What are your system specs? GPU, Windows version and so on. The only real requirement for running the game is a GPU with DX12 or Vulkan support.
If you've played earlier versions then you might need to navigate to %appdata%\Godot\app_userdata in the file browser and move/remove the "HardStuck" folder. There could be some conflicts with old shader caches or something similar.
floppystack
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I assumed the dx12 build would have better compatibility with older hardware but there seem to be more people having problems with it than the vulkan build.
The windows build is supposed to switch to the the other rendering API automatically at launch if there are any compatibility issues, but I guess it crashes before it can do so.
Sorry about the late reply, from what I can tell by looking through posted issues on Godots github, they forgot to add some of the new shader compilation stuff to when graphic settings are changed. Hopefully they can fix it in the next engine update.
And just out of curiosity, have you had any issues with the vulkan build? And what are your computer specs? Gpu, windows version and so on.
The gallery displays a hint if you try to play a locked cinematic. I need to redesign the whole gallery menu at some point since it's getting so crowded so I'll try to add the hints to the actual menu.
The summoning tome tries to copy any enemy on the current floor, and enchantment levels changes the floor the enemies are sampled from. If it can't find any enemies it will default to spawning haunted skulls. It's a bit clunky so I need to just make a fixed pool of monsters it can clone from instead.
I want to keep the game as a pure roguelike. But I'm thinking that outfits and alternate player characters can be meta unlocks.
Having followers is a bit too strong at the moment so consider them not giving bits to be the intentional downside for now :P
The plan was to have them both in the same build and then add in the ability to swap between them while ingame once Godot added that feature. But there seems to be a lot of people that are having issues with dx12 so I'll be stripping it out of the vulkan build completely from now on.
There will still be a dx12 version of any given build just in case people are having issues with vulkan though.
The belly scaling while moving through the dungeon is tied to the cum meter. At 200 cum the belly is at 100% scaling, assuming the cumflation feature is turned on in the settings.
As for pregnancy? I don't know. there have been a lot of requests for it, but I'm not too keen on adding it as a game mechanic. If I were to add it to a cinematic it would probably be in a happy ending style game over or something.
Edit: Formatting.
Thanks for the feedback.
Hardcore mode is the intended mode for the game. And will probably be the only option in the final version. The current save and load features are mostly there to prevent the game from autosaving after a game breaking bug and bricking a run.
I'm not a fan of the classic hunger mechanic either. I added it to prevent the player from regenerating their health by waiting after every fight. I will be replacing it at some point as well as the health regeneration.
I think it's more fun to use sex as a game mechanic. And then if the player benefits from it there should also be a consequence.
I don't have any plans for a discord. But I do read all the comments on itch, twitter, bluesky and patreon and I try to reply to as many as I can.