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Steam News16 June 202620d ago

Oh So Hero! v1.12.005 Beta Build

Summary: This is the twelfth build following the release of Act 1. As mentioned in recent posts including our launch-versary and development roadmap —as well as our dev preview (backer sites)—this is primarily a technic

In this update3

Full notes

Full Oh So Hero! update

Read the full published notes in a cleaner layout. The original post stays linked below.

What changed

8 fixes6 additions11 changes2 removals
  • Compatibility
  • UI and audio
  • Fixes
  • Balance
  • Gameplay
  • Maps
addedSummary:This is the twelfth build following the release of Act 1. As mentioned in recent posts including our launch-versary and development roadmap —as well as our dev preview (backer sites)—this is primarily a technical build with fixes, difficulty adjustments, and a preview of our new water shader. While it's an overall improvement to v1.11, there are still some regressions that I feel make this a bit unstable, so I'm labeling v1.12 as a beta build. New players should stick to v1.10. As for Steam, v1.12 replaces v1.11 on the beta branch, and later when I have a stable build ready (possibly v1.13), both the main branch (currently on v1.10) and the beta branch will get the new stable version.
changedSummary:I previously announced v1.12 would be available last month, and I'm sorry for not delivering on that. We're now on a bi-monthly build release schedule since a lot of our work is taking more passes over QA and I'm still trying to wrap up localization. I expect the first build with localization will be available in August as v1.13, but I don't want to overpromise. Nevertheless, I'm getting back to localization this week, and Red is still full steam ahead on Act 2 development! Thank you all for your patience and support! =}
addedNew features:New Water Shader Preview (Win/Mac/Linux only): New water effects have splashed onto the title screen and Sheo Islands Beach as a preview for our new water shader. We are still in the process of customizing this new water shader and implementing it on additional scenes, so you can expect the appearance and performance of water across the game to change over the coming updates. If you experience performance issues such as low frame rate, you can go to Options ➜ Visuals ➜ Water Effects, and change the value from Auto or Full to Balanced (good quality), Basic (fast performance), or Legacy (old water shader). Alternatively, you can lower the Graphics Quality, though this currently only affects the new water shader if the Water Effects option is set to Auto. Some Mac Intel machines with lower graphical power, such as a 2017 MacBook Air with Intel processor, may experience white flashes on the title screen and the inability to start the game or perform any other actions. This is due to the new water shader added in v1.12. We do have a workaround made for this as well as a staged fix for v1.13. Android will always use Legacy (old water shader). There is no Water Effects option on Android. Unfortunately, the new water shader requires different API support that makes the game unplayable on our primary Android test device. This is a build issue that cannot be handled through an option. In the future, we may assess the possibility of an alternate Android build that targets a higher tier of devices, but there are no current plans to support this new water shader on Android.
addedImprovements & bug fixes:Joe ability adjustments: Buffed Joe's Crescent Moon: Added Red's crescent wind VFX. Increased hitbox range (1.5 ➜ 2 diameter). Slightly more damage (15 ➜ 20 HP). Tiny bit more knockback (1 ➜ 1.25 force/distance). Maintain character momentum during the attack (whether on the ground or in the air). Reduced Joe's Butt Stomp poise damage (10 ➜ 5 Poise). Regular HP damage remains the same (20 HP).
fixedImprovements & bug fixes:Knockback calculation adjustment: Knockback now relies upon the attacker's position as the position to be knocked back from whenever the attack is joined to the attacker (e.g. punches). Detached attacks (e.g. projectiles) still use the hit position as the position to be knocked back from. This fixes an issue where punching very close to an enemy (such as a Daku) would propel them toward Joe rather than away from Joe.
addedImprovements & bug fixes:Joe collider adjustments: Joe's collider (bounding box) has been adjusted for consistency with our new level editor and design plans. Made Joe thinner (0.5 ➜ 0.4 units wide) so he can squeeze through gaps of 0.5 units wide, but still run across those gaps without dropping. Note that this also means Joe now needs to jump sooner when stepping off a ledge to prevent falling! Made Joe shorter (0.94 ➜ 0.75 units tall). When combined with the lift and safety cushion of his movement code, this will allow him to run through passages that are 1 unit tall. Allow Joe to slide and stand up within passages that are 1 unit tall.
Puca: Reduced HP3530Puca: Reduced HP decreased, nerf

Oh So Hero! changes

addedThis is the twelfth build following the release of Act 1. As mentioned in recent posts including our launch-versary and development roadmap —as well as our dev preview (backer sites)—this is primarily a technical build with fixes, difficulty adjustments, and a preview of our new water shader. While it's an overall improvement to v1.11, there are still some regressions that I feel make this a bit unstable, so I'm labeling v1.12 as a beta build. New players should stick to v1.10. As for Steam, v1.12 replaces v1.11 on the beta branch, and later when I have a stable build ready (possibly v1.13), both the main branch (currently on v1.10) and the beta branch will get the new stable version.
changedI previously announced v1.12 would be available last month, and I'm sorry for not delivering on that. We're now on a bi-monthly build release schedule since a lot of our work is taking more passes over QA and I'm still trying to wrap up localization. I expect the first build with localization will be available in August as v1.13, but I don't want to overpromise. Nevertheless, I'm getting back to localization this week, and Red is still full steam ahead on Act 2 development! Thank you all for your patience and support! =}
addedNew Water Shader Preview (Win/Mac/Linux only): New water effects have splashed onto the title screen and Sheo Islands Beach as a preview for our new water shader. We are still in the process of customizing this new water shader and implementing it on additional scenes, so you can expect the appearance and performance of water across the game to change over the coming updates. If you experience performance issues such as low frame rate, you can go to Options ➜ Visuals ➜ Water Effects, and change the value from Auto or Full to Balanced (good quality), Basic (fast performance), or Legacy (old water shader). Alternatively, you can lower the Graphics Quality, though this currently only affects the new water shader if the Water Effects option is set to Auto. Some Mac Intel machines with lower graphical power, such as a 2017 MacBook Air with Intel processor, may experience white flashes on the title screen and the inability to start the game or perform any other actions. This is due to the new water shader added in v1.12. We do have a workaround made for this as well as a staged fix for v1.13. Android will always use Legacy (old water shader). There is no Water Effects option on Android. Unfortunately, the new water shader requires different API support that makes the game unplayable on our primary Android test device. This is a build issue that cannot be handled through an option. In the future, we may assess the possibility of an alternate Android build that targets a higher tier of devices, but there are no current plans to support this new water shader on Android.
addedJoe ability adjustments: Buffed Joe's Crescent Moon: Added Red's crescent wind VFX. Increased hitbox range (1.5 ➜ 2 diameter). Slightly more damage (15 ➜ 20 HP). Tiny bit more knockback (1 ➜ 1.25 force/distance). Maintain character momentum during the attack (whether on the ground or in the air). Reduced Joe's Butt Stomp poise damage (10 ➜ 5 Poise). Regular HP damage remains the same (20 HP).
fixedKnockback calculation adjustment: Knockback now relies upon the attacker's position as the position to be knocked back from whenever the attack is joined to the attacker (e.g. punches). Detached attacks (e.g. projectiles) still use the hit position as the position to be knocked back from. This fixes an issue where punching very close to an enemy (such as a Daku) would propel them toward Joe rather than away from Joe.

Summary:

This is the twelfth build following the release of Act 1. As mentioned in recent posts including our launch-versary and development roadmap —as well as our dev preview (backer sites)—this is primarily a technical build with fixes, difficulty adjustments, and a preview of our new water shader. While it's an overall improvement to v1.11, there are still some regressions that I feel make this a bit unstable, so I'm labeling v1.12 as a beta build. New players should stick to v1.10. As for Steam, v1.12 replaces v1.11 on the beta branch, and later when I have a stable build ready (possibly v1.13), both the main branch (currently on v1.10) and the beta branch will get the new stable version.

I previously announced v1.12 would be available last month, and I'm sorry for not delivering on that. We're now on a bi-monthly build release schedule since a lot of our work is taking more passes over QA and I'm still trying to wrap up localization. I expect the first build with localization will be available in August as v1.13, but I don't want to overpromise. Nevertheless, I'm getting back to localization this week, and Red is still full steam ahead on Act 2 development! Thank you all for your patience and support! =}

Build changelog:

Here are the changes made since the last release (v1.11.001)...

New features:

  • New Water Shader Preview (Win/Mac/Linux only):

    • New water effects have splashed onto the title screen and Sheo Islands Beach as a preview for our new water shader. We are still in the process of customizing this new water shader and implementing it on additional scenes, so you can expect the appearance and performance of water across the game to change over the coming updates.

    • If you experience performance issues such as low frame rate, you can go to Options ➜ Visuals ➜ Water Effects, and change the value from Auto or Full to Balanced (good quality), Basic (fast performance), or Legacy (old water shader). Alternatively, you can lower the Graphics Quality, though this currently only affects the new water shader if the Water Effects option is set to Auto.

    • Some Mac Intel machines with lower graphical power, such as a 2017 MacBook Air with Intel processor, may experience white flashes on the title screen and the inability to start the game or perform any other actions. This is due to the new water shader added in v1.12. We do have a workaround made for this as well as a staged fix for v1.13.

    • Android will always use Legacy (old water shader). There is no Water Effects option on Android. Unfortunately, the new water shader requires different API support that makes the game unplayable on our primary Android test device. This is a build issue that cannot be handled through an option. In the future, we may assess the possibility of an alternate Android build that targets a higher tier of devices, but there are no current plans to support this new water shader on Android.

Improvements & bug fixes:

  • Joe ability adjustments:

    • Buffed Joe's Crescent Moon:

      • Added Red's crescent wind VFX.

      • Increased hitbox range (1.5 ➜ 2 diameter).

      • Slightly more damage (15 ➜ 20 HP).

      • Tiny bit more knockback (1 ➜ 1.25 force/distance).

      • Maintain character momentum during the attack (whether on the ground or in the air).

    • Reduced Joe's Butt Stomp poise damage (10 ➜ 5 Poise). Regular HP damage remains the same (20 HP).

  • Knockback calculation adjustment:

    • Knockback now relies upon the attacker's position as the position to be knocked back from whenever the attack is joined to the attacker (e.g. punches). Detached attacks (e.g. projectiles) still use the hit position as the position to be knocked back from. This fixes an issue where punching very close to an enemy (such as a Daku) would propel them toward Joe rather than away from Joe.

  • Joe collider adjustments:

    • Joe's collider (bounding box) has been adjusted for consistency with our new level editor and design plans.

    • Made Joe thinner (0.5 ➜ 0.4 units wide) so he can squeeze through gaps of 0.5 units wide, but still run across those gaps without dropping.

      • Note that this also means Joe now needs to jump sooner when stepping off a ledge to prevent falling!

    • Made Joe shorter (0.94 ➜ 0.75 units tall). When combined with the lift and safety cushion of his movement code, this will allow him to run through passages that are 1 unit tall.

    • Allow Joe to slide and stand up within passages that are 1 unit tall.

  • Item collider adjustment:

    • Larger item colliders (0.35 x 0.35 ➜ 0.4 x 0.4 units) so Joe can more easily collect key items with his head (because Joe's collider is now shorter).

  • Hiroto Dojo difficulty adjustments:

    • HayaAdded cooldown between ninja/sexy star projectiles.
    • HayaRemoved knockback from ninja/sexy star projectiles.
    • BaxRemoved knockback from bubble projectiles.
    • PucaReduced HP from 35 to 30.
    • Added two life spring auras to Hiroto Dojo (full HP/SP).

  • More enemy/boss difficulty adjustments:

    • DakuRemoved knockback from and reduced hitstun of lust attacks/projectiles.
    • Lono'e: Buffed Kick Attack: Move forward ~0.5 units upon kicking.

    • Bates: Buffed Hearts Attack: 50% faster Heart Meteors upon descent.

    • BatesUpdated boss max lust defense debuff. It now gives Joe 30% increased poise damage in addition to the original 30% increased HP damage, providing some compensation for Joe's Butt Stomp poise damage reduction.
  • Fix for Bates bugs T#211 & T#260.

  • Credits Update:

  • Unity 2022 upgrade:

    • Upgraded Unity from 2021.3.45f2 to 2022.3.62f3 (LTS).

  • Rewired (controller support) upgrade:

    • Upgraded Rewired from Version 1.1.60.2.U2021 to Version 1.1.62.7 - March 23, 2026 (Unity 2022).

  • In-game visual fixes/improvements:

    • Damage numbers have revised animations with scaling that also fan out horizontally from the attacker. These are visible if you have the Abacus item skill.

    • Fixed lighting on loot gems (removed darkness/shadows).

  • Trailer Mode fixes/improvements:

    • Trailer Mode ("T" key) hides UI elements during gameplay and dialogue (the dialogue text will always be visible). This is a useful tool for making trailers of Oh So Hero!

    • There are a couple visual elements not managed by Trailer Mode that can be toggled separately:

      • Damage Numbers can be turned on/off in the Skills menu (pause game ➜ Skills).

      • FPS Display (frames per second) can be turned on/off in the Options screen (Visual category).

    • Fixed Trailer Mode bugs T#258 & T#259.

    • Improved Trailer Mode behavior to hide even more UI elements but still show essential elements.

    • Additional improvements to game over screen and skip cutscene prompt.

  • Mouse cursor fixes/improvements:

    • New functionality: Always On & Always Off.

    • Visible When Paused now shows the cursor on the map and other menus.

    • Fix: Enabling and disabling touch controls will not immediately restore the mouse cursor if it was visible before.

  • Android/touch fixes/improvements:

    • Removed the title screen back button. Instead, you can now click/tap on the main menu corner banner to go back to the full title logo.

    • Added a touch controls preview button to the Options screen (controls category only). The touch control buttons will now overlay the options only while this is toggled on.

    • Made option screen value arrows slightly easier to press. See known issues for a followup.

  • UI fixes/improvements:

    • Fixed area name (title) layering when pausing the game.

    • Fixed the "Options" text getting bigger and bigger on the title screen T#261.

    • Fixed black text on black background for category buttons in the options screen when clicking/tapping on option value selection arrow buttons.

    • Always show the back button on the options screen (for mouse or touch).

    • Updated mashout hold and rhythm meter prompts.

    • Smaller keyboard input glyphs (they were too big).

    • Fixed speech bubble dialogue carryover between NPCs.

    • Stopped speech bubble writing while the game is paused.

  • Unused player fap mode input update:

    • Removed unused "player fap mode" input ("F" on the keyboard). This was intended for a conceptual gameplay pause feature that had most of its ideas implemented into the Gallery instead. Since the feature was never worked on, and we have no plans to work on it in the near future, we are removing the input since it conflicts with Tactical Stance ("F" on the keyboard; used for throw moves).

    • Do not confuse this with "Fap on Command"/ TheOne™ Cock Ring / JO ability. Fap on Command remains intact. (For those who are still out of the loop, by the release of v1.00, the "L" debug key was replaced with an in-game item [TheOne™ Cock Ring] that allows you to max your lust to 100% at any time by pressing Down + Sex after acquiring said item.)

  • The following are fixes made after our Unity 2022 upgrade, so they may have been internal issues related specifically to that upgrade and not issues in v1.11 or earlier:

    • Fixed screen resolution option value's frame rate (don't show fraction of a Hertz).

    • Fixed invalid PlayStation input localization keys.

    • Fixed missing item/skill names.

    • Fixed inventory screen paginator in standalone builds.

    • Fixed enemy AI.

    • Fixed camera scrolling when entering a new scene.

    • Fixed sexy switch camera framing on elevators in Treewish Forest.

    • Fixed Korko's speech bubble over his dialogue menu.

    • Fixed camera clipping on Bates ending cutscene.

    • Fixed Amarus at Sheo Islands Beach.

  • And even more fixes that are too trivial to list!

Known issues:

  • T#272: Some Mac Intel May Not Work / Water Shader

  • T#262: On Windows and macOS, there are multiple issues with the water. Changing Water Effects to Auto, Balanced, or Basic during gameplay does not apply all of the appropriate effects and requires quitting and re-entering gameplay to make the water to display correctly. The same occurs if changing Graphics Quality while Auto/Balanced/Basic is selected. Furthermore, Auto/Basic/Balanced do not apply all of the effects on the title screen. On some Macs, it may not be possible for the appropriate effects to display at all while Auto/Basic/Balanced is selected. These issues do not affect Full or Legacy (or Auto with Graphics Quality 5, which is effectively Full).

  • T#263: On Android, in the Options screen, tapping the "<" & ">" buttons to change option values can still be difficult since the buttons are so small (it is an improvement over v1.11, but not by much). The next version will have much larger buttons to tap on.

  • T#264: Damage numbers sometimes jiggle slightly after they land (often during throws).

  • T#265: Black transition overlay and Pause menu issue

  • T#266: One-way collision fall-through issues

  • T#267: Pausing game reset's Joe's momentum

  • T#268: Joe stuck in falling animation

  • T#269: Fall-through floor spot in Hiroto Dojo

  • T#270: Buggy Bates positioning

  • T#271: Bates stuck spinning when thrown down near edges of the battlefield

  • T#273Joe's sprite is slightly darker than usual on Sheo Islands Beach due to a character light source being disabled.
  • T#274: Forced Game Over upon getting double grabbed frame 1

  • T#276: Higher jump on springs

  • T#275 (Unity Editor Only): Lood City Park Water Reflections Are Buggy

  • All Known Issues

🐸 Cheers, Ribbit~

Source

Steam News / 16 June 2026

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