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(+1)

For the first two issues you bring up: the state of the demo and keybindings mentioned in the menu.

1) The demo IS iffy. When it was released, we did a pile of bugtesting internally and thought we had a stable version, however when it went public both with the advanced paid release and the free version, we didn't get any feedback or complaints for a while so stupidly assumed everything was good. So we continued with a major update for the new enemy character models. When bugs started to get reported, we tried to rollback our version control to do fixes but found it broke lots of the game. Even resetting back to where we had progressed to caused files to break so we've been stuck only able to go forward and get the new update done.

We've implemented user testing on Discord and so far we're on about test version 4 with a hefty pile of bugs outstanding still, but the hope is that once we get stable we can fix the dodgy demo.

2) Keybindings in the menu have been fixed and updated. My only excuse there is that when things got changed I forgot about the options menu.

3) Character models are updated so the LOD issue is gone.

4) The dungeon lighting not so much. I'll add that to the buglist. However we're planning on updating and changing the dungeon in a near future update.

5) There's been some updates to FPS. It turns out that if you don't set an FPS cap, Unreal just tries to go as high as it can, so the different quality settings now enforce the FPS cap they say they should stopping GPUs from just spooling up and shooting out of the PC case.

6) The softlock sex stuff is mostly the major bugs I mentioned at the top. We've got a new sex system as a temporary solution, though I am planning on totally overhauling the system for a lot more interactivity/gameplay during sex.

7) The plants are supposed to be spottable. It means that players can lure enemies into them, and you don't just suddenly get caught by something you had no way f spotting in the long grass. However, I have found that when you start getting chased, plants are often missed when running until you run into it...

I can't say when we'll be getting the next version out as it depends on getting a stable version, but I do appreciate the feedback.

No worries for the delay. :D And thanks for taking the time to respond! 

It seems that most everything I ran into while trying out the game is known and/or already addressed (as I figured it would be) - that's great! I'm sorry to hear about the issues with the version control system. I can imagine how frustrating that whole situation must have been! TuT

I'm not sure what more I can add about the light sources in the dungeon, to help; but, yeah, getting close to those big glowing green/yellow/etc. spots and/or generally looking in their direction dropped many frames, for me. :c But again, I'm running on a 1660ti, so that may play a large part in it, even with the fixes y'all made elsewhere (which should definitely help anyway!). 

I believe I had my Nvidia App set to cap FPS (so, driver-limited) at like 70 (one can dream TuT the little 1660ti that could..), anyway, so I won't really notice the new settings for capping FPS - but those settings will definitely help folks with beefier cards! I guess what I meant was that, besides some obvious ones like view distance, I couldn't see much difference in performance and/or looks while adjusting them. That is all probably fixed in your newer versions though, too, from the sound of things. c:

Ahh, okay! The plants make more sense now. :D Thank you!

I very much look forward to it, will be keeping an eye out for the next update(s), and wish y'all the best of luck with squashing all the bugs and fleshing it all out! <3