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Hey again everyone!

Here's the March Pure Onyx release:

As we went over in the progress update, a major portion of this release has been Onyx's combat animation overhaul.  Originally I had hoped to be further along with Onyx's new moves for this month, but I'm also really satisfied with the results on her animation changes.

In addition to this, all of Onyx + FemCop's H scene reworks are complete and added to the game.  The only thing left is to make some new SFX for a few of the reworked sections.

A second major change is the addition of the Splicer Looter enemy.  He will spawn when there is excess loot on the battlefield, and attempt to nab it and escape with it.  If Onyx must grapple with other enemies, then he will use the opportunity to make a break for it. This guy will most likely be annoying for now, as we've made him appear quite often so that we can get more test feedback on any possible issues.

We've made quite a few improvements to him since the mid-month release, so check out the changelog for bug fixes and animation improvements we've made to him.

Changelog

(** indicates items added or being added since the March 20 Inner Circle test release.  The following is only a list of player-facing changes, unless otherwise noted.):

H Scenes

  • ** Added remaining Onyx w/ FemCop reworked H scene anims back into the game.
  • ** Added reworked intro to Onyx w/ FemCop + MaleCop H scene.
  • ** Improved bystander anims during Onyx w/ Thug + Chain Splicer H scene.
  • Added remaining Onyx w/ FemCop + MaleCop reworked H scene anims.

Enemies

  • ** Looter doesn't stall when trying to grab an item that is picked up by someone else midway through his pickup animation.
  • ** Looter won't try to chase impossible to reach items forever
  • ** Looter always runs onscreen before attempting to steal items
  • ** Looter / future enemies can no longer interact with unintended target objects (was possible for Looter to open Shop or other mischief)
  • Splicer Looter enemy added to the game.  They will appear when loot builds up and attempt to steal it off the battlefield.
  • Looter is currently set to appear very frequently so that we can get feedback on him.
  • Added new bystander AI that allows enemies to disengage (Looter will use the opportunity to escape).

Animations

  • ** Further improved Onyx's combat animations (Kick combo, Idle breakout)
  • ** Fixed issue with hands flipping out during Onyx's Idle breakout animation.
  • ** Wraxe no longer slides forward during stun animation.
  • ** Added GroundHit animation for Looter.
  • ** Looter now looks around suspiciously during Idle.
  • ** Improved Looter's Knockdown animation by removing baked-in airtime.
  • ** Improved Looter's ItemPickup animation + made item despawn in sync with the animation instead of after.
  • ** Fixed delayed look on Looter's Hit animation.
  • Added new Onyx Idle animation + reworked all existing combat animations to utilize it.
  • Added secondary idle animation for Onyx.  After a few seconds at idle she will enter a less bouncy animation loop.
  • Fixed clipping on Onyx's shirt caused by dynamic physics on her animations.
  • Added baked physics to Onyx's remaining combat animations where dynamic physics won't work.
  • Improved crossfade transitions/timing between many of Onyx's combat/movement animations.  Most noticeable during Idle > Walk and vise versa.
  • Onyx's collider position now updates dynamically during her Heavy Punch (power attack) animation.  This means enemies attacking her from behind can't hurt her by hitting the location she launched the attack from.

Combat

  • ** Player knockout arc once again reaches intended height (instead of slamming Onyx into the ground immediately)
  • ** Stomping worms no longer pushes Onyx away from them

UI

  • ** New Runt portrait from the mid-month release now displays properly
  • ** New functionality for blinking / fading in and out UI elements (added to Inventory Full warning)
  • ** Certain popup messages no longer take up the entire top half of the screen.
  • Added new Splicer Runt portrait, since old one really represented Looter.
  • Fixed issue that could mess up wave counter format in some situations when game language is changed

Other / Misc Fixes

  • Using the console to change waves during a boss fight no longer breaks music after the boss fight ends.
  • Moved chest in Red Light test mission to prevent enemies from getting stuck.

Known Issues

Here are the newest/most relevant known issues.

  • UI can disappear after a couple hours of gameplay. Likely due to a rogue resource not being picked up by garbage collection.
  • It's possible to make Onyx invisible through some combination of opening console / enabling God Mode while Onyx is flashing due to respawning
  • Discovered issue where some enemies' navigation can occasionally fail, causing them to just hang out in-place until they are hit or their navigation restarts.
  • Items spawned from chests may currently overlap each other.
  • Have to add a few new SFX to match the reworked H animations.
  • Bat Bunny is missing her serving tray in her idle pose during actor selection in the H gallery.
  • Liquid pools in the air in the Bunny Girls' background H scene currently.  Need to fix some collider stuff.
  • Blocky shading artifacts appear on both FemCop and Onyx if they are covered in liquid while lit by FemCop's forcefield.  This is due to a shader conflict with the newly optimized liquid and the lighting technique used for the forcefield.  We're working on a fix ^-^.
  • Larva/Crawlers (and Vioreapers too) currently use humanoid bystander behaviors.
  • Crawlers' spit attack has a splash AoE where the projectile lands, but FX graphics aren't in for it yet, so it can appear as if Onyx is hit by nothing if she's standing nearby a landing spitball.
  • FemCop's force field doesn't emit light properly when the scene is mirrored.
  • It's possible for FemCop's forcefield to spawn on top of bystander enemies.
  • Splicer Thug needs new bystander animations before his section of the Chain Splicer's H scene.
  • At minimum zoom, you can see the incoming/outgoing Ball Drone used in the Runt's section of the Chain Splicer H scene before it's meant to appear.
  • Some of Wraxe's combat FX need to be updated to work with new animations.  Some may display as being rotated improperly or slightly out of position.
  • Charger's hitbox shifts slightly after he charges.  If he charges repeatedly this shift can add up to be significant.  It will soon correct itself however.
  • Liquid won't show on Onyx during the Thug's solo H scene.  This will be fixed soon.
  • The liquid spurt FX on one of the Thug's H scene finishers sometimes doesn't play.  We're aware of the cause and seeing if it pops up anywhere else before fixing it.
  • Infinite jabs are way overpowered against bosses right now.  Jab spam will be changed to a standing combo soon-ish (among other combat improvements).
  • Street Lord Wraxe sometimes blocks the view of H scenes with his big fat wraxe when he's a bystander.

Console Commands

The game isn't balanced that great yet, so some people have asked if there are ways to bypass bosses or get some help.  You can use console commands for this while the game is still rough around the edges. Press the  ` (backtick/tilde) key to open the console.  Type any of the commands below and press enter.  Press ` again to close the console.

  • godmode on/off - Makes Onyx indestructible and impervious to Exhaustion.
  • onepunchmode on/off - Gives Onyx the ability to kill anything with one attack.
  • setwave # - Sets the enemy wave to the number specified.  Changes will not be reflected in enemies until the current wave is wiped out.  If you want to fight Street Lord Wraxe, who spawns on Wave 20, then set the wave to 19 and wipe out the remaining enemies.
  • setgamespeed # - Multiplies the game speed by the number specified.

SYSTEM REQUIREMENTS

Currently only Windows 7/8/10 are supported. We plan on adding additional platforms if there is a demand. 8 GB of RAM and at least a 2GB graphics card are heavily recommended. If you get poor performance please let us know and post your system specs (or send to eromancergames@gmail.com ); we’re still in the early stages of gauging system requirements.

CONTROLS

Keyboard:

  • Walk = Arrow Keys
  • Dash = Double tap + hold Left or Right, or Hold L Analog Stick
  • Menu Controls: Confirm = Z, Cancel = X
  • Jab = Z
  • Mod = CTRL
  • Power Attack = Mod + Z
  • Punch Combo = Forward + Z > Z > Z > Z
  • Kick Combo = X > X
  • Stomp = Mod + X (hits downed enemies)
  • Defend = Hold C
  • Jump = Space
  • Jump Kick = X while jumping
  • Zoom In = Q
  • Zoom Out = A
  • Skip Struggle / H Animation = X / Space
  • Skip Full H Scene = C
  • Escape = Pause Menu
  • F1 = Toggle Debug Overlay
  • F2 = Toggle Vsync (not recommended except for testing)
  • Quit = F12

Currently Supported Controllers: Xbox 360, Xbox One, Dual Shock 4.  PS5 DualSense

**Note** The popular community made DS4 Windows drivers cause Unity to recognize a DualShock controller as an Xbox gamepad, and we can't tell them apart in code. This means that you'll be gifted with the untold joy of having your controller mapped by default with the wrong controls. You can fix it by rebinding the PS4 controller map, or removing the DS4 Windows drivers. (The latter is HARD, a simple uninstall isn't going to be enough)

BUG REPORTS

If you find a bug we haven’t listed in our known issues, please post the following with your description of the bug.

  • Operating System (if Windows, tell us 7/8/10, etc.)
  • Screenshot if applicable
  • Can the bug be reproduced? If so, tell us how!
  • OS language if different than English

Comments

Maxed

Love the finished lesbian animation, I’m not sure if this was mentioned before but imo it’ll be cool if onyx also suffered clothe destruction based on hp status. Keep up the great work.

SaurianCrash

she might as well have her own sex attack moves for some enemies when she gets a bar full of whatever, but instead she gets all horny or something idk. lol

Ravindecavalier

Thank you eromancer cuz I this is the last month i can afford to be here lmfao. Keep up the awesome work bro

eromancer

Clothing damage will be based on durability most likely ^-^ (for the player character that is)

Subjectivity

I like the new animations, for the most part. Groping her is preferable to smacking her, for me.

Nes27

the only problem i had in the previous version was the screen turn completely black when i was fighting enemies. If thats a new hardcore well done lol. was very hard :P had to use the sounds to figure out where find the enemies, good thing i was close to the end of the level xD

eromancer

How long were you playing when that happened? Also if you could provide your system specs it may help :D. Will check with the programmers if there's any more info they could use.

Anonymous

new vision have no difference to feb 22

Nes27

it happens on this version too just takes time maybe around 30mins then a punch or kick seems to make the black screen appear more and more until it completely black. Intel i7 8700 cpu @ 3.20ghz , Ram 32 GB, Nvidia GeForce RTX 2080 SUPER

eromancer

Ok cool this is useful. I think we have this problem on our list already but don't have much info on it b/c it takes quite a while for it to occur. Do you by chance remember how many different stages you went through and which ones?

Anonymous

I've been wondering if the stages are supposed to be endless waves? Don't see a lot of point in that if so. The animation/art style you guys have pulled off is outstanding imo.

Sun and Lightning

Just a small suggestion for improvement that I think will give that beat'em up game feel. Small levels and unique bosses. Levels and Enemies that match the theme of the boss build up the anticipation. Small levels are a must for future creativity. Building long levels just holds the dev down, instead just fill the levels with theme and storyline. I personally don't enjoy playing against the Wave, flies or slugs. The wave levels would make sense with more content, but the slugs are just annoying and there really aren't enough enemies to make wave levels that are infinite. More than one Character. Onyx is beautiful, but a few friends of hers you can select or even drop in after KO's would be welcomed. The future of this game looks amazing tho! Keep up the good work!

Anonymous

Never done much on Patreon before but I just stumbled onto this gem so I had to subscribe! It's very fun and hot! Keep up the great work!

eromancer

The wave levels are simply test areas right now :D. Really, all of the missions are. The Red-Light test area is the closest to what actual gameplay will be like. Wave events will occur in some missions, but they won't be endless.

eromancer

Ya, the survival wave levels are just testing grounds right now. The Red-Light area is closest to what you'll see in actual gameplay. We don't have enough enemies of each faction yet to make genuine stages.

Anonymous

Hello, just to give realese feedback, I just discovered this amazing game, and I'm following the development, the changes were great. I could notice that the same thing happened with "Nes27", it happened to me, I was trying to reach wave 100, but I left and went back to the world where you choose the missions, when opening the test mission and trying to proceed, the screen started to flash in black the menu disappeared the texts. This happened around 2 hours into the open game. Intel i7 9750 cpu @ 2.60ghz , Ram 16 GB, Nvidia GeForce GTX 1660 Ti, sorry if something in the translation is difficult to interpret, but English is not my native language

eromancer

Hey :D, thanks so much for reporting this. I'm quite confident that we've solved this in the last day or so and that the fix will be in the mid-month release in the next couple days!