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Orexius

The user not formerly known as Winterfield
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I may be late, but here's a thing I did that is Christmas related yes. BAZINGA


(I didn't do the background tho that was different person : D)
 

Cyriel

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Praise be the sprite based index topics (Brought to you by the letter C)

This looks very solid and i can't support this enough.
 
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Anon42

Anon42

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Praise be the sprite based index topics (Brought to you by the letter C)

This looks very solid and i can't support this enough.
Ahhh thank you so much <3 I'm so glad you enjoy the game!



(Copy-paste of our v.29 release on Patreon! )

We did it bois, v.29 is complete! Told you it'd be a week at most ;D To all ye naysayers that may or may not exist, I smite thee!

UPDATE v.29 GOALS
-Continue The Great Rework™
-Implement save system
-Rework and improve the 2nd boss battle
-Implement Charge Shot secondary chip (can be obtained by defeating Boss 3)
-Implement the new UI designs for the Main Menu, in-game HUD, AND Map screen
-Implement several reworked animations for Alicia (two different Jumping animations (one while standing, one while running), crouching animation, ledge grab animation)
-Fix more minor issues

As you can probably see, this update didn't have a ton of new things going into it - but every single one of them was *super important*. WE HAVE A REAL SAVE SYSTEM NOW HOLY SHIT. AND THE MENU LOOKS SO GOOD AAAHHH there's currently no way to manually save, but running over a checkpoint pad will auto-save the game for you. In the interest of getting this update out fast I didn't test this new save system thoroughly, so please let me know ASAP if you ever run into issues with it - I'll be supporting this update with hotfixes as always. As for plans on our next major update..

UPDATE v.30 GOALS
-Continue The Great Rework™
-Finish reworking all of Alicia's basic animations
-Finish the new UI, including Options and Status menu
-Finish the 2nd boss fight rework
-Finish retiling and redesigning Summit area
-Implement H-mechanic changes
-Prepare for new public demo release
-Fix more minor issues

As you can see, the 2nd boss fight is mentioned again. While I did get the 2nd boss working well, and the fight is SO much better than it was before, there was still some more I wanted to do with him - adding these things would take another few days of programming and testing and balancing though, so in the interest of releasing now after you've all waited so long, I decided to hold off on it. Aside from that, I also delayed retiling the Summit area into v.30, and I'm glad I did - I decided last minute I want to move the Dash ability to BEFORE the second boss fight rather than after, which will inform how I redesign the levels as well, since the Dash is a rather potent movement ability.

v.30 will also include the H-mechanic changes I've outlined in our Discord, the completed UI overhaul (which will include things like graphics and sound options, better keyboard and gamepad customization, and a finalized system for changing blaster chips), and the last few reworks of Alicia's main animation set. After this update, we'll be getting pretty close to a new public update. Exciting times these are!

Alright, that's enough outta me for now everybody. As always, the download link will be in a post for $10 patrons after this post, and I'll also be sending it out to anyone who pledged $10 since December. Let me know if there's anything wrong with this update and I'll get a fix out as soon as I can - until then, ciao!
-A42


UPDATE v.29 MINOR FIXES
-Return to Main Menu option is now finally working properly, and has been enabled
-Fixed issue where collecting a B chip blaster upgrade always switched you to the Rapid Shot, instead of the chip you just collected
-Flying Aliens should no longer continue creating their "flying effect" when in an H-scene
-Tar Rain added to the Summit areas before you defeat the boss there
-Player can now do a dash in either direction if attempting to dash immediately after a slide, rather than being forced in the same direction as the slide
-Horizontal arm while using Wire Shot was clothed even when Alicia is unclothed; now fixed
-The Map menu has been completely reworked with new UI and a more robust text editor with pasting and Ctrl+Backspace functionality. In addition, notes that are just spaces will now be auto-deleted, rather than leaving behind an empty note
-Fixed choppy movement with continuous scrolling on the map screen
-Camera shifting downwards is now based on the player holding Down, rather than being in a crouched state, allowing the player to look downward at any time
 

ThatWeirdGuyWithaWeirdHat

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One thing in v.28 I had a problem with is after you unlock the cheat menu, the cheat menu completely disappears for no reason after a little while in game. There are some GO scenes that I wanted to see while I had the menu but I was stuck on god mode.
 
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Anon42

Anon42

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One thing in v.28 I had a problem with is after you unlock the cheat menu, the cheat menu completely disappears for no reason after a little while in game. There are some GO scenes that I wanted to see while I had the menu but I was stuck on god mode.
Sorry dude, nobody's ever reported that so I had no idea. Don't quote me on it, since I haven't looked into it yet, but I THINK I might know what caused that.. Have you played previous versions of the game? If so, did it ever happen in any of them? If it was caused by the thing I'm thinking of, it's been fixed for v.29, so hopefully it won't be an issue anymore.
 

ThatWeirdGuyWithaWeirdHat

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Sorry dude, nobody's ever reported that so I had no idea. Don't quote me on it, since I haven't looked into it yet, but I THINK I might know what caused that.. Have you played previous versions of the game? If so, did it ever happen in any of them? If it was caused by the thing I'm thinking of, it's been fixed for v.29, so hopefully it won't be an issue anymore.
Yeah it's a new issue with v.28. It didn't happen before
 
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Anon42

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Hey everybody, been a long while since I posted an update here huh? I've been so focused on trying to catch up with work I've been really bad about updating anywhere but Patreon, really sorry about that! Let's start off with the most exciting thing, our CGs.

As most of you probably know, Crisis Point's CGs are currently accessed by losing all of your HP to an enemy, which will trigger their Game Over sequence, a fully voice-acted sequence featuring art by Lustfire and writing by yours truly, depicting what happens to Alicia after she surrenders to her foe. This system worked fine enough, but it's more or less the standard for H-games like mine - I wanted to do something better, more exciting, and after getting feedback from my Patrons, I'm happy enough with the idea to move ahead with it. While the old system will remain in place for a while as we prepare for the new one, CGs in Crisis Point will no longer be gained through losing; instead, they will be incorporated into the storyline. Early in the game, Alicia will meet a scientist who's interested in studying the various creatures you find across the game. This scientist will provide you with a way to teleport enemies back to base camp, where they can be studied - both in scientific and "scientific" ways, if you catch my drift. Alicia will be able to fuck enemies while the scientists watch to try and figure out what makes them tick, how their reproductive cycles work, etc. Not only does this provide a more organic way to access CG scenes that also ties directly into game progression, but it allows me to make the scenes canon in the lore of the game, and I can go into some detail about the lore behind the enemies as well! Hopefully most of you will agree that this system will be a huge improvement over game over sequences - most of the science CG scenes will be altered versions of their original CGs, and the game over scenes will all be removed as they're replaced by those scenes.

Now for something a bit different - UI! Crisis Point's UI is in the middle of an overhaul right now, leading to a much more visually interesting design and a nicer menu flow. Here are some screenshots of the upcoming UI pages:



These screenshots were from a while ago, so they've gone through some changes and are, in general, a bit more complete now - as you can see, though, we've got a clear visual style going, anda hell of a lot of options to choose from! The main menu and options menu are pretty self explanatory (although I have Audio listed twice in there - ignore that, the Video, Audio, and Content menus are all in one screen now), but the other two menus have some more going on. The Controls and Gamepad menus have been consolidated into one now, so no more awkward need to swap between menus if you want to mess with both. Menu controls will now be kept separate from gameplay controls, so you can customize your control scheme to your heart's content. As for audio and video, we have a pretty robust setup now. Crisis Point runs at a native 640x480 resolution, and with the screen being so small, a much-requested feature was scaling up the game's window size - I'm happy to report that we now support raising the window scale all the way up to 999x, a theoretical maximum of 639,360 x 479,520! (Huh, overkill? What's that?) The game will read your monitor size and limit how high you can scale the window though, so don't worry, there won't be an obscene amount of settings unless you're from the future. In addition to that, we now have an in-game fullscreen toggle, a toggle for zooming in during an H-scene, a minimap toggle, and two separate options for input prompts - the Button Prompts setting allows you to change whether the game displays prompts as Keyboard or Gamepad inputs, and the Gamepad Style lets you choose between Xbox and Playstation icons. A lot of games automate this process, but I find that it rarely works well, so I opted for a manual toggle instead. In the Audio department, we have separate volume scales for Sounds, Music, Alicia Gameplay voices, Alicia Sex voices, Female Enemy Sex voices, Male Enemy Sex voices, Enemy Combat Voices, and Cutscene/CG voices. All of these can be cranked in increments of 10%, leading to 11 possible settings between 100% and 0% - if the game's default volume mixing doesn't work for you, change it around! Mute the male enemies so they're not moaning in your ears! Turn the music off and blast Tiptoe Through the Tulips, I don't care - have a ball!

One last thing before I go - my vimeo account where the public CGs were uploaded got banned recently, so I decided to reupload them at Pornhub instead. I'm not sure if I ever even posted them here (I had to have, right?), but here's the link to the and scenes! The Alraune is one of my personal favorites, so enjoy!

Well, that's about all I have to share today. I'm planning on starting up streams again soon, and like always, those will be public, so I'll keep you informed when it happens. Sorry it took me so long to update here again - I'll be more diligent about updating everywhere at once in the future, assuming I haven't lost your interest! As always, if you like what you see and want to see more, you can - most of our posts are public, so you can learn a lot more about the game before putting any money down. Hope you're all doing well, and I'll see you in the next update!
 
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Anon42

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Hey guys! Just sent out a new game update on Patreon today for $10 patrons, so here's a copy/paste of the post for it explaining what's in the new version and what's coming in the next update.


Hey everybody! Today I'm super happy to finally bring you the v.30 release! This update is mostly about general polish, a complete UI overhaul, finishing up the 2nd boss fight, and implementing the new H-scene mechanics (I've gone over those before, but the basic gist of it is that now H-scenes are manually activated, they heal you, and you can control them much like the gallery mode). I'll admit this update is a bit on the untested side, so please forgive me if there are any issues remaining - you've all been waiting so long I wanted to get it out asap. If there are any major crashes or bugs, I'll fix them via hotfixes as always. With that said, let's get to the update notes!

UPDATE v.30 CHANGES
-Continue The Great Rework™
-Finish reworking all of Alicia's basic animations
-Update all of the menus with new design, UI, and better functionality
-Finish the 2nd boss fight rework
-Implement H-mechanic changes
-Continue preparations for new public demo release
-Fix more minor issues

There are 2 particular things I want to note about these... notes.
First, Alicia is still missing I think 2 new animations, her melee attack and her swimming animations. The melee is nearing completion, but ended up being more complex to animate than anticipated, so it didn't make it in quite yet. The swimming animation on the other hand, is something that's used so rarely we didn't feel the need to rush it; we're still considering whether we want to just do an anatomy update, or a complete rework of that animation, as well.
The second thing I want to note is that the 2nd boss, while fully functional, is still missing sound and special effects - one attack in particular is just a plain red hitbox at the moment. Next update should hopefully have the remaining sounds and special effects for him, but he's completely functional, so hopefully you'll have a much better time fighting him now! Personally I think he's way better than the original version of the fight. On to the next update!


UPDATE v.31 GOALS
-Continue The Great Rework™
-Finish menu rework
-Implement Skill Trees and Skill Points systems
-Implement in-game CG gallery (maybe sprite gallery too)
-Start implementing the storyline
-Give Alicia new, more useful melee attack
-Implement stagger/stun mechanic on enemies when meleeing or using heavy hits (will likely use temporary graphics)
-Add at least one new, unique BE/Duo H-scenes for certain enemies
-Continue preparing for new public demo release

Alright, so this next update - as you can probably see - should be a pretty hefty one. I'm being perhaps a little overly ambitious about it, both because I want to deliver you guys a really good update after the last batch of mostly-polish updates, and because I want to kick my ass into high-gear after the slow progress of updates lately. There's a lot to go over, so I'll just touch on a few things here, and we can talk more in detail about some of the coming features in future updates.

First off, for the storyline, I don't plan on going too in-depth just yet - I need to code a real cutscene engine for the game, so it's likely we won't have too much in the way of story just yet, but I hope to at least try for the return of a certain somebody we haven't seen in a while.

For the stagger/stun mechanic, most enemies will lack animations for that for a while - they'll likely be using either plain blocks for those animations, or super rough temporary art, because I want to get that mechanic implemented sooner rather than later. Stagger and stun will be caused by heavier or rapid-fire hits; things like a heavy melee hit or an explosion from the Force Shot should affect enemies a lot more than they do now, and I've been wanting to make that happen for a while so those attacks will be more useful, but it's a big animation workload, so for now I'll just be using temporary art.

The unique BE/Duo scene I mentioned is the return of new H-content for Crisis Point! Since we already have CGs for every existing enemy, we're going back to the H-scenes again to replace some of the old, non-unique animations, such as the Slime and Flying Alien BE scenes, which are just the normal scenes but with larger breasts. I can't say how many new animations will be in the update, but we'll get at least one in - maybe we'll hold a poll to see which one will be worked on first.


Alright, I think that's about enough out of me for today. As always, to those of you pledged at $10 or higher, I'll be posting the download link in a separate post after this one - to those of you who WERE pledged at $10 at some point during v.30's development but no longer are, make sure you check your Patreon messages! I'll be sending you a download link very soon. Thank you so, so much for all of your support and patience, everybody - it means the world to me, and I can't wait to continue paying it back!
-A42



UPDATE v.30 MINOR CHANGES AND FIXES
-Attempting to load a save from an older version of the game will now give you a warning about potential incompatibility before loading the game
-Alicia now stays in the proper animation when pulling things using the Wire Shot
-Alicia can no longer pull movable walls on top of her by standing right up against them on the opposite side of their target, then using the Wire Shot through the wall
-Scientist H-scene should no longer cause a crash when the scientist dies during the scene (such as from fire damage or the boomerang shot)
-Changed some instances of jumps across the game that the player can ALMOST make but are impossible without future upgrades, so that they are more obviously unreachable with your current moveset
-Pressing caps lock will no longer repeat the last typed letter when writing map notes
-Added an animation offset to the UI animation on the title screen so it looks a bit nicer
-Changed various fonts around the game to be pixelated, fitting the game's aesthetic better
-Improved text alignment on the intro text screen
-Smoke effects added to Alicia's jumping and landing
-New special effects for Flare Shot
-The smaller orbs in Boss 2 will now always drop health items when destroyed
-Buffed damage output of the Boom Shot blaster chip considerably
 
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Anon42

Anon42

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Alicia melee gif.gif
Hey everyone! Got an update for yall today! As you can see from the above gif, Crisis Point has a new melee attack! You can see the animation in a higher quality webm at this link: (patrons also get a look at the torn clothing version of the melee strike, and another little bonus sprite Orexius did for the reveal of her new melee weapon - you can find that here if you're already a patron: )
Out with the old, ugly kick, in with a new much fancier animation. I wanted to get this new melee animation in this update because of the new enemy stagger system we're adding - aside from rapid, heavy blaster hits, meleeing an enemy is also a great way to stagger them, as most enemies will immediately stagger to a melee attack. Staggers will also cancel whatever attack an enemy is doing, meaning there's much more reason to get up close and personal, if you want to risk it. The stagger system is currently not implemented, which is why I'm not showing that off, but it's one of the things we're planning for this update, so melee should hopefully feel like a much more useful tool in this next version!

Now for those of you who aren't Patrons, I had a Patron-only poll last week. We want to start adding more sprite H-content, since we've been focusing purely on the game itself for a while, and the vote was to decide what order we'll work on things.

In first place is "Reworked anatomy/animation for older scenes". This means we will first be looking at our old sprite H-scene animations and seeing which ones need updating - like the Warped Scientist BE, the Slime animations, the Tentacle animations, etc. I'll probably go over the list of animations we'll be updating with you guys at a later date, once I know exactly which ones we're doing.

In second place is the New Slime BE (solo and duo), and in third place is the Edovex (flying alien) Duo animation (oh yeah, I renamed the flying aliens to Edovex now, whoo). Now, these two are only one vote apart from each other, and they're both only a tiny bit behind the first place vote for Reworked animation/animation for older scenes, so I think what we'll be doing is reworking the most egregious animations first, then doing the Slime and Edovex animations so we'll have some more NEW content, then finishing the reworking before we move on.

Trailing way behind in 4th and 5th places are the New Tentacle BE and New Edovex BE animations, respectively. Those ones got only a little over half the votes of the other options, so we'll definitely save them for once we've finished everything else.

Alright, that's all I've got today everyone! Streams are still coming I promise, but I've been getting absolutely KILLER headaches lately and I just haven't had a good day to start them up . I'm working on fixing that, so I think I'll be able to start them up really soon - sorry they keep getting delayed. Until next time!
-A42
 
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Anon42

Anon42

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(copy-paste from this week's weekly update on Patreon!)

Screen_87.png

Hey everybody! Like I said in last week's update about the new melee attack, I'm trying to aim for at-least-weekly updates on Crisis Point's development from now on! I don't have too much to show this week, visually speaking, as most of my development time was spent on writing and bug fixing, but plenty of stuff has been done!

First off, as you see in the image above, I've been working on the final menu tab, the Status Screen. There are 3 submenus in the Status Screen.

The first submenu is Upgrades, where you'll be able to see what upgrades you've found for Alicia (along with a description of them), how many health pieces you have, and how many Skill Points you have (more on that in a moment).

The second submenu is for your Blaster Chips, where you can set your A and B chips for two different chipsets, which can be swapped between in-game at the push of a button. This will allow you to set up two different sets that function however you want and swap between them easily, making Alicia much more versatile in combat, compared to the clunky way you swapped between each chip manually before.

The final submenu is the Skills submenu. You may have been wondering what the floating yellow object was in the Melee Attack gif I posted last week - say hello to Crisis Point's newest collectible, Skill Points! Skill Points are completely optional collectibles that you can find scattered across the game world, either out in the open but requiring an upgrade, or in cleverly hidden areas. By collecting and spending Skill Points, you can upgrade Alicia in a number of interesting ways, such as stealing health from enemies when you hit them with a melee attack, or making enemies take more damage from your other attacks when they're set on fire with the Flare Shot. Skills come in 3 categories - a Base set that upgrades Alicia's core and movement abilities, a Force set which (predictably) upgrades the Force Shot, and a Flare set that does the same for the Flare Shot. There are a total of 5 skills in each category, though some skills in the Base set will be locked until you find certain upgrades, such as the Kilogrip or Dash Chip.

Aside from the status menu, the other two major things I've been working on are bugfixes and cutscenes. Huge shoutouts to patron and discord member Sinful Desire, who took it upon himself last update to do an INSANE amount of bug hunting - the bug log for this update is at least 3 times longer than any previous update, and it's all thanks to him being incredibly thorough and testing everything he could think of. Because of his efforts, I now know about many bugs that have been in the game, some for months or even years - one major bug is a memory leak caused whenever you pause the game or enter a new room, leading to ridiculous memory usage if the player plays the game for a long time. That bug has since been squashed, thankfully! If you're interested in looking at the other bugs that were reported and which have been fixed, I decided to start up a Trello board for our bugs, so you can check that out here if you like:

The last major thing done this weekend was writing Crisis Point's first two cutscenes! They've both been finished and sent off to CPE's voice actors and actresses, which is RIDICULOUSLY exciting to me, and hopefully to you as well! The cutscenes in CPE are mostly going to take two forms - traditional cutscenes that take control away from the player, and dialogue that happens as you explore and play the game. We'll most likely only have a handful of cutscenes in the former style, as I don't want to interrupt the flow of gameplay too often, but we're aiming to have a lot of small cutscene-specific animations to make them feel more alive, though for now a lot of cutscene animations will probably be missing just due to a lack of time. I don't know if it'll be in for this next update, but cutscenes in the final game will be skippable, and environmental dialogue will also have a toggle in the options if you don't want to have people chattering in your ear while you play.

One final thing before I go, I wanted to announce the official, final, definitive date for the return of devstreams. Orexius recently started at a new dayjob that has a MUCH better schedule for us working together, so for this week, we're going to be streaming on both Tuesday and Thursday, starting at 1 pm EST and going for however long we're feeling up to (at least 4 hours though)! I'll post about the streams with a link to them on the day of.

Well, that's about it for me this update. Thanks for reading and being such incredible supporters, everyone - I'm feeling really good about what the future holds for CPE!
-A42
 
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Anon42

Anon42

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EDIT: Today's stream is over, ended up going for 7 hours straight! We have another stream coming up this Thursday at the same time, starting at 1 pm EST. Hope you all can make it!

ORIGINAL: Our first devstream in a long time is starting in about 30 minutes! Come on by if you have the time!
 
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Anon42

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EDIT: Stream's over today, sorry it wasn't as long as yesterday's! I'll have an update soon on when our next streams will be, and hopefully some non-stream stuff too.

ORIGINAL: 'Nother stream is beginning in just a moment!
 
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Anon42

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(Copy/paste from our weekly update )



Hello one and all, and welcome to another weekly CPE development update! Much like last week, a lot of this week's work was spent on behind the scenes stuff like finishing off the Status menu and implementing the new Skills system, but that doesn't mean I have nothing to show off!




The video above showcases the first ability you can unlock for the Flare Shot. I'm still figuring out the perfect name for it, but functionally, it causes Alicia to be surrounded by up to 4 orbs of fire that spin around her, burning enemies they come into contact with just like the Flare Shot itself. If Alicia fires the Flare Shot while surrounded by any orbs, the orbs will explode, dealing damage and instantly igniting any enemies close by, no matter how resistant they are to fire. This functionality does take a chunk of ammo to use, but it offers a nice way to light up dark areas while offering some extra damage and protection for Alicia. This combines particularly well with one of the abilities I teased last week, that makes enemies take more damage from other sources when they're set on fire, giving the Flare Shot a devastating amount of utility when combined with other attack options.
There are 15 total skills in Crisis Point - 5 for the Force Shot, 5 for the Flare Shot, and 5 that offer utility to Alicia's base moveset in various ways. I'll probably tease one or two more before this update comes out, but you'll be able to see most of them for yourself once v.31 releases!

Screen_90.png
Screen_91.png

Here's a few screenshots of what the Status menu is looking like now that it's much closer to completion. The Skills menu is a set of 3 tabs, one for each category of skills - for the Force and Flare Shot trees, you must unlock earlier skills before you can unlock later ones. The first skill on the far left of each tree costs 1 skill point to unlock. The two upper skills in each category tend to offer large upgrades that add to or change the functionality of abilities in great ways, and cost 3 skill points each. The bottom two tend to be simpler, offering things like increased damage or faster ammo regeneration, and cost 2 skill points each.

Over in the Upgrades section, you can see descriptions of and explanations for the various upgrades you've obtained, from the Force Shot to the Kilogrip and everything inbetween. You can also see how many health upgrade pieces you've collected, and how many Skill Points you have to spend. (The number of slots there isn't necessarily indicative of the final game's upgrade count, by the way - everything is subject to change at this stage.)

Birch smol.png

The last thing I have to show today is a new NPC - meet Birch! You'll meet him very early in the game, and as a scientist, he'll be helping in a number of ways, including letting you.. research enemies you've come across.

Well, that's about all I have to show off today everyone. For those wondering about our next streams, we plan on streaming again on the same days at the same times as last week, Tuesday and Thursday at 1 pm EST. Both Orexius and myself will be there, so hopefully you can stop by during those and hang out for a bit!
As always, thank you so much for your support everyone - things are feeling really good for me right now, and I have all of you to thank for it. I really cannot stress enough how amazing you all are. See you next update! <3
-A42
 

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question, i unsubbed at ver. 0.24, im thinking about getting back in but im here mostly for H content, UI and gameplay are cool and all, but i want new scenes. what is new as far as H content is concerned since 0.24?
 
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Anon42

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That a good-looking UI. Nice use of colors.
Thanks! Our UI artist did a great job with what I asked for imo, so I'm glad to hear you agree.

question, i unsubbed at ver. 0.24, im thinking about getting back in but im here mostly for H content, UI and gameplay are cool and all, but i want new scenes. what is new as far as H content is concerned since 0.24?
Let's see.. I'm not entirely sure if you mean you DID play v.24 or not, so I'll just start there. In v.24 we added the solo Breast Expansion H-scene for the Warped Sentry, and the Warped Scientist CG scene. In v.25, we added the duo Breast Expansion H-scene for the Warped Sentry. In v.26, the Edovex (flying alien) scene was added, but incomplete, and the Latcher enemies (the ones that grab Alicia's boobs and stop you from moving) were removed completely from the game. In v.27 the Edovex scene was finished, and the Warped Sentry CG scene was added. Since that point, we haven't added any H-content, we've been focused on gameplay and polish.

It's worth noting that we're starting to slowly work on H-content again, though. In this coming update the CGs are getting reworked to no longer be "game over" scenes (which includes some minor art changes, a few major art reworks, and some rewritten dialogue), and at least one of the older sprite H-scenes is being redrawn for better anatomy and animation. After this update, we'll continue reworking a handful of older sprite H-scenes that need the update, and then we're going to start adding in more H-content again, so whether or not it's worth pledging again now is up to you! If not, then hopefully it'll be more worth it in the near future
 
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EDIT: Stream's over! Got some good stuff done today, which I'll talk about later in the weekly update. Thanks for coming by to everyone who did, and don't forget, we'll be streaming again on Thursday, at the same time - 1pm EST!

ORIGINAL: Today's CPE devstream is about to begin! Stop by if you have the time!
 
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Anon42

Anon42

Grim Reaper
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EDIT: Stream's over everybody, thanks to anyone who came by! Heads up if you're reading this, if everything goes according to plan, we should be streaming again on Saturday - same time, 1pm est! No promises on that one yet but that's what we're aiming for!

ORIGINAL: Today's CPE devstream is about to begin! Stop by if you have the time!
 
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Reaper875

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Wow this game is looking good since I last checked it out, an earlier public demo I tried. Nice job on the game. Sorry I have nothing much to say. But keep up the awesome work. I love games like this.
 
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Anon42

Anon42

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Wow this game is looking good since I last checked it out, an earlier public demo I tried. Nice job on the game. Sorry I have nothing much to say. But keep up the awesome work. I love games like this.
Thanks so much! I'm really proud of the work we've done since then. We're gearing up for another public demo, hopefully by the end of this year - it'll have roughly the same amount of content as v.13, the last public version (as in they both end around the 2nd boss fight), but with all of the extra features and polish we've gotten since then. I'm super excited to hear everybody's thoughts once we finally get it out in the wild!
 
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