It's probably the integrated graphics not supporting the dx12 version the game uses.
According to intels spec sheets it also doesn't support Vulkan, which might be a deal breaker.
floppystack
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The camera can't be rotated in all the cinematics because some of them were only intended to be viewed from the camera's perspective. But now there's so many additional camera angles that I might just remove it. Seems a bit silly to only limit the free cams.
A steam release is planned, but it will be sometime after v1.0 is finished.
What kind of gpu do you have, nvidia, amd or intel?
You might need to clear the shader cache in the user data folder.
(windows)
%appdata%\Godot\app_userdata\HardStuck\
(linux)
~/.local/share/godot/app_userdata/HardStuck/
There should be a "vulkan" and a "shader_cache" folder, simply delete them and the game should start building shaders from scratch
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.
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.
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
