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floppystack

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A member registered Jul 12, 2024 · View creator page →

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Sorry about that :P The 0.6.1 version fixes it.

Unfortunately I don't speak Chinese so that would be difficult.

But if you want to make one yourself, you can generate a translation template by pressing F3 on the main menu and then selection the top option.

Dangit, I've been making a lot of changes to the character rigging in the early access branch.

And it seems one of the updated models snuck into this build.
I'll double check all the other models and put up a hotfix later today.

Sorry, I forgot to do the system icons. Hopefully it works better now.

Maybe, if Android exports ever become possible for the .net version of Godot.

Thanks, I do have some plans for some run ending pregnancy scenarios. No eta on them though.

And there are plans for more statues and more cinematics for the existing statues.

I kinda like how it is now so I don't have any big plans for the audio. I guess I'm just used to staring at text editors all day.

But being able to easily swap out the default sound files from the mods folder is a great idea. I'll see what I can do.

This friday (march 27th)

Yes, it's something I'll be working on in the early access build.

Oui and maybe :P

Thanks for the bug reports.

I'm not sure what the deal is with the AA option.
On my end it doesn't crash the game, but it freezes up my computer for a solid 10 seconds before working again.
It seems to work better in the newer Godot 4.6 build though.

Bed camera has already been fixed.

The minotaur skip is a bit tricky.
Ideally skipping would snap to the decision prompt, then another skip would end the cinematic.

And I've added an additional safety to the alien floor buttons.
When one of them is pressed, the game now fixes the total count if any are missing.

The new version will be uploaded here on itch at the end of the month.

Thanks for the kind words, feedback and bug report.

I've fixed the fps option for the upcoming build.

Maybe, the character model kind of breaks when they get scaled down. So she would essentially need a second model to go flat.

And at this point, making any changes to the character model is a bit scary.

But I'll be reworking the outfit system in the coming months so I might find be an easier way to do it with the new system.

For resolution scaling?
Sorry, godot only has bilinear, fsr1 and fsr2 as options.

Might be an Intel driver issue? I honestly have no idea.

Godot uses Vulkan 1.4, which according to Intel's website is only supported on their newest battlemage gpus.

The next version will get a public release at the end of the month.
Most likely using a newer version of Godot, which might fix your problem as it works a lot better with dx12

What gpu and os are you running the game on?

The shader cache has a habit of causing problems in between versions so you could try deleting the "shader_cache" and "vulkan" folders at:

(windows): %appdata%\Godot\app_userdata\HardStuck\

(linux): ~/.local/share/godot/app_userdata/HardStuck

I managed to finish everything in time for this month's early access build so the public release is scheduled for the end of March.

Check the newest log file at:
%appdata%\Godot\app_userdata\HardStuck\logs

It's just  text file so you can open it in any text editor. There might be an error message in the file that says what the problem is.

Alternatively you can run the game from the command line and the messages will show up there.

The only thing limiting the game's general framerate is vsync. So if you disable it the game should run uncapped.

And it also happens in the dx12 build?
There was a gpu driver from AMD a few months ago that broke all Godot games using vulkan, but I'm pretty sure they fixed it for all their cards. 
The only other thing I can thing of is to delete the shader_cache and vulkan folders next to the logs foder.

Yeah, the boobs in dungeon mode need to be toned down a bit, it's mainly because she moves at mach 10 when stepping to a new tile.
And I will be remaking the outfit system at some point, mixing outfit parts is something that gets requested often and will be a priority.

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The character animations are locked at 16fps intentionally and aren't tied to the game's framerate, or do you mean the entire game is lagging?

It sounds like a shader loading/compilation issue.
You mentioned the logs, does the second line in the log say the game is using Vulkan/DX12 or OpenGL?
And are you on windows or linux? Also what gpu are you running the game on

I ran out of steam in November last year so I'm a bit behind schedule unfortunately.
But I'm going to do my best to finish the early access build for v0.6 this month so the public release can go out at the end of march

Blessed rings don't do anything for now. They're technically one extra step removed from cursed, but since there isn't anything that can curse the player's items yet it's not very useful.

Recruit allies and encounter a succubus/incubus/nightmare/lava siren. The allies will get seduced and you'll get the cinematic.

Android export is extremely experimental for the .net branch of godot, and I haven't been able to get it to work. But if a future update adds android as a stable export option, then sure.

Seems to work fine, maybe the itch servers were struggling when you tried downloading the game.

I believe Android support for the dotnet version is still being worked on by the Godot developers. But I have no idea when it will be added and I also have no idea if the game will even work on Android yet since I can't test it.

I have no idea really.
Googling "godot hostfxr_get_runtime_delegate failed" returns that it has something to do with .NET though.

Sounds like there is an issue with shader compilation, did you try the dx12 version?

You can check the log for error messages at:
%appdata%\Godot\app_userdata\HardStuck\logs

It will probably be a while. Since the game uses C#, and Godot's Android export for C# projects is still considered highly experimental.

With the changes to itch payments for NSFW content the patreon is really the only way.

Don't click any links to patreon in the comments though.
There is a link to the real patreon in the description at the top of the page.

The game can run using opengl but it isn't really supported as the game relies on a bunch of the newer vulkan and dx12 features for some of the shaders. In opengl mode there are a lot of graphical issues but the game should be fully playable.

You can launch the game in opengl mode from the command line / terminal with the "--rendering-device opengl3" flag:
HardStuck.exe --rendering-flag opengl3

The windows versions require either vulkan 1.4 or dx12 support.

The native linux version only supports vulkan 1.4.

Not a whole lot, the entire game is 468 MB and uses around 600-800 MB when running.

Sorry, I completely forgot about that. I've added it to my todo list.

Kobold one is probably bringing an ally kobold through the TV and interacting with the bed. The only way to get two mimics is for the room with three chests to appear.

In the early access build? There's a hotfix for it on Patreon.