ANBW PRE-ALPHA 0.5.5.0 UNCENSORED (Patreon)
Downloads
Content
NOW UPDATED TO 5.5.1 PATCH!
Game Download Links:
PreRequisites Installer can be found as attachment to this post for anyone that needs it.
Hey hey Science Team!
Get ready to put on your lab coats in our latest story update as you step into Blair's Lab! It's the perfect day for a new build release (if you´re reading dates like a European xD).
TLDR: This build is marked Pre-Alpha for a (many) reason(s). Many new features are being added and we want you to see the first steps we are taking towards combat and all the good stuff Taco added to the Sandbox. Expect a bunch of hotfix patches over the coming week, so if you´re looking for a more polished experience, just grab the download link for the MEGA FOLDER above and check in there every now and then for new build updates.
Major Performance Improvement: We were able to decrease the VRAM requirements for ANBW by around 2GB which means that players with 8GB VRAM and above should have a mostly acceptable framerate in this build. This is also reflected by a drastically reduced build size of 8GB versus previous near 11-12GB build sizes. So -> faster downloads yippee!
Major Issue Warning: We implemented a new feature to allow voice lines to duck other gamer audio volume. It's currently quite snappy, so it may be disorienting to have music at full blast. We recommend setting the music volume to around 25% to avoid that issue.
Combat
Well howdy, things can be shot, slabbed, slashed and blunt force trauma-ed now. That said, it's a very early implementation, with literal (tasty) ZOMBIE-SPAGHETTO-CODE, meaning this iteration of combat will have a full rework done with YOUR feedback in mind!
What are we going for and what are you able to help us decide on:
At the moment our goal is to get a slightly slower version of a classic boomer shooter mechanic going. We did a lot of thinking about which specific type of shooter mechanic to emulate for ANBW and figured out that for the scope of our game, boomer shooter is the most attractive option. It allows us to create interesting combat encounters with unique enemies and their abilities, cool (soon to be seen) movement abilities, like dashing, double jumps, grappling hooks, and a relatively easy way to optimize our combat arenas.
Originally we had thought to work with hordes, because the shamblers (Class 1) enemy types have the zombie style movement to them, but that would have taken away the opportunity to create more interesting enemy classes in exchange for fighting a optimization battle for a really not needed horde feature. (Even though hordes are tons of fun if they work, check out Kagura Survivors in case you haven't our second team has been hard at work at the open beta for that game).
We know Combat is still in need of a LOT of major improvements but that's also where you come in: What do you want to see combat wise, how do you feel about boomer shooters, how fast should movement speed be, or slow, what type of customization for camera, fov, movement speed, input controls and and and … do you hope to find in ANBW´s combat features in the future?
Let us know down below in the comments OR just shout at Helltaker and the Team over at our public discord!
SANDBOX UPDATES
Under our new Sandbox programmers guidance (Taco), who’s amazing work you already experienced in the recent 0.5.4.3 release, the sandbox has been majorly expanded. Featuring old and new tools for creating sexy content with our games fuckable characters like the Scene Creator, allowing for setting up multiple scenes, creating a good base from which to build your lewd fantasies from. To test the flexibility of this, we have also started to work on oral interactions, but these are still very, very WIP. Here is the full new feature list:
Multiple Scenes: You can place as many scenes as you want. Please be friendly to your GPU though!
Oral Interactions: They are mostly a proof of concept, expect a very noticeable improvement on oral :3
Full Body Physics: All characters will simulate physics when they are involved in a scene. And to a degree Outside.
Character Hotbar: Now you can drag characters from the new hotbar, it's opened by moving your mouse at the bottom of the screen.
Grabbing Characters: You can literally grab characters with your mouse, it is intended to be used to add characters to scenes.
Interaction Duality: You can control the movement from the giver or the receiver. Simply hover over the bodies of a placed scene
We included a VIDEO TUTORIAL detailing the interactions with the Sandbox into the ZIP download containing the build. We HIGHLY RECOMMEND you watch it to get a good grasp on these new features! Hot tip, its voiced by Yara our VA for Silica :3
Patch Notes
Content
Story update! Blair's lab partially unlocked
Major Sandbox Update
Character Audio has better attenuation.
Combat logic and weapons updated
JUGGLE PHYSICS (Its like jiggle physics, but BETTER)
Backend
Massive performance work (The game should require around 2GB less VRAM, so players with 8GB VRAM should have playable framerate again)
Interaction range fix.
Known Issues
Major
Sandbox during Story Mode: Blair and Melody AI still enabled, Player body meshes doubled / overlaps Issues.
Minor
Melody hand clips into player penis head during fingering.
Single Tick Body T pose during prologue sub-chapters
MELODY DOES A SKIP JUMP THINGIE WHEN SHE WALKS OVER THE PLATFORM TO THE ELEVATOR DOWN TO UNDERGROUND.
The robotic arms first link is rotating wrong.
Melody doesn't follow after Blair where she tells Melody to get a sample.
0.5.5.1 PATCH NOTES
Known Issues
loading into the combat tutorial will break the visual of the combat tutorial and might lock the game.
One tick t-pose between scenes in prologue
Content
Female player audio should now correctly play during Blair's lab (There were different places where it would play male audio instead)
Fixed so the sword core is visible again when you have the sword equipped.
The talent tree now stores unlocked talents and talent points. "What talent tree? * innocent whistle *"
You should not be able to stack audio anymore by spam clicking an object. It should fully play out the audio or level sequence now before you can interact with it again.
Backend
improved saving and loading logic.
Removed textures which again reduces VRAM usage and also by doing that improved visuals (TWO PERFECT BONUSES OUT OF ONE DECISION )
Exposed more functions to make it easier for design team to create and store variables for tracking (Like amount of damage, amount hits, etc etc).
Did an upgrade to the interaction system. Might feel a bit better or just feel the same. On the backend though it is improved by a lot.
Did a clean up of old unused logic. Also fixed an bug with our lip sync so it should now play at all times.
SANDBOX
Known Issues
No character will work properly at the end of the story mode.
Currently the participants will tremble and/or making weird poses.
The vagina in futa characters does not simulate physics.
Changes
Fixed all genitalia types behavior for players and ghosts.
Added a new action menu during scenes to make it easier to press over a part button while the participants are moving.
The buttons for opening the Scene Manager and the Character Hotbar have been unified to make the overall look cleaner.