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ACT Patreon Active [Anon42] Crisis Point: Extinction


Does someone know,will Alicia become or will be given the option to become a futa in the future of the story?In one of the CG she said that she would like to trick the dick herself.
 
(The following is (mostly) a copy-paste from our If you like what you see, If you enjoy the game, We couldn't make this game without our supporters!)


Hey everyone, welcome to another development update! This one is, again, going to be a bit light on content. The TL;DR is that we're still pretty much working on the same stuff as last week, so there isn't too much to talk about, but nonetheless, let's go over what we've been working on!

Puffernutter has had limited CPE time due to her freelance gigs, but in the time she can spend on CPE, she's working on updating the Caves tileset still. We had a discussion about tiles this week, and we've decided to NOT try and rush them for v0.46. With how comprehensive the visual overhaul we're working on is, and with how much content the game has that we need to update, we'll be working on this for many many updates, and we don't want to rush it out before it's ready. We'll continue to keep you all updated on the art rework, and we don't plan to hold all of it back until the whole game is redone or anything - but at the very least, we want my custom level editor before we start implementing the new tilesets, since it will make the job far easier.

Orexius finished up the Duo Slime H-scene animation, and has started on the BE Vines animation rework, as well as continuing work on various gameplay animations.

For my part, I've still been plugging away at the lighting engine update. I swear every week I write about how I ran into more issues but fixed them, and this week is no different! It's likely I'll find even more bugs that need fixing, but as of right now pretty much every bug I've found has been squashed and I'm just continuing to update all the lights to work with the new system. Since I've been doing that for a while now, I wanted to post a comparison of one of the lights that I put extra work into, so you can see a bit more of what goes into it:

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So stuff like this is the reason the lighting rework is taking a while! With the Power Orb collectible, I decided to give it two layers of lights: one is a stationary red glow, for the item's core, and the other is a rotating yellow light for the ring that circles it. It shrinks and grows and rotates with the ring, and generally just looks a lot cooler than it did before. The same lighting has been applied to the Guard Orb as well, naturally.

So basically, I'm not just tweaking some numbers, and updating lights like this can take an hour or two each depending on complexity. There are a fair amount of lights that ARE simple to transition over, but since I'm already in there messing with the code, I've been taking extra time to update and improve any light sources that seem like they should have additional work put into them - even small things, like previously every light was based on a circle, but we've been adding new lighting shapes for things like the diamond-shaped Skill Point collectible.


That's all I really have to talk about this week, but I did want to leave you guys with at least a small teaser for something I have cooking in the background. We've talked a lot recently about all of the visual overhauls we're doing to Crisis Point - animations being redone, lighting overhauled, revamped UI, the screen size update - and as we've been working on these things, and seeing how the game is evolving, we started to wonder if there were any gameplay elements that felt outdated and would be worth revisiting. After all, we reworked the Wire Shot before, and the new version of it feels SO much better to use - who's to say we can't do the same with other parts of the game? Maybe even some of the game's core mechanics could be improved.. reworked to suit a more modern experience, rather than mimicking games from 20 years ago? That's all I'll say for now, but I think you guys will be pretty excited to see where we're going next!


A final word before the post ends. Crisis Point development is in a very weird spot right now; we haven't put out an update in so long because of my mental health issues, and we have SO many things being reworked and improved that are all really exciting and will make the game so much better.. but all of them are "complete overhaul" types of things that just can't be released half-finished. Because of that, it really doesn't lend itself well to putting out playable updates - anything we release here on Patreon needs to be thoroughly polished, since you never know which version will be a person's first experience with the game, and a bad experience can ruin our chances of finding an audience. So, what we're going to do right now is we're going to start really focusing on getting a playable update out for you guys ASAP, but just please be aware that it won't be as substantial as I would like, despite the loooong development cycle. It won't really contain new content (like I've talked about before), but will be mostly focused around the lighting and screen size updates, with maybe a few other things squeezed in. At this point, expectations for what v0.46 will be like are higher than we're ever going to be able to pull off without killing ourselves with crunch, and I refuse to do that to myself or the rest of the team - but the pressure is still there, so I just want to get something out there.

Anyway, sorry to kind of end the post off on a bit of a bummer. Playable update releases for CPE might continue to be weird like this as we work on all this foundational stuff, and I'm sorry if we fail to put out updates on a regular schedule, but we'll keep you updated with our progress every step of the way. Once all these foundations are created, the rest of the game will be SO much easier to build. All I can ask for until that point is your patience and understanding, and to give the biggest thanks to all of you who stick around with us! Thanks for reading, I'll see you again in the next biweekly update!
 
Hang in there. Your progress may not have gone as expected, but it has been significant. Especially in how good it looks and how smoothly it plays.
 
Wouldn't be a patreon-funded game if it didn't have an over-haul or remake or new engine phase, lol. Gotta stretch out that patreon time, I guess. Well, keep it up. I'm sure Elder Scrolls 6 or maybe even Star Citizen will launch first, but hey I'm not a patreon sub so as long as the game actually releases I'll be happy, as what's there is already pretty great.

Future Fragments supposedly releasing soon, but even if their definition of soon is more lax that everyone else's, Night of Revenge and the ton of great regular games in oct/nov/dec should get me busy for a while lol.
 
Wouldn't be a patreon-funded game if it didn't have an over-haul or remake or new engine phase, lol. Gotta stretch out that patreon time, I guess. Well, keep it up. I'm sure Elder Scrolls 6 or maybe even Star Citizen will launch first, but hey I'm not a patreon sub so as long as the game actually releases I'll be happy, as what's there is already pretty great.

Future Fragments supposedly releasing soon, but even if their definition of soon is more lax that everyone else's, Night of Revenge and the ton of great regular games in oct/nov/dec should get me busy for a while lol.

We're going to drop that conversation right where it's at.
 
(The following is (mostly) a copy-paste from our If you like what you see, If you enjoy the game, We couldn't make this game without our supporters!)


Hey everyone, time for another CPE development update! This is going to be another relatively quick one, but not due to a lack of excitement!

Before we get into the real meat and potatoes of the update, I'll quickly just give you a rundown of what everyone has been working on. Puffernutter has been hard at work on the UI overhaul, to make sure it gets done soon enough that we can implement it for the next beta release. The current UI is EXTREMELY broken in the new screen resolution, so rather than putting a bunch of work into making it look right only to rip it out and replace it with the new UI next update, we're just focusing on getting it done now. Orexius has continued work on the new BE Vines animation, but he's also been focusing on gameplay animations, specifically ones related to the thing I'VE been working on, which brings me to "the big reveal".


I spent most of my work hours these past two weeks on the thing I teased during our last biweekly update, and I've progressed far enough with it that I'm ready to fully reveal it. We've been working on a lot of overhauls (environment art, lighting, UI, story, etc), but most of those are visual changes, nothing too crazy on the gameplay front.. but like I said in the last update, this one is big - a complete overhaul to one of the fundamental parts of CPE's gameplay. Without further ado..

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I'm proud and excited to confirm that Crisis Point is getting full 360 degree aiming, and full gameplay mouse support along with it!

Those of you that have been following CPE for a while might know that I've addressed this idea a few times, and declined to add it. There were a few reasons for that; feature creep, difficulty of implementation, the possibility of enemies being easily cheesed by sniping them from their blind spots, etc. Now that we've been overhauling so many aspects of CPE though, I revisited the idea, and decided that none of those reasons were good enough to justify not adding it. Samus Returns and Metroid: Dread both proved that 360 degree aiming feels amazing in a gun-focused metroidvania, and there are so many other excellent entries in the genre that felt so modern compared to CPE's retro 8-directional aiming. After spending a lot of time thinking about it, I felt like I was doing the game a disservice by not modernizing the gameplay while we were already upgrading so many other things, so here we are!

There are a LOT of small gameplay tweaks that will be coming along with this, and we'll likely be polishing and tweaking it for a while, but I fully intend to have an early version of this included in v0.46 when it comes out. We've decided to narrow down the scope of v0.46 so we know exactly what to focus on, and I'll detail that at the end of this post; for now, let's talk about the other thing I wanted to show off this week, the UI update!


A quick preface: none of these images are finished yet! We're still tweaking layouts, and we haven't even started messing with colors or aesthetics yet, which is why all of them are in greyscale, so don't take any of this as finalized images.

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As you can see, we're not just doing a simple visual update, the pause screen is getting a total overhaul from the ground up! The old menus were cramped, and only utilized a tiny part of the screen space, which made them feel even more claustrophobic. They also caused a lot of issues when it came to adding in new sections, since there just wasn't room for it. The new UI is being designed for maximum modularity, so it won't be a huge pain to update them as time goes on. We're also considering a vector graphics aesthetic for menus specifically, for the sake of clarity and readability; though like I said in the preface, we're focusing on function over aesthetics right now, so we might still use stylized pixel art for menus, it just depends on what feels right.


That's all the major stuff for this update, hopefully you're as excited as I am about it! Before I go, let me just update you guys on exactly what v0.46 is going to have.

Crisis Point: Extinction v0.46 plans
  • New 360-degree aiming system, along with full gameplay mouse support
  • Completely overhauled lighting engine, along with other small special effects improvements
  • Increased screen resolution, bringing the game to a more modern 16:9 aspect ratio
  • Updated UI with improved functionality
  • A handful of updated H-scene animations, such as the Slime and BE Vines animations
  • The usual bug fixes and such (and probably some new bugs to go along with the new features, if we're being honest)

So that's everything we plan to add in v0.46. We won't be adding any "new" content, like I've mentioned before; our team's goal right now is to lay all of this groundwork, so that once we do start working on new content again, we'll have all the tools we need to really crank it out. To that end, once v0.46 is complete, I'm going to fully shift my focus towards finishing our level editor, since that needs to be done before we can work on updating the game's level design and artwork.


Alright, that's it for this biweekly update! If you have any questions about the stuff I talked about, feel free to leave a comment - these are some pretty dramatic changes, so I'm happy to answer anything y'all have to ask. Thanks for reading, and we'll see you again in the next update!
 
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(The following is (mostly) a copy-paste from our If you like what you see, If you enjoy the game, We couldn't make this game without our supporters!)



Hey everybody, welcome to another CPE development update! In this update, I'm going to be focusing on Puffernutter and Orexius's work; I've been having a rough few weeks thanks to having a LOT of doctor appointments, to figure out some of the health issues that have been plaguing me long-term, so to be honest I just didn't get a lot of work done. Appointments generally give me anxiety (especially when it's something new), and thanks to the sheer amount of them I had, I was almost always feeling some level of anxiety this past week and a half, and that gets pretty exhausting. Still, even though I personally didn't get much done, there's still a few fun things to show off and talk about, so let's get into it!



To start off, something that I've planned to add to CPE for a long time, but we just never had the time to do. Introducing, BIG ALICIA

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Standing at about 3x the size of Alicia's regular ingame sprite, this massive Alicia sprite is going to be used in the pause menus, as you can see below.

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The nude version might not even be available ingame, since Alicia always has some level of clothing on during gameplay, so think of that one as an exclusive easter egg for following the development of the game!

Big Alicia probably won't have any animation, because we're planning on changing her based on what's going in ingame; clothing state, BE status, libido/HP levels, etc. There's not too much else to say about it, but we figured it would be fun to have a much larger sprite of Alicia, so here she is!



Next up, those animations Orexius has been working on. His focus right now is split between the BE vines animation, and preparing the new gameplay animations Alicia will need as part of the 360 degree aiming update. They're all still VERY WIP, but we figured it might be fun to show yall what our animations look like in the early stages, so let's start with those gameplay animations!

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Because Crisis Point wasn't designed with movement and aiming being separate, we never needed backwards movement before, but that's not the case anymore. In order to avoid the dominant strategy becoming "run away from the enemy while shooting at them", Alicia's backwards movement will be slower than regular movement; but if you stop shooting for a brief moment, then Alicia will go into her regular running animation at full speed. I'll probably tweak this a little bit based on player feedback, so once the update comes out feel free to let me know how you feel about it, but I'm personally pretty happy with the way it feels now - it prevents strafing from being too powerful, but cancels quickly enough to not feel annoying if you're just trying to run away.

And lastly, the BE vines H-scene update:

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Obviously none of these animations are anywhere near finished, but hopefully it's fun to get a look at what they look like early on in the process!



That's it for the development updates this week, but I haven't been talking about personal life much lately, so here's a fun life update for everyone:

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Our family has grown by +1, 'cause we adopted another cat! We named her Bug, on account of her insane cuddlebug levels. We adopted her a few weeks ago, and she was extremely shy and nervous at first, but she's opened up to us pretty quickly and she's already a joy to have around the house.

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Our other cat Papyrus is still struggling to adjust to no longer being a "single child", so to speak, but for the most part they're getting along well now.

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I mean c'mon, how can you not love this little dork?

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I'll stop overloading the post with cat pics now, but I don't think I've talked much about ours before, and everyone on the CPE dev team absolutely loves cats. Plus, they act as our HR team and keep us all happy, so technically they're relevant to the project :p



Alright, that's all I have for today. I can't say for sure how the next biweekly update will be; after my anxiety caused so much work trouble for me these past two weeks, I've been cutting down on the amount of appointments I have going on so I can get work done more consistently. That said, I do have an invasive exam happening in about a week to hopefully figure out what's causing one of my biggest health problems, so I'm definitely feeling nervous there - and then the week after that is my birthday, so it's a hell of a hectic month for me haha.

This was a bit of a small update, but we're all working hard to get the next playable update out as soon as we can, so I hope you're excited about it! Thank you all for reading, and for continuing to follow the project - we'll see you again in the next update!
 
Nice to see this game still being updated!

Also I was wondering, did that BE scene with the purple alraune get implemented yet? It was mentioned some time ago and then just seemed to never appear in the changelogs.
 
Nice to see this game still being updated!

Also I was wondering, did that BE scene with the purple alraune get implemented yet? It was mentioned some time ago and then just seemed to never appear in the changelogs.
Yep, it's been in the game for a while. Not sure which version first added it, it was probably a generic "multiple new H-scenes added" kind of thing in the changelog.
 
Yep, it's been in the game for a while. Not sure which version first added it, it was probably a generic "multiple new H-scenes added" kind of thing in the changelog.

If it is in the game it doesn't seem to be implemented right... my version says it's v0.45 and it does not seem to work.

Pressing the I key in the gallery while in the Poison Alraune's H-scene does nothing. The BE scene still plays for the other enemies as normal so I know it's not a messed up config on my part.
 
If it is in the game it doesn't seem to be implemented right... my version says it's v0.45 and it does not seem to work.

Pressing the I key in the gallery while in the Poison Alraune's H-scene does nothing. The BE scene still plays for the other enemies as normal so I know it's not a messed up config on my part.
Hm, odd. I'll look into that asap, it's possible the scene is only available in gameplay and it's just the gallery room toggle that's broken, because I definitely see it fully implemented in the project files. Thanks for letting me know!
 
Wonder if there's a plan to release another public demo of latest version.
 
(The following is (mostly) a copy-paste from our If you like what you see, If you enjoy the game, We couldn't make this game without our supporters!)



Hey everyone, welcome to another CPE development update! Sorry this one is a day late - I managed to mess up my thumb over the weekend so typing was difficult, and I generally wasn't feeling well yesterday, so I decided to wait a day. I'm feeling much better today, so here we are!

This one isn't going to be too big, and I'll get into the details during the post. The only visual I have to show off this week is the progress we've made on the UI rework, so let's start with that!

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Here's how things are looking so far. Keep in mind these are still very WIP, so anything and everything on these is subject to change - but since the last version we showed was in greyscale, I wanted to show how things are shaping up now that we're adding color. Let me know how you feel about it so far!



Things have been pretty standard for the rest of us since the last development update. Puffernutter has had a LOT of freelance work, so her time to work on CPE has been limited; Orexius has been continuing work on the BE Vines animation update, and the new gameplay animations needed for 360 aiming; and I've still been working on 360 aiming, the lighting update, and the screen size update. I've been changing between tasks as needed to keep my programming life interesting, so even though I'm still working on a lot of different things I talked about several weeks ago, they'll probably end up all being finished at about the same time.

Aside from that though, I also had the realization last week that I was falling back into the trap of having too much going on, and I was starting to run myself ragged again. My work hours on CPE are MUCH healthier than they've ever been before, so that part isn't an issue, but I had too much going on in terms of appointments and such, and it was starting to take a toll on me. In the last weekly update, I talked about getting a health examination, and I ended up canceling that for a few reasons - the first one was to give myself a break from major appointments, and the other was because the exam is a fairly expensive one, and so I decided to save it for early next year so it can count towards next year's health insurance deductible. Gotta love US health insurance.



In any case, now that I'm done with physical therapy for my knee, the only major appointments/obligations I have are standard life things, working on CPE, and going to therapy every other week. I'm already feeling a lot better now that my todo list has been simplified, so I'm going to really be able to dig in and focus on getting all these major CPE overhauls completed so we can get you guys a playable update! I really do have to thank you all for being so patient; I know development is weird right now and I'm so grateful to you all for being patient with me while I figure things out. Because of my upbringing, I have a lot of difficulty dealing with high-stress situations, and I get stressed/overwhelmed more easily than anyone else I know - leading a game dev team can often take a lot out of me, but I've been able to really enjoy working on CPE again lately, and that's entirely thanks to both my team, and all of you supporting us, who have been so patient and understanding even when things are slow and I'm struggling. All of your comments mean the world to me, too - it's easy to feel rather isolated when working on a game like this, but seeing you all cheer us on really keeps my morale up, so even if I don't respond to all of your kind words, please know that I am reading them and I appreciate the hell out of each and every one of you!



Before I finish up this post, we're almost out of the "fun" stuff to show off for this next playable update, so the next few biweekly updates will probably be pretty simple, just updating on our progress for the stuff you already know we're doing. Since these updates are getting pretty straightforward, I want to make up for that by doing regular streams until v0.46 is completed and in your hands. Our internet here is still having some issues, but it's usually fixed by just rebooting our modem and router, so it should be stable enough to do streams even if it blinks out every once in a while.

With that said, we're going to tentatively schedule streams for Monday and Wednesday, starting at 4 pm AKST(Alaska standard time). Not today of course, since we're already past that point, so our next stream should be this Wednesday. I always tweet (and @ in our discord) when we're starting up a dev stream, so if you want a reminder, you can either follow me directly on Picarto ( ), follow me on twitter ( ), or join our Discord and give yourself the Picarto Streams role in our #roles channel! Because our Discord server is NSFW, I can't post the link to it publicly here on Patreon, but I'll post one on all the other places we post dev updates - and if you're pledged to us, you should be automatically invited into our server if you link your Patreon and Discord accounts.

Alright, that's it for me today. Thank you for reading everyone, and I hope to see you at our stream on Wednesday!
 
(The following is (mostly) a copy-paste from our If you like what you see, If you enjoy the game, We couldn't make this game without our supporters!)


Hey everyone, time for another CPE progress update! Just like last week, this will be a quick overview of what we've been doing - we've already talked at length about everything that's going to be in v0.46, so all I really have to update you guys on is how far along we are.

My goal at the moment is just to get this update out before the year ends, and I'm still hopeful we can pull that off, but in the interest of transparency I am getting a little worried about the time crunch. All of the things we're working on for this update are all-or-nothing, so if they aren't done there's nothing I can do to really push the update out faster. I just want to warn you all of that ahead of time so you're aware of it; we're going to continue doing 3-4 streams every week until the update is done, and I'll keep you all updated every step of the way, but it's possible the update might end up being pushed a week or two into 2023. I'm confident we'll have it done very soon, so don't worry about there being a big delay or anything like that, I just don't want to rush out a crappy update with lots of issues if we end up needing just a little bit more time.


With that out of the way, here's the progress report on the 4 major parts of this update:
  • The 360 aiming update is around ~85% complete. Mouse support is pretty much functionally complete at this point, with only a handful of animation-related things left, and I started gamepad testing recently. The added complexity of supporting both gamepad AND mouse is making things more difficult than I expected, since the two control schemes work VERY differently (as opposed to keyboard and gamepad, which are both just 'buttons' so they're nearly identical code-wise), but progress is going very well nonetheless.

  • The lighting update is basically finished at this point, probably 98%. I didn't work on it too much the last two weeks because there's not much left to do, and because this is the only part of the update that doesn't cause huge issues if it's slightly unfinished; all of the important light sources have been updated, and now it's more a matter of adding NEW light sources and taking advantage of the new features, so this part is close enough to call it pretty much complete.

  • The screen size update is at around ~95%. I've done a playtest of the full game, and there are only two major things left to fix: first is some visual issues with fullscreen mode, and second is that some cutscenes have animation problems - mostly, NPCs that are supposed to walk in from offscreen (or walk offscreen) are now spawning/despawning in view of the camera, since there's a lot more horizontal screen space now. None of that will be hard to fix, thankfully, and aside from them, the only other thing is that the menus are all completely broken - but I'm not going to bother fixing that, because..

  • The UI rework. This is my next major project, and I'll be starting on it during tomorrow's stream. This is the biggest question mark left for me right now, and the only thing making me uncertain if the update will be done in time; everything else is nearing completion, and would certainly be done by our next biweekly update, but since I haven't started on the UI rework yet it's hard to say how much work this is going to take.
I did consider just fixing the old UI temporarily to get this update out in time, but because of how broken the screen size update made it, it would still be a LOT of work to make the old UI functional again - and it would look like crap with the extra screen space going unused - so it's not really worth fixing that up instead of just biting the bullet and doing the whole rework.

If it was just a simple job of replacing the UI, it might not be too difficult, but this is also an opportunity for me to address some of the serious technical issues the game's menus have. I won't get into the details, it'd be rather boring, but here's one quick example: the Options menu from the Main Menu, and the Options menu accessed from the pause screen while ingame, only share some code despite being functionally identical - they each have a lot of unique code, purely because there were issues I couldn't figure out a more elegant solution for at the time, so whenever the Options menu is updated or changed, there's a good chance I'll have to do testing and fixes on each version of the menu separately. Suffice it to say that there's a lot of old code from my early days that have been causing problems for a long time, due to my inexperience as a programmer back when I started CPE, so there's a lot of underlying tech debt that needs to be addressed and now is the most logical time to do it.


So, all that is to say that I'm really not sure when this update is coming out. It will depend ENTIRELY on how difficult this UI rework ends up being. I still have almost a full month to get it done, so I think there's still a very good chance v0.46 will be out by the end of the year, but I should have a better idea of our chances by the next biweekly update.

And that's it for me today! Seriously, thank you so much for how patient you've all been. I know v0.46 is a lot later than anyone was expecting, but thanks to all the work I've done on myself this year, I'm in a healthier mental place than I've EVER been before, I'm genuinely enjoying working on CPE again for the first time in a long time, and I am beyond excited to finally get this update in your hands. This is the single biggest gameplay update CPE has ever had, and during my playtests I'm having so much more fun playing it than ever before, so I can't wait to see what you all think of it!

Thank you for reading! If you want to follow our progress on v0.46 more closely, don't forget to come hang out at the streams ( ), and we'll see you again in another two weeks for the next biweekly update!
 
(The following is (mostly) a copy-paste from our If you like what you see, If you enjoy the game, We couldn't make this game without our supporters!)


Hey everyone. So, we've officially entered 2023, and the update isn't out yet. The closer we got, the more certain I was we were going to miss the date; to be honest, we still have quite a bit more to do before it's ready for a release, and if I had forced the update out it definitely would've been rushed, so as bummed as I am about missing the 2022 release window, I'm a little relieved that the pressure to do it is gone now. Everyone has been waiting so long for this update, I don't want it to have loads of issues when it finally does, if I can avoid it.

So, like I said in the last biweekly update, now that we've entered 2023 with no update release, I'll be posting weekly updates instead of biweekly until the update comes out. I'm going to keep them simpler, so they don't take up much of my time compared to usual, and I can focus more on getting the update itself out, so let's get right into it.


The main things left to do are testing, and the UI. With testing, this update has SO many radical changes to the game that odds are, there are tons of issues I haven't run into yet. It'll be hard to find all of them before releasing the update, so I'm probably going to save testing until everything else is done, and then get some close friends to help me test the game as thoroughly as possible. I'll let you know when we get to that phase, since it'll hopefully be right before the update comes out for everyone.

For the UI, progress is going very well. The Blaster and Skills menus are both complete, and I've started on the Options menu as well, which is the most complex menu but also the last major one. There's a few smaller menus that also need an update, like the difficulty selection menu when you hit New Game, and the Warp menu, but those are extremely simple and should only take a few hours of work each. There's also the Database menu, which I haven't started yet, but the good news is the Database menu isn't a very interactive menu, unlike the other ones - it's just a menu to display information and lore, so it will be more complicated than the super small ones like the Warp menu, but much simpler than any of the main ones like the Options or Skills menus, so it shouldn't take too long to complete.

There's still a bit of work that needs to be done for 360 aiming, but Orexius is still working on the animations for that, so I can't finish it up on my own. I've been adding animations as he finishes them though, and almost all of the most important stuff is finished, so it won't be much longer til 360 aiming is done enough for a release.


So that's where things stand right now. I'm sorry we missed the 2022 window, but we're going to continue streaming ~4 times a week and posting weekly updates until it's out, so you'll all be updated every step of the way. Thank you all for being patient with us while we finish this up! This is the biggest update CPE has ever received, despite the lack of new content - playing it is like playing a completely new game and I'm so excited to get it in your hands, I'm positive it's going to be worth the wait! Thank you for sticking with us, and I hope all of you had a fantastic holiday season and brought in the new year with style. We'll see you during this week's streams, and next weekend with the next update!
 
(The following is (mostly) a copy-paste from our If you like what you see, If you enjoy the game, We couldn't make this game without our supporters!)


Hey everyone, weekly update time! Like last week, this will be a quick rundown of how v0.46 is coming along. I don't want to spend too much time on these updates, so I can put more time into finishing the update itself, so let's get straight into it!


The Options menu was basically completed last week, only missing a few small functions that won't take long. The Controls menu took a bit more effort than I expected (and I already expected it to be the toughest menu in general), so I wasn't able to get to the other small things like the Warp and difficulty selection menus yet. That being said, the Gamepad Selection menu I implemented this week is nearly identical to how the warp and difficulty selection menus will function, so I'll be able to reuse most of the code and those ones will be even faster to implement. Fingers crossed, the UI rework should be done by the end of the week, unless I'm forgetting something major!

For 360 aiming, all of the truly essential animations are finished, so we can call it complete enough for release now. Orex will still be working on more animations for it, there's plenty of room for more polish, but from here on it's non-essentials!


The menus and 360 aiming were the only two major things left before this update is ready to come out, and now that one of those is done and the other is nearly done, we're finally approaching the finish line! I still need time to do bug testing/QA, so I don't think the update will come out before next weekly update, but I think the major work will be done by that point. Then it's just a matter of polishing and bug testing, and we should finally be able to deliver the update to you by the end of January.


And that's it for this update! I hope you're all excited to finally play this thing, I know I am - 360 aiming has been such a massive gamechanger, CPE feels better than ever. As usual, we'll be streaming a bunch this week to try and get the update finished, so come hang out on Picarto ( ) if you're interested in watching us work. Thanks for reading, see you again at the next update!
 
(The following is (mostly) a copy-paste from our If you like what you see, If you enjoy the game, We couldn't make this game without our supporters!)


Hey everyone, and welcome to what will hopefully be the last weekly update before v0.46 is in your hands!

Things are going to be a bit different this week, compared to the last few. As you all know, we've been streaming 3-4 times a week to try and get this update finished, and now we're finally just about at the finish line. There are a lot of logistical things involved in an update release, and I can't really stream that work, so we might not be streaming at all this week; we're definitely not streaming today, and the rest of the week will largely depend on how playtesting goes, which I'm going to be starting in earnest today. If I run into any major issues that could take a few hours to fix, then I might stream that work, but otherwise I'm going to be focused on the things that I need to do in order to release this update - preparing the trailer and marketing materials, fixing smaller bugs, playtesting the crap out of it, and so on - so don't expect any streams from us.

I guess that whole paragraph covers most of the important info, namely the fact that v0.46 is entering final testing now. The only things still strictly missing are the Database menu, where you access the bestiary, and the Gallery on the main menu, which is only used to rewatch the Lucas+Verreda scene at the moment. Since those two menus aren't strictly necessary, I decided to hold off on them for now, so we can get this update out before the heat death of the universe - they'll either be readded in a hotfix to v0.46, or in v0.47, depending on how badly folks want them back (and if v0.46 is stable enough that I don't have to spend all my time releasing hotfixes for more important issues).

Well, that's about all I have to say for today. We're finally at the finish line, so bear with us while we make this last push to finish things up, and get you all the update you've been waiting for so patiently! See you again soon, hopefully with that update release post!
 
(The following is (mostly) a copy-paste from our If you like what you see, If you enjoy the game, We couldn't make this game without our supporters!)


I almost can't believe I'm finally writing these words, but.. Crisis Point: Extinction v0.46 is finally here, and ready for all of our $10 patrons to play!

You can watch the trailer above for the main highlights, though the NSFW stuff has to be censored due to this being a public post. For those of you who prefer reading, here's a list of all the major things added and changed in this update:


v0.46 MAJOR CHANGES AND FEATURES
  • Complete gameplay overhaul; aiming the blaster is now handled with the mouse (or right analog stick, on gamepads), and Alicia can aim freely in ANY direction, rather than being locked to 8 angles. This also means that aiming and movement are now completely seperate, and you can move in one direction while shooting behind you, instead of always shooting forward - shooting backwards will make Alicia move a bit slower than normal, but if you stop shooting for a brief period she'll go back to moving full speed.

  • The size of the game window has been increased from 640x480 to 960x540, giving you WAY more visible screen space. Please note that some levels in the game were designed at a size of 640x480; because of that, rooms that are too small to fill the full screen space will have black borders on the edges. Additionally, many of the game's cutscenes have minor visual errors, such as characters appearing/disappearing near the edges of the screen; this will be fixed in the near future.

  • The lighting engine has been reworked from the ground up, and now supports animated lights, colored lighting, and a variety of lighting shapes. More work will be done with the lighting in the future to take advantage of all these new features.

  • Due to the screen size being increased, all of the menus and UI have been reworked completely to take advantage of the extra space. Please note that the cutscene gallery from the main menu, and the ingame Database menu, are not implemented yet; because they don't contain any gameplay-crucial functions, we decided to hold off on them a little longer to get this update out sooner. They will be re-added by the next major update, if not sooner.

  • A new BE H-scene was added to the Poison Alraune, which can be accessed both during gameplay and from the ingame gallery. Additionally, the BE Vines injection animation has been redone and majorly upgraded, the normal Slime Duo H-scene has been improved, and xrays have been added to all Slime H-scenes.

So those are the major bullet points. In addition to all that, there's definitely some more stuff that was added or improved in this update, but to be honest I'm not entirely sure what they are - this update was in development for so long, and because I was grappling with my mental health issues during it, I didn't keep a very thorough record of changes. There is no new additional story content, though, so I HIGHLY recommend starting a new playthrough with this update! The changes are so dramatic that Crisis Point feels like a brand new game, and I really hope you guys enjoy these updates as much as I do.


Normally at this point in the post, I would detail what's being added in the next major update, v0.47, but I'm going to be doing things a little differently this time. Rushing to finally get this update out has taken a lot out of me these past few weeks, so I need a short break. I also plan on releasing an update to our free public demo with the new features (same content as before though, ending at the second boss fight), and due to an upcoming deadline for an event, I'll be focusing on getting that done ASAP. Once I've finished the public demo update and refreshed myself a bit, I'll write up the plan for v0.47 in another update post. I don't think we'll be going back to bi-monthly playable releases just yet, there's still some behind-the-scenes stuff I want to finish (like that custom level editor) that will make the rest of development smoother and easier, but like always I'll keep you guys up to date on what's going on with the CPE team.

One other thing to note, about the standalone Gallery at the $5 tier - because of all the changes added in v0.46, the Gallery will need to be redone AGAIN, and I just don't have the energy to do that along with this update release. I will be updating the gallery at some point during February, but it will take a bit longer, sorry!


As always, the download link for v0.46 will be in a Patron-only post right after this one, and I'll also be sending the link in a DM to everyone who pledged at the $10+ tier at least once since the last update came out.. so, the entirety of 2022 and January of 2023. The good news is, Patreon has had some feature updates during that time, so I should only have to DM everyone once rather than sending a DM for every month, so no DM spam this time for those of you who have been around for a while!

Before ending the post, it's time for a super mega gargantuan omega thank you to ALL of our patrons who supported us during these extremely long release drought, and an even MORE special thanks to our top patrons:

SeraphStarliege
Katsune Teku
Leon Kiske
Pedro Fraga
Bombastic Black
patricio cancino
Thomas Kleis
Zero the 1st
Joseph J Hall
Zackery Shivers
Ingrid Blackflame Discordia
Dakota
Lars Alexzanderson
MC KiraY4U
Slightly_Dark
King
Sniperrihno
Nicholas Ziccardi
John Wilson
kenyama
Cole Brandon
Kong Wick
ManuTheBloodedge
Mortec
Angel Tinkerer
John hamby
Shadow-DK
VinGareth


I don't know how I can possibly convey how grateful I am to each and every one of you. You guys are literally the reason CPE exists, and why I was able to finally get help for my mental and physical health problems. Thank you all so much. It's easy to get wrapped up in my own day to day struggles, but even if I don't always respond to them, I see every one of your comments, and they genuinely mean the world to me. The fact that you all enjoy the stuff we create so much that you'll keep supporting us and cheering us on, even during times like 2022.. there really are no words for it. I'm so glad that Crisis Point has resonated with so many of you, and I hope you enjoy this update, easily the biggest one the game has ever had! Go forth, my friends, and enjoy v0.46! -A42
 
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