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Hey everybody!

Here's the June Pure Onyx Inner Circle release!

This release makes big changes to the Void Slums mission, turning it into an actual mission instead of another infinite survival wave area.  We've added our first example of a branching map as well, though the entrance is hidden :D.  In upcoming releases we will continue to build onto the Slums stage with areas we have shown previously, including tunnels, the highway, and train station maps. Expect some improvements to the encounter areas for the end of month release.

In other news, we've added outro animations for the Onyx + Bunnies H scene, including an extra sloppy one at the very end with unique rigged liquid.  We've also improved the tape "outfit" shading and outlines, among other fixes.

There's an assortment of other fixes, as well as some known issues to be aware of while we continue to work on physics/collision stuff.

See the full changelog below!

Changelog

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

  • Added Onyx + Bunnies H scene liquid FX for finishers
  • Added extra sloppy outro animations to the Onyx + Bunnies futa H scene
  • Updated Onyx's rig/materials to fix tape shading & outlines for her tape "outfit"
  • Fixed issue with pole rig that caused some tape on Onyx to float in front of her
  • Void Slums is now an actual mission with encounters and progression as opposed to a wave survival zone.  Will be added onto over coming release.
  • Added Basement map to the Void Slums mission (the entrance is hidden, can you find it?)
  • Added backend infrastructure for side (optional branching) maps.
  • Downsized arrow indicator that shows entrances to new maps
  • Significantly reduced VRAM consumption on environment sprites in Slums
  • Added visual damage states / hit + break SFX to destructible objects in Slums
  • Fixed shaker on car destructible object
  • Improved issues w/ being bumped around by Charger when moving against him (still jitter though)
  • Enemies no longer play wrong walk animation (forward/back) after being nudged.
  • Enemies now react much quicker to colliding with objects/Onyx as long as it's headlong and not grazing (tweaking latter still, see known issues)
  • Fixed issue that could cause all loss of input when some controllers are disconnected
  • Fixed issue with transfer points between maps causing Onyx to be teleported across the destination map
  • Onyx no longer plays movement SFX when loading into a new mission
  • Updated status menu artwork for Slums stage to new art
  • Thug's pants no longer stay undone in subsequent H scenes after the Onyx vs Thug scene plays.

Known Issues

Here are the newest/most relevant known issues.

  • Enemies that collide with objects/Onyx at glancing angles can sluggishly bumper around them and appear as though they are walking in place. Temporary stepping stone to faster reacting AI.
  • Onyx can get stuck in air when jumping on top of enemies currently
  • 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.
  • 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

Anonymous

Will there be more playable characters added in the future?

Spicymancer

Will there be a way to change Onyx's clothes in the gallery viewer?

Mostacho

My opinion: There is certainly a way, but the effort involved is not justified for this early stage, since all the figures are individual pieces and all the garments would have to be customized separately.

Spicymancer

That makes sense, I think that and the ability to clear/mitigate the cum effects during a mission would be some nice QoL improvements down the line. Loving the game so far!

eromancer

Yep there will be a way to change her clothes in gallery for sure :D. We are planning requirements for a gallery overhaul at some point to include some new features -- this being one of them.

Anonymous

Habiliten la animación bondage en el juego

Anonymous

I have a question will we be getting more animations with the maggots and monsters?

Anonymous

Is there any use for the treasures?

eromancer

Just to sell :D. They incorrectly appear for purchase in some shops :( -- will be fixed in the next release.

Anonymous

awesome, excited to see all the progress, the game is amazing so far

Anonymous

Yo just a question out of curiosity as someone new here Ero: Why is no animation given to H scenes instead of the placeholders that existed in past versions of the game (the thug grab from behind, for example).