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Hope everyone is having a good winter break :D.  Here's this month's early Pure Onyx release for the $10 tier!

Hoped to have a little more done here, but my new workstation's processor died a little over a month after getting it set up =_=.  Took me a few days to diagnose and a few days more to repair.

For this release we've made some major improvements to the turn animation system (between all the fixes it should look far less janky now), as well as a bunch of combat fixes.  We've also added error handling to startup for the new loading system, meaning instead of eternally "loading" it will actually display that an error has occurred.  Most errors that might occur will likely be due to game folder location or naming (the new system is a bit pickier than the old one), so this shouldn't be a problem come retail since the game will actually be installed.

Here's the full change log!

Changelog

The following is only a list of player-facing changes, unless otherwise noted.

  • Added error handling to new loading system (game will now properly show error and exit instead of loading eternally if errors occur during startup)
  • Added turn animations for the Bunny Girls
  • Replaced all turn animations with improved versions that don't glitch out partway through.
  • Enemies almost always play turn animations when intended now, as opposed to just flipping in a single frame when they change direction (still at least one case to fix for Wraxe).
  • Enemy turn animations no longer get interrupted early by subsequent actions.
  • Enemy turn animations can now blend/crossfade into other actions.
  • Edited playback speed on various turn animations and walk cycles
  • Added footstep SFX to turn animations
  • AoE attacks now always knock characters down in the proper direction (exploding barrels, Blade Bunny whirlwind, Charger ground stomp)
  • Multi-hit protection no longer prevents H attacks from connecting with the player
  • Fixed an issue with Bunny Girls' engagement zones that would make them just follow Onyx around
  • Attacks that don't stop movement no longer interrupt and reset in-progress attack combos
  • Attacks that don't stop movement also don't grant multihit protection (taking fire damage will no longer protect from normal attacks or h-attacks)
  • Collision detection for fire attacks (traps) happens on consistent frame intervals so that DPS can be consistently controlled regardless of number of fire sources
  • Bystanders and H scene participants no longer receive fire damage from traps.
  • FX related to H scenes are now properly cleaned up when the scene ends

Known Issues

Here are the newest/most relevant known issues.

  • Turn animations currently can cause enemies to skip their windup animations for attacks -- so expect some surprise cheap attacks.
  • The Vioreaper 3x scene still needs SFX.
  • Some visual glitches involving the new traps.
  • Barrels are apparently still able to spawn inside each other.
  • Player character downed animation post H scene is currently not playing in Gallery, nor are secondary idle animations.
  • Some new occurrences of enemies walking in place.
  • Charger may slide around if stunned at a very specific time.
  • Sounds are improperly playing during loading currently.
  • Destructible objects don't receive environment lighting or cast reflections yet.
  • Vioreapers are extra buzzy at the moment (even while knocked down).
  • It's possible to make Onyx invisible through some combination of opening console / enabling God Mode while Onyx is flashing due to respawning
  • 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 (UPDATED 9-24-22)

Keyboard:

  • Walk = Arrow Keys
  • Dash = Double tap + hold Left or Right, or Hold L Analog Stick
  • Menu Controls: Confirm = Z, Cancel = X
  • Interact / Pick Up = C
  • Jab = Z
  • Power Attack = D
  • Punch Combo = Forward + Z > Z > Z > Z
  • Kick Combo = X > X
  • Slide Attack = Down + X
  • Dodge = Shift, or Forward/Back + Shift
  • Defend = CTRL
  • 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

Anonymous

I just found your game, and it is now at the top of my list of games that I hope to see continued support on. HOLY CRAP is this game breaking some barriers that others wont cross. People want and love this type of content, but most don't say it.

Anonymous

I mean if there's any question in your teams mind about how far to take the H-scenes, the answer is yes. Go Nuts