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Adult Games Week!

Valaska

[/img]

Gold and Sand Demo entered for Adult Games Awards!

We have entered the Adult Games Week and the Game Awards as a participant! You can check out the landing page right at that link and see how we do! There are some great deals and some really heavy hitters entered into it, and we are in the demos category! As a nominee, we are competing against some incredibly cool titles like Third Crisis Neon Lights,

Their voting will be on their mainsite adultgamesweek.com and we'd love your support if you enjoy our stuff and want to see us placing!

We'll have some more content too, for Avarice and Gold and Sand. We might even be having a cameo from one of the current nominees even... but don't tell anyone I said that! A hint you ask!? Fine... she's big, red, and a fiery disposition to match!

Keep posted!

Demo Build - 1.10

Valaska

Demo Build - 1.10

[/img]

Gameplay:

  • Combat interface updates - Abilities

    • The way abilities are laid out has been changed into a  “hand” like deck at the bottom of the combat UI. They can be re-ordered and display the required stamina and action points on the cards.

      [/*]
    • Action and stamina points are highlighted when resources are available, and grey out/dull when a character does not have the resources to use the ability.

      [/list][/*]
    • Combat interface updates - Damage readout

      • Damage readouts were confusing before, represented in a block manner under the hp/bleed pool. This has been moved to a more readable “paperdoll” that better shows a limb’s remaining HP.

        [/*]
      • Armour/defense now is shown as a golden outline around the paperdoll.

        [/list][/*]
      • Driver queen update

        • The Driver Queen has gotten a radical update, art, animations, and combat design!

          [/*]
        • She now buffs her pawns, while also having nasty new stances and devastating delayed actions. If you aren’t careful she can CC you while ramping up the damage of pawns.

          [/list][/*]
        • Hunters guild expansion

          • This is more of a feature meant for Avarice in the future, but we've decided to flesh out the hunting hall’s second story and provide some juicy content! There will be a bit more content for this area in GnS, eventually.

            [/list][/*]
          • Wilderness travel sequences

            • Added travel sequences between the expanses of Aya’s travel to give a better feel for how long/far she is moving. This was a massive addition to the immersive feel.

              [/*]
            • Unique stinger music during the travelling, including Aya’s own theme song.

              [/list][/*]
            • Goat of War minigame implemented!

              • Our tug of war with the goat at the wilderness camp is now functional! It used to be a place holder, but now you actually have to win the game of tug of war with the goat! Deck did a really good job designing this simple but effective game, and Arbuz added some really awesome sprite work that changes based on how well you are doing.

                [/list][/*]

              [/img]

              Erotic Content:

              • Wynne, a huntress, with a severe case of the sleepies is just waking up and in a questionable state of dress on the second story of the hunters’ guild.

                [/*]
              • After completing “The End of the Tail,” make sure to return to the curtain room on the first floor to peep on the elven woman giving her client a toe curling oratory experience.

                [/*]
              • Aya has a “moment to herself” during travelling, getting creative with the tip of her tail. We might add a bit of art to the imagination portion of this, but as it stands its a solid sprite animation scene!

                [/*]
              • Collectibles

                • Violette Lameroux book added

                  [/*]
                • Aya’s fantasy of being the center of attention in the hunting hall

                  [/*]
                • A sneak peak at content to come in a huge collaboration with… A Nut Between Worlds!

                  [/*]
                • Still frame of Aya using her tail

                  [/*]
                • Nailah full nelson with a saurian client

                  [/list][/*]

                BugFixes:

                • Fixed the Ogre Camp area causing abnormally long loading times

                  [/*]
                • Fixed a freeze when opening dialogue for the first time after booting

                  [/*]
                • Fixed a bug causing damage to escalate out of control across consecutive card plays

                  [/*]
                • Fixed bump/collision damage applying the wrong damage value to the target

                  [/*]
                • Fixed enemies sometimes not recognizing each other as allies

                  [/*]
                • Fixed a softlock that could occur when a skill triggered an error mid-execution

                  [/*]
                • Fixed action points occasionally overflowing

                  [/*]
                • Fixed the move cursor not appearing at the start of combat

                  [/*]
                • Fixed a skill tooltip getting permanently stuck on screen

                  [/*]
                • Fixed maim effects double-triggering on end-of-turn, or persisting permanently

                  [/*]
                • Fixed momentum counting from the wrong end of a movement path

                  [/*]
                • Fixed damage boosts and penalties being ignored on very low damage hits

                  [/*]
                • Fixed some status effects (bleed, attack buffs) triggering on the wrong character

                  [/*]
                • Fixed area damage occasionally applying to characters who had already left the zone

                  [/*]
                • Fixed the Fog of War targeting the wrong character when loading a save during combat

                  [/*]
                • Fixed the combat help overlay pointing at empty skill/gear slots

                  [/*]
                • Fixed skill tooltips not fading out properly

                  [/*]
                • Fixed Aya not entering the crypt if the player had previously hesitated

                  [/*]
                • Fixed Aya's home teleport when Samara is present

                  [/*]
                • Fixed camera animations stopping early or failing to play

                  [/*]
                • Fixed dialogue portraits disappearing abruptly at the end of a conversation

                  [/*]
                • Fixed troglodyte spore particles

                  [/*]
                • Fixed several portrait and sprite issues (Harlot Elf, Aya, Hiho)

                  [/*]
                • Fixed voice lines not playing on dialogue questions

                  [/*]
                • Fixed voices sometimes aborting before finishing

                  [/*]

                Known Issues:

                • A few voice lines are missing integration/need another pass

                  [/*]
                • VA could not be done in time for the new dialogues due to a throat infection, for safety sake we delayed asking for the recordings while Aya’s VA, Coqui, recovers.

                  [/*]

                [/img]

                Valaska's Notes!

                Hello everyone! Another update, and with quite a lot of meat on the bone this time, too!

                [/img]

                First and foremost I want to thank Deck and Arbuz for their hard work and the incredible results with the GUI changes for our combat system. They took some of the suggestions I had and did a fantastic job implementing them, and then went overboard with the new shuffling and layout for the ability cards. This is the first major overhaul of the combat user interface in order to make it more ergonomic and easily readable at a glance. I’m pretty happy where the interface is now but we’ll look into if more changes are needed. A few small additions are being mulled like unique paperdolls for enemies that the standard humanoid paperdoll might not work best for. [/img]

                Arbuz along with the animation team worked hard on delivering two fantastic scenes, one full animated CG scene in the slums, we experimented a little with this scene using effects for fluid and framing devices! Another fully animated sprite scene focuses on Aya having some self care during her travelling sequences, we have a few ideas to maybe add a couple pinup stills for this too, and experimented with adding a still cg just to try it on! The elven “harlot” in The End of the Tail also had a full overhaul to be a bombshell of a woman!  [/img]

                Deck worked extremely hard on integrating some changes to our minigames, bug crushing, adding effects for combat, and of course the new combat GUI changes. There were some issues here and there with voices cutting off short and he quashed those as well. 

                [/img]

                The hunter’s guild has an entire second floor now! This will be utilised heavily in Avarice, and should feature again in Gold and Sand way late into the game. We took the opportunity to add this into Gold and Sand’s prologue section to build the lore out for how hunters work and give a place to meet Wynne! Etherek did an amazing job drawing this location, solid work, Etherek!

                For my part, writing and narrative, you can now talk with Wynne in the second story and ask Maazin about her, too. Travelling sections have narration about Aya’s travelling to communicate and give a feel of how much time and distance Aya is moving between sites. Aya’s solo scene has choices that will… maybe, factor in later into the game! They will, but much later once the full game is finished.

                Voice acting couldn’t be done for the new writing, which both sucks and is a blessing at the same time. There will be more free content for the demo, and it will require quite a bit of voice acting! We plan on adding cameo characters from other people’s characters and even from a fellow ero-game… some of the keep eyes might have read that Aki from A Nut Between Worlds is joining our game in a future update that will have her playing strip dice poker at Knight on a Pike! Unfortunately it wasn’t feasible to work this all in since we didn’t have time to make the mechanics, art, va, or writing all in time for this update. But we really hope to attract a few new people and games to join the Price for Freedom universe!

                We want to thank everyone so much, and if you enjoy the update or are a first time player… please leave us a review and tell us what you think! From all of Team Dead Deer, thank you so much for joining us on this journey.

                [/img]

                GnS DEMO Patch 1.9

                Valaska

                Demo Build - 1.9

                BugFixes:

                • Dialogue Portrait Gallery Error

                  [/*]

                Known Issues:

                • A few voice lines are missing integration/need another pass

                  [/*]

                GnS DEMO Patch 1.8

                Valaska

                Demo Build - 1.8

                Gameplay:

                • Optimised character dialogue portraits load/unloading

                  [/*]

                BugFixes:

                • Fixed character "Chatter Zoom"

                  [/*]
                • Fixed combat not working after first encounter (regression)

                  • As issue fixed before caused regression where the first combat encounter would play normally, but all others would softlock. This was introduced in 1.7 and has been fixed as of 1.8

                    [/list][/*]
                  • Known Issue Solved - Driver worms now remain hostile entities if you re-enter the tunnels

                    [/*]

                  Known Issues:

                  • A few voice lines are missing integration/need another pass

                    [/*]

                  Valaska's notes:

                  No notes, this is just a small one to fixed the regression flaw.

                  GnS DEMO Patch 1.7

                  Valaska

                  Demo Build - 1.7

                  Content:

                  • Red Headed "elf harlot" animated sprite

                    [/*]
                  • Humanoid "harlot" animated sprite added (Knight on a PIke)

                    [/*]

                  Gameplay:

                  • Changed Aya and Goatette singing trigger

                    • It will trigger after the "Scandalous!" conversation, and when you exit the tomb. If you don't let the Scandalous trigger play through, it'll play again so... patience!

                      [/list][/*]

                    BugFixes:

                    • Fixed particles on Driver Worm egg destruction

                      [/*]
                    • Driver Worms no longer turn non-hostile after quest

                      [/*]
                    • Fixed hiding UI with "H" Breaking combat HP Bars

                      [/*]
                    • Fixed dialogue portrait width changing with interface scale

                      [/*]

                    Known Issues:

                    • A few voice lines are missing integration/need another pass

                      [/*]
                    • If you re-enter the tunnels after completing the quest, if you re-enter, enemies in there are no longer hostile... though this might be considered proper behaviour on their part, if you attack them they should respond.

                      [/*]

                    Valaska's notes:

                    If you have caught the Piczel streams you would have seen some of what we are planning for the combat ergonomics and readability changes! We'll be sitting down and tinkering, discussing, and then implementing some big changes for combat readability and ergonomics.

                    I think we are doing pretty good for review scores for a demo, but it would be super amazingly appreciated if we could push for 51 reviews and then hit the Very Positive bracket... that way, our steam next fest debut will be amazing! If you don't mind shooting us a recommend if you enjoyed the game, please do. We appreciate it so much, especially reviews giving us a heads up on what we are doing right, what we are doing okay, and what we need to improve/address next. We read them all!

                    GnS DEMO Patch 1.6

                    Valaska

                    Demo Build - 1.6

                    Content:

                    • Violette Lamoureux Chapter 1 added!

                      • This replaces the first collectible at Aya's home and is the first chapter of a multi-chapter erotica book that originally was meant tobe a kinetic novel. Some thing son the project fell through so, here you go! We might still do a kinetic novel version, but we'll see!

                        [/list][/*]
                      • Avarice specific codices and entries removed

                        • These are the letters, missives, and quest related codex entries, and not lore.

                          [/list][/*]

                        Gameplay:

                        • Water movement SFX added

                          [/*]
                        • You can move and zoom in on the journal/codex

                          [/*]

                        BugFixes:

                        • Softlock when collecting lumber before placing camping supplies fixed

                          [/*]
                        • Fixed Trog particles not triggering

                          [/*]
                        • Fixed some typos

                          [/*]
                        • Fixed wrong VA clip playing in some bits

                          [/*]
                        • Combat stability pass

                          [/*]
                        • Various bug fixes reported by our QA

                          [/*]

                        Known Issues:

                        • A few voice lines are missing integration/need another pass

                          [/*]
                        • If you re-enter the tunnels after completing the quest, if you re-enter, enemies in there are no longer hostile... though this might be considered proper behaviour on their part, if you attack them they should respond.

                          [/*]

                        Valaska's notes:

                        Hey everyone! We are super amazed at your response to the project, we are at 92% on the demo, the DEMO! That's super good for a demo that didn't enter nextfest and is NSFW. If you like that demo give us a recommend please! Once we hit 51 we can enter Very Positive and higher, which is super important to getting SEO!

                        For what Arbuz is drawing the new assets for ergonomics still, we'll be testing it sooner than later and hopefully ready not too long after that. Deck has been working on the visual novel stuff and fixing up the journal, we'll be doing the next couple chapters betwee bug chasing and stability.

                        I have been working on editing and adding to Violette novel bits, while also writing background lore so that other project writers have a more consistent foundation that they can't accidentally deviate from. I have also been exploring some ideas for new side-tent at the Kaldea prologue stage, so we might expand the demo itself a little, which might make players explore Kaldea more. A few players have actually just missed the entire tavern quest and didn't know most buildings are explorable and have chats etc, so... we need to give people a reason to do so!

                        GnS DEMO Patch 1.5

                        Valaska

                        Demo Build - 1.5

                        Gameplay:

                        • Quest objective updates

                          • Far more hints on what to do, where/when, and new inner monologues for Aya in the journal.

                            [/list][/*]
                          • Added tooltip tutorials

                            • Quest hints, levelling up, camping supplies, cooking/food are better explained with these systems.

                              [/list][/*]

                            BugFixes:

                            • Combat stability improvements

                              [/*]
                            • Map cannot be brought up during Iski chase

                              [/*]
                            • Fixed Goat not being removed from party in some cases

                              [/*]
                            • SQUASHED, known issue of Iski capturing and softlocking the game when initiating dialogue. This should work in all instances of this in the future.

                              [/*]

                            Known Issues:

                            • A few voice lines are missing integration/need another pass

                              [/*]
                            • If you re-enter the tunnels after completing the quest, if you re-enter, enemies in there are no longer hostile... though this might be considered proper behaviour on their part, if you attack them they should respond.

                              [/*]

                            Valaska's Notes!

                            We just put out our wishlist reminder, opting to let the patches cook a little bit. Thank you all you early adopters so much for the feedback, bug reports, and comfy response we received. It's been great hearing what people feel and think of our project, and that we are on the right track in many ways.

                            We are taking the response and prototyping some solutions for gameplay systems that were not up-to-par. Combat ergonomics and readability will be at the front of gameplay fixes and changes, as outlined in a previous patch notes we have some ideas on making combat easier to understand at a glance. Bug fixes have been going well, with no critical bugs as of yet, and we brought on a new QA to help us iterate and validate patches.

                            We might have some content updates to the demo, too, at a later date. These have been suggested by our publisher Critical Bliss and we think our buddy LewdLogic is right, and we could stand to add a few more H-Scenes in the "epilogue" stage of Kaldea... which, to be fair, is much more of an actual first act than before!

                            "Kaldea was an epilogue" you ask!? Aahah... yup! Originally the Kaldea section was just going to be the monster hunter guild and then you run straight to the gate and leave, with a couple cameo chats here and there if you wanted... I guess we wanted the player to run through Kaldea so people could see the location and get interested in Avarice, but as GnS became more and more of its own solid solo game, we expanded on more cameos, lore drops, and then actual side-quests and a neat fun minigame!

                            This really expanded and I think game players a better representation of what our second and third acts will actually be in the game. The demo is a much more solid representation of what our game will be... in all but one area.

                            H-Scenes. The game has A LOT of H-Scenes and erotica in the second and third acts... we didn't really properly showcase this in the demo. A few awesome collectibles by Arbuz Budesh, and some cute easter eggs like the paper boat in the stream made up by Deck, the bathing scene and then REDACTED.

                            We can do better than that. We'll do better than that! It's a bit awkward to add any new content of/with Aya specifically, but there are a lot of instances for peeking in on someone at The End of the Tail, maybe a dream sequence with Aya and the first night... and the town of Kaldea is rife with potential sprite scenes and maybe animated peek ins. We will probably aim to add about 3-4.

                            Anywho! Thank you all for joining up on this adventure.... we cannot wait to show you more. Thank you all so much, and welcome aboard to our wishlisters! We hope you all enjoy the demo. Stay tuned for more!

                            [/img]

                            [Art by: BadPlace]

                            GnS DEMO Patch 1.4

                            Valaska

                            Demo Build - 1.4

                            Gameplay:

                            • Samara skill slot mastery applied

                              [/*]
                            • Retain current character selected when opening/closing skills UI

                              [/*]

                            Content:

                            • Lizard "harlot" animated sprite added

                              [/*]

                            BugFixes:

                            • Fixed "Cooking Failed" bug.

                              • This bug would create an absolute nightmarish amount of failed meals in the player's inventory. Apparently we devs are all too good at cooking and this escaped us!

                                [/list][/*]
                              • Stuck tooltip bug removed

                                • Previous known issue squashed. This was a larger issue than originally spotted and could happen to almost any of our tooltips.

                                  [/list][/*]
                                • Fixed move cursor not appearing on combat start.

                                  [/*]
                                • Reinforced borders to unreachable cells so you cannot any% out of bounds

                                  [/*]
                                • Fixed Aya not being able to enter the crypt if you choose to search it later

                                  [/*]
                                • Prevented entrance to blackfur cave during chase

                                  • Previous known issue squashed, the reason it happened is that the map will have other uses later down the line in Avarice, potentially GnS.

                                    [/list][/*]

                                  Known Issues:

                                  • A few voice lines are missing integration/need another pass

                                    [/*]
                                  • If you have map open when a characte runs up and initiates dialogue, it will softlock the game.

                                    [/*]
                                  • If you re-enter the tunnels after completing the quest, if you re-enter, enemies in there are no longer hostile... though this might be considered proper behaviour on their part, if you attack them they should respond.

                                    [/*]

                                  Valaska's Notes!

                                  The cooking bug was a pretty funny and serious one, I guess we all were getting the minigame right so much, that we'd never see this bug. Effectively if you failed cooking it would just keep generating failed meals over and over and spam the ever living heck out of the inventory. It really goes to show that the demo has helped us squash bugs we and other testers were missing. Thankfully it was not a critical game bug, and more a comical weirdness. But this does mean you can actually fail cooking and get a "meh" buff.

                                  [/img]

                                  The aim of the cooking minigame is to heat all the "^" chevron squares to well done without burning them. All the blank squares are basically just there to stress you out and can be ignored. And yeah, we realised how cruel this is, our bad haha.

                                  I'll give a heads up on what Arbuz and Deck are doing right now, Arbuz being our lead artist (and creator of the IP!) and Deck being our lead programmer. Arbuz is dealing with the assets for ergonomics and readability, while Deck is squashing and chasing down the bugs that our playtests were not able to find whether due to hardware configs being similar, or the fact we just... didn't think to do a thing. Like re-entering the tunnels, for example.

                                  Arbuz has other art assets and obligations to do between those UI elements, mostly so he can keep his sanity. He hates UI work, haha. Beyond bug squashing, Deck is making some new systems and improvements to things, too, and prepping for the readability/ergonomics touchup.

                                  GnS DEMO Patch 1.3

                                  Valaska

                                  Demo Build - 1.3

                                  Gameplay:

                                  • Added tip to visit Aya's home

                                    • Aya has a small "home" on a rooftop in the slums, and most people were missing it.

                                      [/list][/*]
                                    • Added tutorial popup for minigames

                                      • Spear fishing and Cooking

                                        [/list][/*]
                                      • Grabbing plants & wood SFX added

                                        [/*]
                                      • Oinks and Squeals added for pigs

                                        [/*]
                                      • Distant noises for "threatening creatures

                                        [/*]

                                      Content:

                                      • Nailah collectible added

                                        [/*]

                                      BugFixes:

                                      • Aya and Tor'ko have death animations now

                                        [/*]
                                      • Fixed interaction bugs in Ogre camp

                                        • The "red line" on an anvil previous known issue

                                          [/list][/*]
                                        • Improved Voice Over loading

                                          • This makes voice lines play snappier with less delay

                                            [/list][/*]
                                          • Typos and bugs

                                            • Black Fur skull solved from previous known issue

                                              [/list][/*]

                                            Known Issues:

                                            • A few voice lines are missing integration/need another pass

                                              [/*]
                                            • Spear Thrust tool-tip does not unload

                                              [/*]
                                            • Dead entrance when exiting tunnels to the bottom left in the blackfur "chase" scene

                                              • This is at the cliff-side area where Aya is goaded towards the cliff. Going into the tunnels was opted out of and not written, but the tunnel was mistakenly left in. Proceed this quest to the cliff-side/ridge instead of entering the blackfur tunnels.

                                                [/list][/*]

                                              Valaska's Notes!

                                              Aya has a small and modest house which we meant for people to find, but somewhere along the line we forgot to add the tip/inner thought that gave the player a choice of whether to go straight to their hunt or to her home to collect some goods.

                                              [/img]

                                              Her modest little home had sparklies to indicate that it is a POI, and there is a collectible found there along with a little character building for Aya. I personally recommend against warping to the map and running there through the city, otherwise you might miss some other triggered events!

                                              In terms of minigames, we have added some tooltip tutorials to help guide players on how they work and work continues into improvements! We have a few plans for combat.

                                              I know everyone is busy with the amazing next-fest releases that are out there... but! If you have played the game and enjoyed the demo, please drop a review if you have the time, write in to the community with and feedback, positive or critical we would love to hear from you all!

                                              GnS DEMO Patch 1.2

                                              Valaska

                                              Demo Build - 1.2

                                              Gameplay:

                                              • Added help tooltips for minigames

                                                [/*]
                                              • Fish are now highlighted when they can be speared

                                                [/*]
                                              • Fishing hit zones adjusted (should be easier)

                                                [/*]

                                              BugFixes:

                                              • Fixed gallery portrait bugs (Aya, Samara, Scylla, Osh'to)

                                                [/*]
                                              • Spear Wall caused a hang in animations

                                                [/*]
                                              • Some typos slipped through

                                                [/*]

                                              Known Issues:

                                              • Blackfur Skull in voice vs Hide

                                                [/*]
                                              • A few voice lines are missing integration/need another pass

                                                [/*]
                                              • Spear Thrust tooltip does not unload

                                                [/*]
                                              • Dead entrance when exiting tunnels to the bottom left in the blackfur "chase" scene

                                                • This is at the cliff-side area where Aya is goaded towards the cliff. Going into the tunnels was opted out of and not written, but the tunnel was mistakenly left in. Proceed this quest to the cliff-side/ridge instead of entering the blackfur tunnels.

                                                  [/list][/*]
                                                • A small red line appears for some people on the anvil in the Ogre Tribe.

                                                  [/*]

                                                A small thank you.

                                                We at Team Dead Deer would like to thank everyone for taking the time away from next fest to check out demo out while there are so many amazing project hitting the storefront all at once. Originally we planned to release into next fest, there was a lot of internal debate and gut instincts/feelings about it, but at the end of the day the smarter choice was to push a public demo before we declare into a Next Fest.

                                                This was largely so we can get a greater spread of OS, hardware configs, and broader testing. This has allowed us to catch a few bugs on hardware configs, especially OS related, that we had no way of catching before. For bugs and issues in this regard, the bug reports have been invaluable.

                                                General Feedback:

                                                We have gotten a lot of generalised feedback not just on bugs, but on our content and features, and thank you all so much. This was a huge part of pushing a demo to steam on the 24th. We have gotten some amazing feedback based on our overhauled combat system, what works, what we are lacking, and what we might be able to add.

                                                [/img]

                                                I have been pushing for readability for our combat systems for awhile, and feedback has reinforced that readability is in fact still an issue. The bars under enemies and friendlies, for instance, is not ergonomic. Its "efficient' and effective if you know what they mean, but do people know what it means without a tool-tip or a tutorial? No. So I pitched a paperdoll instead, which the team agreed with and we are pushing forward.

                                                Other issues is that people are struggling on knowing when they can, or cannot, and WHY they cannot use abilities. We have it so if you mouse over the card you will see what is lacking... but this takes a hover over a thing which is not very ergonomic. The idea of adding gems that show the AP and Stamina cost for each ability on the card itself with no tool tip is our solution to this now! We are exploring other ideas

                                                [/img]

                                                A gem with a number here, glowing when the player has enough resources for each ability and dimmed out when they do not, I feel, will address one of the issues. We are thinking of and keeping ideas on what to do and what can be improved to make the combat more readable, as we have gotten feedback that it is fun which is such a relief!

                                                Again,t hank you all, and please stay tuned!