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Hey again guys!

Here's the Pure Onyx Inner Circle release for May!

This is a pretty big one!

We've added the first version of the Onyx + Bunnies (futa version) H scene to the gallery, as well as Mr. Black as a new H scene disk vendor in the Void Slums.  Since our H scene unlock system is a placeholder one, I figured this would be a good way to make it easier to get the H scenes you want without grinding a bunch.

We've made a lot of edits to the Slums Street map, and should have another map in the Slums ready soon.  We'll also be adding more destructible objects for the stage + visual damage states for them.

We've also added the first pass on new title screen art, which will be getting some animation and improved transitions / loading indicator soon.

Changelog

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

  • Added first iteration of Onyx w/ Bunnies (futa version) H scene to gallery
  • Added first iteration of new title screen sequence (main menu still needs revamp)
  • Added Mr. Black as new H Scene Disk shopkeeper in Slums Street
  • Onyx no longer catches against environment colliders when moving diagonally against them.
  • Onyx no longer majorly speeds up or is moved backwards at silly speeds when moving against environment colliders.
  • Improved Onyx's diagonal motion so that player maintains horizontal speed
  • Added unique loot container graphic for H scene unlock disks + thickened outlines on loot containers
  • The green car in Slums Street map can now be destroyed (more interactive version with visual damage states coming soon)
  • Extended right side of map (tunnel area) on Slums Street + updated background art details
  • New more detailed environment colliders on Slums Street allow for more exploration
  • Can no longer see black bar at top of Slums Street when camera shakes
  • Improved camera tracking position on Slums Street map
  • Can now see characters/objects moving behind car windows on Slums Street.
  • Charger added to ability system (improved logic for choosing abilities)
  • Improved rock fall FX so that rock mesh doesn't grow as it falls, but rock's shadow grows properly and at correct position
  • Added rock fall as a trap + telegraph trigger FX/SFX
  • Improved falling rock hurtboxes
  • Shop system upgrades to handle long item names + instant-use items
  • Stamina no longer regenerates during running jumps

Known Issues

Here are the newest/most relevant known issues.

  • Enemies may jitter on Y axis after bumping into one another due to leftover work from physics improvements
  • H scene disks currently don't drop in Slums.  Will be fixed soon!
  • AI may run into player more frequently (with some unintended results) while we finish remaining edits with physics improvements
  • Charger can sometimes charge backwards either due to the above or leftover ability system transition issue
  • Thug's pants incorrectly stay undone in subsequent H scenes after the Onyx vs Thug scene plays.
  • Enemies can't defend while winding up to attack.
  • Wraxe will still perform his shorts pull animation during H scene even if Onyx has no shorts on.
  • Some visual glitches involving the fire traps on Red-Light test mission.
  • 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.
  • 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.
  • 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.
  • 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 7/8/10/11 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

Files

Comments

Jonathan Marlow

When do you think an update could arrive that would make the game more structured and cohesive? Also, I'll say it one more time... The sexual content still needs more depth, something that engages more that just our eyes alone.

eromancer

Hey, sorry for the super late reply o.o! Getting PO to a state where at least a portion of playable content is more representative of its final state is a major goal of our first public demo :D. Over the next few months you'll see the Slums area extended upon and fleshed out with interactive elements and events, along with the first steps into quest mechanics. We also have plans to add in-mission narrative and story content, and revised replacements to the H scene intros we had to remove.

Anonymous

How do we get the tape outfit? Also, is the treasure for selling? I'm guessing it's a placeholder while you're working on the structure of the game world and stuff.

eromancer

Tape outfit is actually just for the Onyx + Bunnies scene. It's not an equip-able outfit. And yep, Treasure is a placeholder item that's for selling ^-^