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(2 edits)

Yeah, I fixed that silly status display. I made a typo in the accident manager that caused the game to think to repeatedly grab a descriptor to the player's status when a messing was triggered during gameplay in the demo. I'm easing the quality on the new effects which will give a very noticeable improvement to fps even on ultra.

That demo had just about everything set to ultra for testing purposes. Honestly that was completely irresponsible on my part as the demo used many effects and didn't have the usual baking we do for regular stages.

*Edit, you will be able to play on ultra with very little drop with those specs once we are done with alpha 1.2.*