Achievement Unlocked A year ago, when launching a Steam page for our game, we couldn't even imagine that the story of a Gunslinger traveling with a group of monstergirls would generate such a following.
Full notes
Full Princess Hunter update
Read the full published notes in a cleaner layout. The original post stays linked below.
What changed
0 fixes2 additions2 changes1 removal
Gameplay
Events
Performance
Maps
addedAchievement UnlockedIt goes without saying that we find these figures highly motivating, which makes us redouble our efforts. We're extremely grateful to all of you who've added our game to your wishlists, told your friends about it, and—especially—signed up for updates like this Devlog. Thank you very much for putting your faith in us!
changedA New CharacterThe Multiverse is inhabited by all sorts of sentient beings. Some of them have witnessed events of eons ago, and some have literally just appeared before your own eyes. Like, for instance, this slightly confused but lovable and friendly kid.
changedFirst Things FirstMaking a game is not just about implementing its mechanics, but also about building a set of tools to implement them efficiently. If the tools are handy, not only does it speed up the creation of a virtual world, it is also good for optimization, significantly reducing the number of bugs and facilitating the debugging process.
addedFirst Things FirstSpecifically, our lead programmer has made a special Entry Level scene that initializes all in-game scripts in a given order. Before, all of this used to happen rather out of control, which introduced many unnecessary complications into the debugging process and could potentially become a game-breaker. Well, not anymore!
removedTraveling Between LevelsAnd we've made progress in the game mechanics as well. In our previous devlog, we boasted that the Gunslinger can draw maps of places he'd visited—despite not being able to travel between them! Well, now he can do that too. The Gunslinger is no longer confined to a single location and may roam freely around Wyrdwood.
Princess Hunter changes
addedIt goes without saying that we find these figures highly motivating, which makes us redouble our efforts. We're extremely grateful to all of you who've added our game to your wishlists, told your friends about it, and—especially—signed up for updates like this Devlog. Thank you very much for putting your faith in us!
changedThe Multiverse is inhabited by all sorts of sentient beings. Some of them have witnessed events of eons ago, and some have literally just appeared before your own eyes. Like, for instance, this slightly confused but lovable and friendly kid.
changedMaking a game is not just about implementing its mechanics, but also about building a set of tools to implement them efficiently. If the tools are handy, not only does it speed up the creation of a virtual world, it is also good for optimization, significantly reducing the number of bugs and facilitating the debugging process.
addedSpecifically, our lead programmer has made a special Entry Level scene that initializes all in-game scripts in a given order. Before, all of this used to happen rather out of control, which introduced many unnecessary complications into the debugging process and could potentially become a game-breaker. Well, not anymore!
removedAnd we've made progress in the game mechanics as well. In our previous devlog, we boasted that the Gunslinger can draw maps of places he'd visited—despite not being able to travel between them! Well, now he can do that too. The Gunslinger is no longer confined to a single location and may roam freely around Wyrdwood.
Achievement Unlocked
A year ago, when launching a Steam page for our game, we couldn't even imagine that the story of a Gunslinger traveling with a group of monstergirls would generate such a following. And we're proud to announce that recently we've reached our target of 10,000 wishlists! What's more, we've even surpassed it; currently, more than 12,000 people are looking forward to Princess Hunter's release.
It goes without saying that we find these figures highly motivating, which makes us redouble our efforts. We're extremely grateful to all of you who've added our game to your wishlists, told your friends about it, and—especially—signed up for updates like this Devlog. Thank you very much for putting your faith in us!
A New Character
The Multiverse is inhabited by all sorts of sentient beings. Some of them have witnessed events of eons ago, and some have literally just appeared before your own eyes. Like, for instance, this slightly confused but lovable and friendly kid.
Strictly speaking, it will depend on you, the player, whether the little A-Lot'l becomes a veritable magical spring Guardian and whether he appears at all in the first place!
First Things First
Making a game is not just about implementing its mechanics, but also about building a set of tools to implement them efficiently. If the tools are handy, not only does it speed up the creation of a virtual world, it is also good for optimization, significantly reducing the number of bugs and facilitating the debugging process.
Specifically, our lead programmer has made a special Entry Level scene that initializes all in-game scripts in a given order. Before, all of this used to happen rather out of control, which introduced many unnecessary complications into the debugging process and could potentially become a game-breaker. Well, not anymore!
Traveling Between Levels
And we've made progress in the game mechanics as well. In our previous devlog, we boasted that the Gunslinger can draw maps of places he'd visited—despite not being able to travel between them! Well, now he can do that too. The Gunslinger is no longer confined to a single location and may roam freely around Wyrdwood.