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In Heat: Discussion and new update! 0.84!


HELLO EVERYONE!

I have noticed that itch does not really inform people about updates unless there is a devlog made.

Originally, I did not want to use the devlogs unless there are big updates. Regardless, there’s a lot to talk about and a lot you guys would want to know!

 

Firstly, we should talk about Maddie's integration.

We performed a test involving our Subscribestar supporters and Discord members to see if the current Maddie integration was both understandable and functional. There are going to be massive changes to her dynamic, but for now her gameplay is as follows.

At random intervals, Maddie blocks a camera and keeps you from fixing whatever issue is in that camera's respective room.

On your desk, you will find a microwave. Closing said microwave and activating it will ding its timer, and Maddie will eventually leave her spot and migrate elsewhere. As of right now, Maddie will not be fooled twice per night so use it wisely.

 

 

 

Now, it is time we talk about the game and its ongoing progress.

 

Many of you have wondered what caused the migration to Unreal Engine 5.

From the start of the project up to September of last year, we had been collaborating with the programmer behind the original Unreal Engine 4 game jam version of In Heat.

Over time, said programmer displayed uncooperative behaviors such as refusing to implement game elements he was instructed to, and plain adding whatever he wanted to the game, unrequested.

Along with reckless handling of the game's assets, displaying inappropriate imagery to the community and portraying the characters in not so favorable scenarios, his departure was bound to happen.

 

 

It has been half a year since I hired a programmer who migrated the project to Unreal Engine 5 and started the code from the ground up. Unfortunately, things have been quite a bit slower than expected. Soon after, I hired an additional programmer who was going to be in a leadership position.

But as this new team member took increasingly more time away from the project due to other responsibilities, progress stalled as the framework they set up depended on their involvement. I would like to apologize to you all for the frequent setbacks, things shouldn’t have taken this long. Who would have thought it was that difficult to find an Unreal programmer with an open schedule. 

In Heat, throughout its development process, has had a very decent asset creation team. To the point where I have a buildup of marketing images and videos. But with inadequate substance to each update, I held back on releasing promotional material.

 

I had plans for things to be much further than they are right now, and deadlines were set up to be reachable, but the programming team ran into issues which eventually delayed the release. As such, we have adjusted the entirety of the team structure. We have completely switched programmers, I really wish I could show the massive progress we have made. But it is not exactly ready. I feel like 0.8 was a major letdown, and I do not want that experience for you folks again.

For the last month, we have been working overtime to get this game into a much better state. Daily meetings and a focus on productivity have increased progress exponentially, and drastic improvements to the game are coming. I want to again thank you all for your patience, we’re working hard to bring you the best game we can make.

Files

INHEAT-REBUILD-0803.zip 872 MB
Jun 18, 2023
INHEAT-REBUILD 0.804.zip (DOWNLOAD THIS) 890 MB
Jul 13, 2023

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Comments

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Viewing most recent comments 1 to 20 of 28 · Next page · Last page

I bought this game. How do I download it?

(+4)

slow progress is better than none

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No need to rush man! A delayed game is eventually good but a rushed game is forever bad. Thanks for being so transparent!

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as long as a game comes out, even with the setbacks, i doubt most here will be angry

(+5)(-1)

How much will you change Maddy?

Will she have a sex scene like the other enemies(not in the gallery).

I've been waiting a long time for her to be in the game in full, not just interfering on the screen

(+5)

Thank you so much for your transparency and overall dedication to the game. It still remains a very enjoyable experience that I, among others, are willing to continue indulging in. Again, thank you so much for your efforts and please take your time. 

It's alright! I just hope there will be more varied and interesting camera angles and poses at some point but all of that takes time of course

(+4)

Sorry to hear you guys had to redo so much because of this headcase programmer. It's so hard to find good sound of mind help these days.

(+5)

Is there any chance that the game will go back to looking the way it did before in the future?

The current one feels a bit stiff while the other, more vibrant one just felt more....fluid. Just a personal opinion.

when will the updates come to steam

Its ok the best masterpieces usually take the longest i cant wait to see whats in store for the next updates! :)

(+1)

borge...


Oh, and thanks for the devlog update. That's how I see everything that's happening.

(+1)

Burgor

There will be many more Devlogs to come.

(+3)

Quality of the product is most important, thanks for keeping us in the loop.

(+1)

Thank you for checking in on us!

(+6)

I'm glad that you're being open about the development process! It's good to have discussion rather than radio silence.

(+1)

I agree! I hope you enjoy what's to come!

(+4)

Thank you to the team for keeping us updated and keeping things moving as much as they can be

(+1)

Thank you so much! It's been daily progress as usual

(+5)(-20)

I will no longer be silent, and I will no longer tolerate this shade-throwing. For the last time, you pushed my hand, smugs. Unlike you, I will be professional about this. You broke your agreement of what we both agreed on for the game and how it would be managed. You haphazardly led your team and then continued to use me after I left due to not agreeing back to the terms first made.

You’ll probably delete this comment, and that’s fine. But for those who read this, please know that I never did anything to ruin the game, nor did I push for broken systems. That was all the publisher’s fault, Critical Bliss, and Smugs’ bad leadership. All I ever did was make meme pictures in the meme channels of the Discord that didn’t sit well with a very loud vocal person. I got the other dev members to bring hatred to me even though I did nothing wrong. Then other members continued to bash me for it.

I was also accused of leaving inappropriate content in the project, but there was none of that in the files, other than temporary images related to the project’s original PC setup. They were meant to help place widgets and get the mood for later reward systems. Creating it was a lot easier with those widgets in the editor. I mainly did all the work for them, including creating all the 3D character models, putting together the levels, and implementing all the systems they asked for or tasked me to do. I also did community work to help get people more active with streams and such.

I left with a final stream for the community and also gave them a finalized patch build that was free of bugs. I left them with more than half the game completed; they only needed to polish and clean up the models and do the last few maps. I thought it was in good hands, but I guess due to how fast and how hard I worked, they couldn’t handle it

(+3)(-18)

i moved on long ago but it seems you cant. such a shame.

(+3)

what kind of memes though?

(+6)(-1)

I remember when you use to stream on the Picarto. you had some very questionable taste my dude and your server was crazy fucked.

(+3)

i see. that's what i thought. that's why i asked what kind of memes he got in trouble over.

(7 edits) (+3)

This feels like a discord-drama-related twitlonger. Based on the experience I have of them, absolutely nothing will be resolved, and you will continue to be seen as the one who caused issues, indefinitely. If this really is your only goodbye, you've done a poor job with it. You should be completely open and extremely detailed since the way you wrote it now sounds like you're hiding your own faults behind vagueness.

Spare context, sir?

For the record, I did, in fact, think I was on the SaphSaf page while writing this comment, originally. I removed the majority of what I wrote, but my overall point remains similarly valid after recontextualizing your comment.

Second record-point. I was banned from the MonsterBox discord after being hacked, so I cannot get any more information through their side. New people reading this comment won't have that information, either. Again, context and details.

Is the overhaul they did recently relevant to the last paragraph? Did they ditch your work or use more of it? I do remember someone saying that the old models were made in source and had inherent jank due to being from Valve's engine, so the models weren't perfect already; but maybe you discussed that with them? It certainly is important to consider the frameworks and constraints that come with different media creation tools. The problem is I don't know. I can't empathize with you because I'm still uncertain of how honest your woundedness really is.

(1 edit) (+2)(-9)

I must admit that I was pleasantly surprised to find my initial comment preserved, allowing me the opportunity to provide further elucidation on your inquiry.

Initially, I entered into an agreement with the esteemed “monster box” with a clear vision in mind. The task at hand was to craft a game akin to FNAF, encompassing not only the visuals and art but also the creation of intricate systems. I had the fortune of receiving assistance from another developer solely for environmental assets, as per our mutual agreement. Meanwhile, Smugs (monster box) was designated to provide suggestions for marketability and spearhead the marketing efforts. That was the extent of their involvement as agreed upon.

However, as development progressed, unforeseen alterations to the arrangement were made. Without prior consultation, Smugs took it upon themselves to assert direct control over the game’s direction and added new team members to the project, under the assumption that such assistance was indispensable. While I appreciated the sentiment, I was confident in my ability to meet the project’s deadline without additional personnel.

Throughout the development process, I meticulously crafted models and systems from scratch, investing significant personal dedication to create immersive in-game animations and intimate scenes. Regrettably, after my departure, I observed conspicuous changes to the iconic appearance of the models, a matter that remains shrouded in uncertainty regarding those responsible for the alterations.

Post version 0.6, unforeseen bugs surfaced, prompting me to surmise that these issues might have arisen from the introduction of new team members who may not have been thoroughly acquainted with the intricacies of my systems.

It’s essential to mention that my Source models underwent a conversion process for marketing purposes for others to use such as Source Maker, a decision made by higher-ups.

Prior to my departure, I extended genuine apologies for an innocently-intended meme post, aiming to foster camaraderie among the team. Nevertheless, a member of the team persistently spoke disparagingly about my efforts and dedication behind my back and within the community. This, among other reasons, contributed to my decision to part ways with the project.

Throughout my involvement, I maintained a transparent approach to my work, consistently receiving specific tasks from the project board, which I diligently executed. Nonetheless, there were occasional communication breakdowns within the leadership team, leading to challenges in meeting deadlines that they themselves had established. To address this, I took the initiative to work diligently and efficiently to fulfill those deadlines while also engaging with the community through various events to ignite enthusiasm for the project. It was a delicate balancing act, ensuring timely updates for players while staying true to the project’s overarching vision.

Subsequent to my departure, I pursued other projects and delved into developing my own games. Despite periodically checking the game’s progress on the itch page, I couldn’t help but feel disheartened by the constant negative remarks directed toward me. Nevertheless, I remained steadfast and composed, determined not to be swayed by the criticism.

One remark that resonated with me was, “Skyboi, you’re delaying the game by working on the game.” Ironically, it highlighted my unwavering commitment to the project, as I invested countless hours, tirelessly perfecting systems and content.

In conclusion, I hope that this elaboration provides a comprehensive understanding of the complexities and challenges I encountered during my tenure and subsequent departure. It is my sincerest wish that this clarifies my perspective and dispels any misconceptions regarding my involvement in the project.

(+1)(-9)

Word of advice Get your Agreements down in writing and signed by both parties before they pull the rug on you.

I thought CryptiaCurves made the character models (or at least designed them).

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(+1)

I also cannot download the new update

The file that says, download this isn't working?
That is odd, is there any error showing up?

i was able to download it. go to your download page in your own game collection. should be able to download it from there. i got an email about this and the link to the download page was in that. the links on THIS page however, yeah they're deader than elvis.

(+1)

Interesting. 
Ill talk to Leafo about it. Seems like a site issue. 

(1 edit)

Nah, its likely because people who goes strait to this post thinks you can download it here as well, when you can only do it at the main page of the game, or at your library when bought.

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(1 edit) (+3)
Thank you so much. We are lucky to have such awesome fans. I cannot express that enough. 

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