeable on heavily populated servers.
  • Removed positional offset, preventing SCP-244 from dropping at your feet. What a silly bug!
  • Fixed capybara toy collisions always being set to false.
  • Fixed SCP-106 not fading out properly.
  • Fixed hair not fading at the same rate as other materials.
  • Fixed Chaos Insurgency shoulder pads not fading out properly.
  • Fixed cardboard boxes having missing collisions in SCP-127’s lab.
  • Fixed stairs having the wrong collider type in Micro-HID lab.
  • Fixed forklift not having collision on forks.
  • Removed an invisible collision in PipeRoom.
  • Fixed pallet collision in HCZ_Servers.
  • Fixed the plinth in HCZ_Servers.
  • Fixed a bug where dummies would not rotate inside elevators and waypoints.
  • Fixed a bug where local player rotation would not update until a frame after, causing silly elevator-camera rotation issues.

Technical Changes
  • Added a system to remove unnecessary SCP-079 icons in close-by elevators, primarily used in Heavy Containment Zone Server Room.
  • Changed role synchronization to be within the same frame as its set. This allows plugin developers to set the player’s scale, gravity, and other properties in `RoleChangedEvent` sooner.
  • Added `ObjectiveCompleting` and `ObjectiveCompleted` events.
  • Added a reference to the damage handler for ‘CASSIE queue SCP termination’ events.
  • Added `PlayerInspectingKeycard` and `PlayerInspectedKeycard` events. This can be used to prevent the snake minigame.
  • Enhanced dummy network connections.
  • SCP-1576 is now a player effect. When applied, a player can communicate with spectators. This effect is hidden in the Remote Admin menu.
  • Added Fade player status effect to Remote Admin menu. This overrides player model fade values.
  • Intensity 0 will disable the Fade effect, while Intensity 255 will result in the player being 100% faded.
  • This effect may not interact nicely with SCP-3114 and held items. This is, unfortunately, not a simple problem to solve.
  • Added Lightweight player status effect. This gives you an added 1% jump strength multiplication for each level of intensity, doubling your jump power when at 100 intensity.
  • Added HeavyFooted player status effect. This gives you a reduced 1% jump strength multiplication for each level of intensity, and removes the ability to jump when above 99 intensity.
  • Escape Zones are now customisable by plugins, with multiple valid zones able to be defined.
  • Added `AchievementsDisabled` property to `AchievementManager`, allowing achievement unlocking to be disabled on both client and server.
  • Elevators now unlock upon disabling an active Light Containment Zone decontamination.
  • Added optional boolean argument to `spawntoy capybara`, defining whether collisions are enabled.
  • Added `CurrentRoom` property to `ElevatorChamber`.
  • Elevators are now considered to be in their starting room until teleported.
  • Removed `internal` access modifier from `Damage` property on damage handlers.
  • Added LabAPI integration for transparent modding.
  • Added spawnable `Unsecured Pryable Gatedoor` with removed panels to the `NetworkManager`.
  • Added spawnable `SpawnableCullingParent`, a networked object allowing primitive objects to be culled when outside of a player’s view.
  • Added `GenerateBounds` to the `DrawableLines` system.
  • Moved jump logic to a standalone `FpcJumpController` script.
  • Added force jump messages that a server can send to a client, forcing a jump.
  • Added `ServerStopAnimations` to shotgun reloader, allowing cancelling of reloads.
  • Added `TryReload` and `TryUnload` to `AnimatorReloaderModuleBase`, allowing a server to tell clients to reload or unload a firearm.
  • Permitted server to forcefully pump a `PumpActionModule` to a client.
  • Changed `MagazineModule` to allow whole integer stored ammo, instead of bytes.
  • SCP and Human counters for the SCP HUDs have been moved from client-side to server-side.
  • Refactored the waypoint system so multiple different types of waypoints can handle being moved, including after being spawned.
  • Added `AdminToyWaypoint`, a movable waypoint that can be spawned as a part of a `WaypointToy`.
  • Added mechanism to backtrack movable waypoints, increasing specialised hit registration.
  • Updated elevator followers to waypoint followers as a part of the waypoint system refactor. This is the system responsible for ragdolls and hazards following elevators; they should now follow movable waypoints.
  • Added `CollectionId` property to client-saved setting values.
  • By default, `CollectionId` is not used to prevent in-use server settings. Utilising `CollectionId` will break existing settings as the preference key is different.
  • Added `IsServerOnly` property to settings, which keeps them from saving any values on the client-side. This also permits value updates from the server through the `SendValueUpdate` method.
  • Added methods to update certain setting properties, applying to both client and server-side settings. This includes but is not limited to: `Label`, `HintDescription`, `Options`, `Placeholder`, `Min`, `Max`, and more.
  • Removed `ISSUpdatable` as all settings can now be updated.
  • `GroupHeader` setting now assigns an ID to facilitate it being updated.
  • Added a section to `SSFieldDemo` using `CollectionIds`.
  • Updated light and primitive spawner server-specific demos to use the `IsServerOnly` property.
  • Implemented a system that makes players spectators whilst out of range. This is likely to break plugins sending fake sync messages, as it will require constant synchronising.
  • In order to maintain previous functionality, we recommend subscribing to `FpcServerPositionDistributor.RoleSyncEvent` and modifying which role will be synchronised. Know that this event is ran every frame, that it is invoked on every player, for each target (player) online, and that returning `null` will make it follow base-game behaviour.
  • Clients now ignore voice chat packets when `VoiceModuleBase.ValidateReceive` method returns `None` as the voicechat channel.

Thank you all for your continued support. We have some very large projects in the works — keep your eyes peeled for what’s to come.

Have fun, and see you in the dark.
11:56am
The Book of Outcasts - Юрий Петухов

Hello everyone.

It's a time to share information with you.

Trying to avoid making this post as a technical report, shortly - we are close to complete this game, to finish development. It's still quite something to add in terms of content, but main volume of work is nearly executed.

But (there is always "but") last week I have played it first time, from the beginning to the current end and it took me three days. The game is quite complicated, not like just a simple visual novel, fixing one issue in a middle of the game leads to necessity of starting the new game. Testing will take more time, than we expected.

The new rules of censorship. Steam implemented the new rule for adult games, based on requirements of payment processors. So, last few weeks we implemented the adaptations in the game's script in order to avoid problems. We have to remove some content, big parts actually.

We look for a solution as we want to deliver all content to you. Obvious step is to foresee an external patch, but decision is not made yet. Anyhow, it's a big volume of work - to check 200 000 words + two additional languages to be sure we don't brake the rules. Every change in English leads to changes in Russian and Chinses. Our writer has a hard time.

It looks that the game will be ready for release in the end of September. But (again that 'but") it's the Steam Autumn Sale somewhere in those dates. We cannot release while that Sale and right after, so I think realistic date to release on Steam is a middle of October.


Ok, in the end of the post some optimistic stuff:

1.I personally really like the game. I have played it first time and it looks interesting, I enjoyed. I have a feeling that you might enjoy it too and that makes me happy.

2.This censorship issue put us in a situation when we have to think how to continue making the games really dark with content we want to deliver and not to brake the rules. And that "external patch" issue can be a solution which lets us to foresee everything we want in a future games.

3.We started planning The Book of Outcasts 2. Development will take far less time, as we have UI, battle mechanics and some graphic already executed in the first game.

Thanks a lot for your patience.

 

Best regards!

KamtiGames team

JWildfireSwan - thargor6
Now I finished adding a comprehensive for editing motion curves. This completes the list of major features which were planned for version 1.0. Now, there will be a lot of testing and bugfixing and then the software will leave Early Access soon.

Also, there are many improvements to the triangle-editor and you may select variations as favorites (and filter them) now.

Complete changelog:
VERSION 0.112.1194 (03.08.2025):
- main-editor: triangle-view; avoid resizing the view when moving triangles, because
this appears to be too distracting (use shift-mouse-drag to move the view).
Instead, the autosize only happens when drawing the view for the first time
- motion curve editor: remove flame-background in curve-preview
- main-editor: added a "save flame as..."-function
- main editor: added an indicator "[ c ]" (c for "curve") to flame attributes, which have an enabled motion curve
- main editor: moved the function to strech key-frames from the main-editor to the curves-editor
- variation-browser: you may now mark variations as favorite (and filter
for favorite variations) (SWAN-47)
- new "multi-layered"-random-flame-generator
- new "xerf"-variation
- new "hypertile3d2b"-variation
- new "hypertile3db"-variation
- new "tess_shape"-variation, provided by Brad Stefanov
- main-editor: when entering a numerical value this value is also applied when exiting the
field (before you had to press <ENTER>) (SWAN-107)
- ai img2img: removed the upscale-option because it sometimes produced inconstistent results and
also caused some other problems (SWAN-94)
- main-editor: triangle_editor: separated state between views, so that different view may
have, for example, different scales
- main-editor: triangle_editor: fixed: the editing guides where not drwwn when the mouse
stopped moving
- main-editor: triangle_editor: clip triangles which are completely out of bounds
- main-editor: double-click on preview to re-render preview image
- (SWAN-99) fixed a bug in calculating the xform-color in TARGET-coloring-mode

VERSION 0.111.1176 (27.07.2025):
now I finished adding a comprehensive for editing motion curves. This completes the list of major features
which were planned for version 1.0. Now, there will be a lot of testing and bugfixing and then
the software will leave Early Access soon.
- motion curve editor:
- implemented list-view to view/select from all curves of the currently edited flame
- implemented drawing of (all) motion curves of the flame
- implemented curve-interpolation-cache for faster refresh
- implemented move/drag points
- implemented drag curve
- implemented strech curve
- implemented drag view
- implemented strech view
- implemented smooth/linear interpolation
- implemented add/remove point
- implemented change x/y value by manual input
- implemented clear curve
- implemented flame-preview inside the curve-editor which can be toggled on/off
- implemented preview scale (use smaller size to improve rendering speed)
- implemented preview boost brightness (change preview brightness without changing the actual flame)
- implemented frame-indicator for preview
- implemented option to turn display of all curves on/off
- added option to stretch all or only selected curve
- implemented display of the additonl values of the looped curve, which can be toggled on/off
- implemented function to remove a motion-curve
- implemented function to create a new a motion-curve
- implemented function to duplicate a motion-curve
- added text field for filtering curve names (for adding and duplicating)
- added a function to apply all changes which can be undone
Fable's End Online Playtest - Sakamoto-san
-Reworked Leader board logic
-Upated Player hand movement to smoother
...

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