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Hey, gang! Been a super-quiet year with a ton of things going on in the background and a lot of radio silence on our end. However, this fancy end-of-year post should give you an idea of what was happening and what is coming. Feast your eyes...
Most of the time was taken up by life things and non-game projects with a lot of planning and setup for the final updates for each of the current games. Reviving our old Tenth&Hess Games studio to handle these last updates and start work on a new project too. Since we're here for the games (right?) let's get on with it!
Hey there! The new year has come and we have an update for where things are and what is going on! Since some of them are still a little ways off, we'll try to keep this short. These final updates will be listed in the order they will be released.
The Dope Game
We kind of blew the Xmas window, obviously. But that is OK because there was a lot more getting packed into this final update than expected; which is also being broken into two updates.
The first one is coming this month, most likely. It will contain a ton of fixes, new features, a new area, new character, and the framework for multiplayer.
The second half will contain, probably, bug fixes for the first patch but, more importantly, the multiplayer version of the game. More of a competition really than player-vs-player in Starkham. The original plan failed terribly but would have been cool; so this is a good test and compromise on that. Hopefully you folks will enjoy it.
Haulin' Oats
Finally bringing this baby out of Early Access after a very long delay. Most of the future plans for the game have been scrapped but couch co-op, controller support, and some rules changes will be included with version 1.0. The game will also appear on GameNite sometime after April too!
One Way To Die
The overhaul is almost upon us! This free and over ten-year-old game will finally get a last update. It is a somewhat nod to the masses who never read text and those who want multiplayer to be less of a pain.
Raise Your Own Clone
A game we can all hate is getting a complete rebuild from the ground up. Instead of creating a whole new game ID for it, I figured it was best to reward those who had purchased the game with some much better. The old version can obviously still be played but, let's be real, no one is doing that.
Into Oblivion
Last but not least by any means, Into Oblivion already got its final update. However, there will be one more patch to provide controller support and Steam Deck support.
Developer Change
All games listed will be moving to the old but new again Tenth&Hess Games for their final releases; not that you'd really notice. The original studio that actually started these projects long before they ever came to Steam will be taking back over. Granted there is no real personnel change, it just seemed fitting that everything ends where it began..
The Future?
Most of this year will be spent designing some new, possible projects. Two of which will need character models but we'll deal with that when and if the time comes!
Stay tuned!
What's up, dope fiends! Finally breaking a long silence to update you on what is going on with this final Dope Game patch, which includes a lot of fixes you all have reported since the last remaster patch. Please note, the patch is not live yet but is coming very soon for this holiday season!
First, this finally update will be dubbed "The Hot Dose Update" as it is going to inject a bunch of stuff I was going to cut for a variety of reasons and to give the game a final, deserved send-off. I will mostly gloss over the features being added but also want to mention that (I think) all of the reported bugs should be squashed and, sadly, some new ones introduced.
Code Overhaul / Removing Localization
Almost all of the code has been re-written. I have spent the last two months re-writing everything scene by scene. Mostly to tighten stuff up but to also remove the problematic language changing functions. I have no plans to localize the game into more languages due to cost and it has been causing issues with different sections so it got gutted.
Makeshift Brewery
A cut feature is coming back: Jenkins Makeshift Brewery. It is at the Starkham Docks and he sells various new items to enhance your playthrough. He cannot be killed but like the Shady Merchant will shut up shop if attacked. Oh, and he sells you new outfits.
Henchmen
Henchmen will now have avatars that randomly generate and can now be set at different locations to slang drugs for you. You can give them a small inventory and set a basic price rule. They will sell and collect money. However, they can be arrested by cops or decide to steal your stuff.
Multiplayer
This feature was also cut due to issue with syncing and such. However, during these last two months I figured out a way to kind of make it work. People will be able to now host lobbies, folks join, then the game starts. While you cannot directly interact with each other, you are basically going for the highest scores / most money made.
The prices will sync across players per day and you will still mostly play like you do in singleplayer. You can, however, chat with other players while slanging. This was the best compromise I could make work currently. While I probably won't add more features to this, you never know.
Also, players can customize their avatars now.
More? More!
There are some other goodies sprinkled in too. Use of your Steam avatar instead of the in-game one. Auto-resolve combat. Updated interfaces. Controller support. Steam Deck support. Etc, etc. My patch notes will be released with the update in case you are curious.
I am hoping to push the update next week during the madness of the Steam Winter Sale so keep an eye out! I expect some bug fix patches after that too.
Stay safe, happy holidays, and get ready for the big finale for The Dope Game.
Hey, gang! Long time, no see! We have been tracking issues in our user forums, working on assets, busy with non-game projects, and prepping a slew of updates in the space of time since the last post. Now we will get into what to expect in the near future!
Haulin' Oats
There were no expectations for Haulin' Oats but it still underperformed. That being said, there will be one large patch to bring it out of Early Access and then smaller QoL update after that. The plans to expand the game with some additional features have been scrapped, sadly. However, all the updates we had planned like Steam Deck support, controller support, score mode, extra animations, etc. are all in this massive, upcoming patch which is almost done. I really loved how this game looked and played but it was pretty niche and drowned in the tidal wave of indie games.
The Dope Game
The beloved Dope Game will be getting a final patch soon. It contains all the fixes from bugs we've received since the remaster update. It will also put the nail in the coffin for some features we planned like multiplayer and character customization. Multiplayer... just didn't work and that's OK. Resources will be moved to a new game project instead but we'll give this beast the ending it deserves.
Into Oblivion
Well, this game received its last patch with The Last Drop update and has been laid to rest. I do miss those characters and hope to bring them back at some point somewhere else. Some vague representation of the ideas for the canceled Brewmaster expansion were worked into a recent game jam game called TasteMaker. Good times!
One Way To Die
The final update for One Way To Die is almost, almost ready. We've talked about it before so I won't go into lots of details here. However, for a free game that wasn't super popular, it has received a lot of love over the years. I'm really looking forward to this final update, I think it's neat.
Raise Your Own Clone
For a game I hated worked on and it seems other people hated to, it is getting a full revamp with something I wanted to try. It will be the last to get updated but it is a really big overhaul. More on that when it gets closer but maybe the people of Turkey will stop buying so many copies.
The Great Beyond!
For the future, CoaguCo will probably release two more games then call it quits. Game development can be fun but making commercial games sucks: both time and money. It has been fun seeing folks enjoying these games and hilarious seeing people hate them. We will keep you posted as we go but at least there is light at the end of this tunnel!
Have a safe and, hopefully, not too hot rest of your summer!
Hey dope fiends! This tiny patch fixes a very rare crash if you select the not-yet-included Brewery location on the map. Technically, you shouldn't be able to select it and this patch makes sure you can't. Stay safe and warm out there!
Hey dope fiends! Yes, another holiday update for you and yours. This time we are updating the base game with the new music tracks from the OST, as well as some fixes for various little bugs, and... removing the size limitations for weapons!
More on the weapon thing, the size limitation is removed game-wide. That mechanic, while classic, sucks honestly. Now you can equip whatever you want no matter how many drugs you're carrying around!
For those curious, here is the full change-log for the game:
Hey dope fiends! Today we are pushing a small update to The Dope Game OST that adds two new tracks from Macabre Gandhi. His gift to you this holiday season. Well, if you already own the soundtrack that is.
These new tracks will be added to the game's next update which will be rather small but soon. Nonetheless, stay warm and have a good holiday season!
Hey there, dope-fiends! We have yet another patch based on user feedback for your Halloween enjoyment. This primarily all fixes and a few extra little bits. There will be one more patch coming for a few minor things but we wanted to roll out a bunch of bigger bug fixes first. The change-log is as follows:
Hey dope-fiends! And happy something-or-other. We are about a week late letting you know that the annual Halloween event is live and has been since the 15th. Those of you who play are already aware. The event will run until the Day of the Dead ends on November 3rd.
As tradition dictates, all the NPCs will don costumes and decorate their respective lairs. All the drugs in the game will change into candy. And various areas of the town will be themed appropriately.
To sweeten your candy bags, we also made a quick patch that fixes some translation issues and also now lets you skip ahead during dialog. For those curious, here is the change-log for version 4.2!
Hey there! So last year around this time we did a Fall Update to give news on every project we are working on and where everything currently is. This year we're gonna do the same. Instead, however, we will talk about each project in alphabetical order. TL:DR; Been doing real-life stuff and other non-game projects, but things are still moving along! Just slower. Wanting to provide higher-quality updates. [hr][/hr]
Hey there, dope fiends! We are sliding out a quick patch to fix some issues that were found. Here are the patch notes:
Well hello, dope fiends! It has been some time, hasn't it? Today we are finally releasing the remastered version of The Dope Game, complete with bugs. There is a lot to cover so let's get into it.
First, you'll notice a huge graphics overhaul but all the code underneath was pretty much re-written too. You will see some locked off options which will be enabled in later content packs (which we will talk about soon). And bugs.
It is weird to think this game is finally six years old as of today. Also, allegedly, that the remaster was going to be released on time. Well, one of these things came true on this, my friends. But fear not, the remaster will be out next Tuesday - June 7th, 2022! That's right, just one more week and you can start slangin' in the new and improved streets of Starkham.
We will be letting beta users access a build this weekend before the launch to find any additional bugs that might have bee missed. Surely they are in there somewhere. And, naturally, we will be updating the store page this weekend as well. Mostly to reflect all the graphical changes and new features. Achievements? Sure, there will a few new achievements too; just to ruin your perfect game.
While not all of the features we had hoped would make it for the remaster launch will be in there, we are providing a roadmap for the rest of 2022 to show were these things are and when they'll be added in.
Almost all of these roadmap points are actually built-in to the version being released next Tuesday but they aren't quite ready to be used. Some are in a separate build which will become available to people on the beta branch. We will go more into the details of what each update contains when the remaster launches.
Happy holidays, folks! Technically the events all went live on the 15th of December, but you probably already knew that. Sadly we don't have any extra goodies this year as there is pretty heavy development of updates for all the games currently underway. The best we have is a little news and a reminder that the in-game events are going on until January 3rd.
Into Oblivion
Players of Into Oblivion will be getting the big v2.0 patch (probably) before the year is out! Multiplayer testing is underway and once those bugs are done, the game will be ready to update. There are some extra features that were going to be added in beyond the ton of stuff already in the update, but that'll be saved for the Q1 DLC update.
Currently, in the holiday event, you can drink against the Krampus in the frozen wastes. There should also be six extra drinks you can make and unlock as well as two additional achievements and some extra unlockable skins.
The Dope Game
The remaster is still on-going and a fresh test for that should be live early next year. Everything still seems to be on track for the remaster to release May 2022.
Currently, in the holiday event, Starkham is feeling festive as are all the NPC's. Drug names have been swapped into gifts and you can scoop up an achievements by playing Santa. There's even one for smashing snowmen, if that's your thing.
One Way To Die
The game's for-real final update with new game mode is also still underway. It will probably be out Q2 of 2022. We promise no new achievements. Probably.
Currently, in the holiday event, there are 10 extra deaths you can stumble across and finding them will net you the holiday achievement.
[hr][/hr]
That's it for the holiday and update news! Next year, after all these big updates come out, we are planning something a little more exciting and new for the holiday events. Stay warm and safe out there!
Hey there! Just a friendly reminder that the Halloween events for The Dope Game, Into Oblivion, and One Way To Die are now active until November 2nd.
All games have special holiday-themed achievements available to unlock. The Dope Game features costumed NPC's and holiday changes to the environments, as well as drugs being renamed as candies. Into Oblivion unlocks a new bot, with their arena, and adds in six special holiday drinks that can be used whenever after being unlocked. One Way To Die just includes a few extra holiday deaths but no graphical changes.
That's it for this holiday season! Stay safe and warm out there.
Hey there, happy fall! And with the change of the seasons we are back from a lengthy vacation to update you on where and when various games will see the light of day. For fun, this will be in chronological order. [hr][/hr]
Hey long-haul trucks, dope fiends, and death seekers! There has been some silence as things are being worked on so here is a post to address all three games and their update statuses for the summer; including vague release windows. As it is the year of delays in games, films, and what-not, these three are no different. We will start at the top of the list and work our way down. [hr][/hr]
Hey there! It's that time of year, again, so here's your annual reminder that the seasonal X-Mas events have become active in The Dope Game, Into Oblivion, and One Way To Die.
The events will run from today (December 15th) until January 3rd; granted you can always change your computer's clock to extend it. Each game has it's own variety of holiday additions. For those of you new to any of the games, or just don't remember, here is what you can expect.
The Dope Game
All the outside environments get a fresh coating of snow and the NPC's don their holiday apparel. A short mini-game of smash the snowmen is active; this will also net you a special achievement when completed. All the drugs get festive nicknames and can be gifted to NPC's, depending on their personal tastes. Gifting everyone also unlocks an achievement.
Into Oblivion
It is time for the Krampus. He is a bot you can drink against and, like other bots, beating him will give you access to some new skins and a new arena. There are also some special holiday drinks you can mix up. Mix them all and unlock an X-Mas achievement.
One Way To Die
Last and actually least, there are 10 holiday-specific death events that should be available. Collecting all X-Mas deaths will pop the related achievement.
That's it for now and have a happy holiday or the rough equivalent!
Hey there, dope fiends! The horrendous US election period has somewhat passed and we're all still balls-deep in covid so what better time to drop the final release date and information about The Dope Game Remaster?
The remaster will be released on May 30th, 2021, which is the five-year anniversary for the game. This will give ample time to squash any weird bugs, put on more polish, get the Russian localization fixed up, and make sure everything else is updated and ready to go on day one instead of staggering releases.
For existing owners, it will upgrade the current version of the game. Existing owners will also be able to test out beta builds of the remaster leading up to the release. There is currently a "beta" branch that has the WIP version.
For new players, as per some conversations with the community, the game's price will be increased on May 30th, 2021 to $4.99. So if you are interested in getting it on the cheap, now is the time. Or any big sale after the Remaster's release since the on-going discount structure will stay in place.
Here is the final list of new features for the Remaster version:
Hey there, dope fiends! It is that time of the year again to drop your drugs and pick up candy in the annual Dope Game Halloween Event. This year, like every year, all the NPC's don their costumes and the streets of Starkham get a little spooky.
From now until November 3rd at midnight, The Dope Game Halloween event is active. Get out there and slang some candy. Don't forget to give the NPC's a little to earn a snazzy holiday achievement.
Hey there, dope fiends! OK, so this week's dev diary is a little different... you know, as I mentioned in the last one. This week is all about The Dope Game: Remaster. So without further ado...
Hey! Hey. Hey? That's right, time for another development diary for Haulin' Oats and The Dope Game remaster. I must say I am enjoying this bi-monthly update more than the weekly one; and I'll enjoy it more once I stop writing these altogether! Anyhow, let's get down to it, folks.
Oh, hello there, stranger! The time-off has come to and end and here we are... time for another development diary for Haulin Oats and The Dope Game Remaster. As I mentioned in the previous post, these diaries are being cut down to every other week. And, of course, never again once each project launches. That being said...
Why hello, sweetlings. It is time for another week of development diary entries for Haulin Oats and The Dope Game. Also I will be taking the following week off of development to do some real-life stuff instead and will be changing the dev diary schedule to twice a month (every other week). Yes, the applause is deafening but please remain calm here are this weeks updates.
Hello, friends! We are gathered here today for yet another development diary for Haulin Oats and The Dope Game remaster. No time to dally, lets get into it.
Hey, my dearest reader. The Steam Game Festival is now over and the Steam summer sale is upon us. With a week off from dev diaries there is a bit to talk about, but itll be short and sweet.
Why hello. I see you are here for yet another development diary for Haulin Oats and The Dope Game remaster. Well, no reason to waste any time, please sit down.
Hey there, cool cats and cats. Another week has come, ushering in another brief update on whats going on with Haulin Oats and The Dope Game remaster. Here we go.
Hey there. Gnash your teeth and weep for joy because its time for yet another dev diary update for both Haulin Oats and The Dope Game remaster. First up
Hey there, scallywags! Another week, another development diary, another trickle of information during crunch time.
Hey there, fellers! It is that time again, you know the one; development diaries for both Haulin Oats and The Dope Game remaster. Ill keep them brief, as is tradition.
Hello there, my dear friend. Welcome back to another development diary for Haulin Oats and The Dope Game remaster. As per usual we will dig right into all the newest things.
Why hello. Here again for another quick rundown of things that happened during the game development process? Surely. So lets get to it.
Hey there, folks! Time for an even shorter version of the weekly dev diary. But wait, shorter you say? Yes, I didnt get much done at all this week due to a very tall pile of projects, both digital and in real life. Im hoping this week is more productive on the game development front but nice weather and quarantine definitely detracted from that. For those that dont know and might care, I live in the country so there are tons of outdoors things to do. That being said, heres some brief blurbs about what was done and some pretty pictures to go along with that.
Hey there, folks! Time for another week of the seemingly ever-lasting development diary updates.
Good evening. Time for yet another dev diary update for both Haulin Oats and The Dope Game remaster. So take a seat by the fire but please sit at least six feet away.
Hey there! Time for yet another weekly update on what the hell is going on.
A few days later than late but here nonetheless. Time for another weekly update.
Hello there. It is that time again for another weekly update on whats going on with Haulin Oats and The Dope Game remaster. Enough introduction to a thing you may or may not read, lets get into it.
Hey there! Another day later than usual and another rather boring (for you) week of updates. This has been mostly a week of art and non-game development stuff. Lets get to it.
Hey there! So the dev diary is a day late this week; kind of spaced it with all the different things going on. That being said, lets dig into whats new.
Hey, folks. Usually I dont do any kind of updates unless a patch has just been issued or a game has been released. However, more consistent updates on whats going on seemed like a better idea. That being said, here is the first planned dev diary, for both Haulin Oats and The Dope Game remaster.
Hey, dope fiends! Today is a good day for talking about the upcoming The Dope Game Remaster and The Dope Game 2.
As you can see from this image, from The Dope Game Remaster, the graphics have been redone on the locations and pretty much everything else. The title itself has been altered to match the sequels title too. Characters, avatars, and interfaces are also getting a touch-up. Everything getting scaled up to 1440p as opposed to the original 1080p and, of course, done in the art style being used for our games currently.
The Dope Game Remaster will also have an upgraded engine which fixes a bunch of minor pains under the hood, though most of this is invisible to players. What isnt is a new multiplayer mode that serves as a test to some functionality in The Dope Game 2.
Multiplayer will allow up to 4 players to run around and compete against each other to sell the most drugs in the given time frame. Killing NPCs will cut off other players from being able to use their services. Player will also be able to fight each other or trade drugs and money.
The Dope Game Remaster will also have some minor additional features suggested by the community as well as polish to existing features including things like body armor and price tracking.
There isnt a solid date yet but it should be out before Spring hits. While this rather huge update is free to all existing players, we are considering a small price bump for new players and are looking to the community for feedback on this.
While we slog away at getting Haulin Oats up to beta, The Dope Game 2 prototype is being slowly built. Built with graphical placeholders, the prototype is coming along nicely given it gets only one day a week. There are a lot of suggestions from the community on what to add so we will talk a bit about what is all going in there.
All of the regular things from The Dope Game will be in the sequel but getting expanded over six different cities across the fictional state of Blannington. Depending on a few things, players will start in different locations with different bonuses / penalties. Transit will consider of buses, planes, and private cars; each having different travel times and mini-events.
Single-player will have a story mode that takes the player through a main campaign across all the cities while dealing and making money but also taking on quests. Of course the standard timed mode will make a return.
Multiplayer will come in three flavors: timed mode, Drug Wars mode, and The Cartels. Time mode in multiplayer is much like what The Dope Game is getting with the remaster update. However, Drug Wars mode will allow some players to join the opposing team and fight against the dealers. The Cartels mode is more of a persistent world, backed on our servers, that will allow players create empires and team up or fight each other. They can even tap into a lot more of the end-game functionality.
All of the original NPCs make a comeback along with a pretty large roster of new characters, including ones you can hire for your gang. Casting calls will start once we get Haulin Oats released and well make more announcements about that when the time comes.
Lastly, players will be able to buy and sell more than just drugs, branching their empire out in various ways; even dipping into politics. With end-game levels finally allowing players to spend their millions or billions on things that have more of an effect on the game world.
Thats it for the details we have now but there will be another post soon-ish with more details as we get closer to the Remaster release and The Dope Game 2s first alpha test. Stay tuned!
Hey, dope fiends! The X-Mas holiday event is now live in the game. Snow covers the city of Starkham and all the NPCs are getting festive.
On top of that there are two achievements available; one unlocked by a mini-game where you smash snowmen. Even the drugs are getting in the spirit with temporarily changed names. Make sure to give gifts to each NPC you meet and get yourself another achievement.
Happy holidays!
Hey dope-fiends! This winter we will be pushing the "final" quality of life update for The Dope Game. The update will include things like:
Hey, dope fiends! It's that time of year when the residents of Starkham don their favorite Halloween costumes and await their treats from all their trickery. This year from October 20th to November 2nd, The Dope Game Halloween event will be active! As tradition dictates all the NPCs will be wearing their costumes and all the environments will be Halloween-themed. Even the illicit substances will be called by holiday-appropriate names. And if you can manage to collect 100 pieces of candy, you will be awarded with a special holiday achievement. If you don't, for whatever reason, meet this goal you can always reset your PC's clock and try again. Happy holidays!
Hey, dope fiends! We are pushing another small patch to upgrade some stuff behind the scenes. While there is nothing really too exciting added, here is the change log so you can find out what was:
Hey, dope fiends! The X-Mas event for the game has gone live and it adds a few things to the game, if youve not played during last years. The event will run until early January, usually around the 2nd. The X-Mas event adds in two additional achievements, both tied to mini-games within the game. The first is for gifting each NPC a specific gift. The second is for destroying 12 different snowmen across Starkham. You will also notice that every area has gotten a layer of snow and all the characters have dressed up a bit. The names of all the drugs have also changed to more festive versions. Happy holidays!
Hey dope fiends! Tonight we are pushing an update to The Stash DLC that updates the Android Edition of the game that is bundled inside. This fixes a few small issues with the game like the hospital interface showing up by default and removing some unused code from the desktop version. Happy Halloween!
Hey dope fiends! The annual Halloween event is now live! It will run from today all the way until November 2nd. If you didn't play it last year, it changes up all the areas of Starkham to Halloween-themed versions. Even the NPCs are getting in the mood and have dressed up in costumes. There is even a candy side-quest to get an achievement available. And, last but not least, all the drug names have been changed to candy names. So go out there and slang that sugar!
Hey, dope fiends! We are pushing a very small update to the game which mostly changes two things. First it adds full-sized buttons to the dialog choices so you don't have to click on the small arrows anymore. Personally, I always hated that and now it is way better. Second, we removed the holiday gift interface. For those who didn't know, sometimes when you booted up the game during the holiday season our server would sometimes send you a Steam key for one of our games. We will be doing something new this season instead! For those curious, here is the minor change log:
Hey, dope fiends! Today we are pushing out the version 1.1.0 update to the Android Edition bundled in The Stash DLC. This removes all the Google Play Services crap and adds in our own CoaguCo login process. Once you log in, the game will pull your Steam statistics and merge them into your game. Currently, however, it does not sync your achievements. Also, the Steam version will not automatically sync you Android data. You will have to use the Sync option in the Options menu. Since Google decided to pull the game with no clear reasoning, which we wrote about last week-ish, the game is now fully available in The Stash DLC from now on and will be updated there. You can also get it on Itch.io and Amazon soon. For those curious, here is the change log for the Android Edition:
Hey, dope fiends! Today we are adding the Android Edition's APK file to The Stash DLC. Anyone who has the DLC package will see an update which contains the APK file. You may need to allow your phone to install APK's from unknown sources though. Any time we update the Android Edition, you can find the new APK file in your DLC folder. If you have played more than two hours on the PC version, you can still visit https://dope.coaguco.com/redeem.php to get a free code to download the game on Google Play store. However, currently it has been removed from Google Play by Google for "promoting illegal activities", so those codes won't work until our appeal goes through. If or when. We will keep you posted either way.
Hey, dope fiends! This is a small update due to issues found by some players. Fixes a weird game crash that some people may have experienced and fixes medpack not reducing properly. Here is the change log for those curious:
Hey, anonymous alcoholics! Today we are putting out the first version of the multiplayer for beta. That being said, a few things aren't working just yet... like spectating and any other multiplayer mode -besides- One On One. Trying to start any other ones will result in a hard crash. However, you should be able to start servers, join servers, and all that. If you find any bugs, please report them on the community page or to bugs@coaguco.com, as per usual. We expect there may be many. Now we are focusing on getting spectator mode finished up and added in, then off to add the rest of the multiplayer modes. Then, of course, polish and release. For those who are curious, here is the change log for this update:
Hey, dope fiends! So we talked a bit about making a sequel a while back and got some suggestions from you folk. Afterward, we looked at the game and some other related things and started jotting down ideas. Now, it seems we have enough material to start moving forward with development! Casting Call Before we get into the details that we can share, let's talk about character models. In the original, some close friends were turned into the characters you dealt with or killed. In the sequel, we need a whole hell of a lot more. If you are interested in being a character in the game, drop us a like at dope@coaguco.com and we'll give you the photo requirements and further details! Speaking of character models, here is what Phyllis looks like in the sequel: https://i.imgur.com/fsxYZgm.jpg Back To Starkham So this time around we are going to let you explore more of Blannington state, seven cities to be exact. Some have been mentioned in The Dope Game already, others mentioned in others games we made. Nonetheless, you can now slang and more in each. The game, this time around, relies heavily on a reputation system. Not only for each city, but each district and each character. Getting high or low reputation will unlock new activities and opportunities. Multiplayer is now a thing. You can play the traditional "timed" matches (15 days, 30 days, etc.) in singleplayer or invite others to compete against. There will also be two other major game modes, both of them multiplayer. Gangs will also debut. You can start up persistent gangs in the game, comprised of both NPC characters and other players. You can make bases, share resources, and wage war against others. You can even betray gangs from the inside. There is a bunch more going on and what we've mentioned thus far is a bit vague. However, as development ramps up we will discuss it more in detail. Street Loyalty And Retirement As per usual, we are adding bonuses in for people who own our previous games. Those won't be discussed here yet and we aren't 100% sure what they'll be currently. The Retirement Update from The Dope Game let you save money towards The Dope Game 2. In the beginning of time in Starkham, you'll be able to access those funds or the consequences there of. Development We are at the tail end of wrapping up Into Oblivion and in the alpha stages with Haulin' Oats. That being said, The Dope Game 2 probably won't get a lot of development time until this winter. However, we will be updating folks on the process as we go. Stay tuned!
Hey, dope fiends! The day has come and the final content update for The Dope Game is upon; we present to you, the Retirement update. Not a whole hell of a lot was added outside of the new retirement function at the First Bank of Starkham. This allows you to permanently, at the maximum rate of $100,000,000, put back money for use in The Dope Game 2 (more on that below). There is no maximum amount for your retirement, but be aware that the bigger that value gets the more scrutiny it will be under by the Feds. Quick Sale Oh, the game is now 50% off for today only on both Steam (starting at 10AM) and Itch (starting at midnight). Anniversary Gifts And a few small gifts for the quicker among you. If you own the game, share it with a friend. But quickly. https://steamcommunity.com/sharedfiles/filedetails/?id=1398961159 Change Log This update also includes some bug fixes and other small things. Oh, and we dropped support for 32-bit Linux and Mac; you really should be on 64-bit anyway. Here is the change log to explain:
Hey, dope fiends! We are rolling out one more content update for the game on it's two-year anniversary, dubbed The Retirement Update. What's it got? Well, in light of the sequel starting development next Fall, this content update will help in migrating you into the upcoming sequel. The migration mechanic will give you different starting bonuses when you return to Starkham based on certain stats like total money earned and drugs sold. You will also be able to "bank for your retirement"... with more on that later. The game will also be ported over to Godot 3 to take care of the shitty 32-bit integer problem we had with Godot 2. As well as fixing a few other small issues and adding a few more minor things. More details on all this as we get closer to the launch!
Hey there, we are just writing to let you know that the X-Mas Holiday events are now active in both The Dope Game and One Way To Die. Besides theme changes and some extra achievements becoming active, users may randomly receive a gift key to one of our games when in-game. We are also selling our games at a discount over at Itch.io, for those of your who may not own any. A little bit of a head-start on Steam's Winter Sale. But expect similar discounts on Steam too. Happy holidays!
Hey, dope fiends! Today we are pushing out an update that adds some stuff to the bank and makes a minor fix. Here is the change log for those so inclined:
Hey, dope fiends! We are letting you know that the X-Mas Holiday Event starts up Wednesday December 20th and runs until January 1st! It will change out some graphics and the whole theme of the game. It also adds in the snowman mechanic which lets you get the achievement too! If you want to turn this all off, you can in the Option menu from the main screen. We also want to remind you that players who own the game on Steam can still get a free copy of the Android version after they have played 2 hours. Now you can deal on the go; check out the Android version here. For more details on redeeming a copy, visit the game's redemption page at: http://dope.coaguco.com/redeem.php! Happy holidays! P.S. We have a small patch coming soon.
Hey, dope fiends! The Dope Game's Halloween event is in full swing (has been for a few days actually). You can now earn the Halloween achievements without changing your computer clock as well as buy and sell candy instead of drugs. Also the denizens of Starkham are out in their finest costumes. As well as a few holiday themed changes. The game is also on sale, as well as the DLC and the DLC bundle with the main game. http://store.steampowered.com/app/466800/The_Dope_Game/ http://store.steampowered.com/app/493230/The_Dope_Game_The_Stash/
Hey, dope fiends! We're updating the game with some minor but requested changes for your gaming pleasure. Also, if you have played the game longer than two hours, you can get a coupon for a free version of the brand new version of the game on Android! Here is the change log to show you what's up with the what's up:
Hey, dope fiends! Well, as requested, The Dope Game is now out on Android! You can now slum around Starkham on your mobile device and get jammed in the neck with a syringe on the bus while actually on a bus. Check it out on Google Play at https://play.google.com/store/apps/details?id=com.coaguco.thedopegame If you already own The Dope Game on Steam, which is probably how you're seeing this now, you can actually get a free copy! Just head over to http://dope.coaguco.com/redeem.php and fill out the form after logging into Steam. That will add you to the redemption list. Once cleared, you will receive a Google Play code sometime within 24 hours of requesting it. If anyone hits any snags, let us know! We will be updating the Android port of One Way To Die as well, in case you're wondering.
Hey, dope fiends! Tomorrow we will be launching The Dope Game - Android Edition on Google Play! It is pretty much the same old game but with a changed up layout for small screens. Same features, same dialog, same characters. We will be doing a "street" loyalty program for fans too. If you own the game on Steam and have played more than 2 hours, you can get a promo code to download the game for free! Since Google only allows 500 codes per quarter, you will have to go to the game's website and sign up for one. We will have details in tomorrow's launch post. More then!
Hey, dope fiends! While finishing up multiplayer for Into Oblivion we got a chunk of work done on the Android version of The Dope Game! It should enter beta in about a week then see full release on Google Play in two weeks or so. Instead of a mobile port to PC, this is clearly the other way around and required a lot of reorganizing parts. But it looks pretty good. We'll have more details one it hits beta! Stay tuned!
Hey, dope fiends! We are updating The Dope Game and it's demo with some small fixes. What could they be? Well, here's the change log to let you know:
Hey, dope fiends! Yep, another update the very next day. This one, however, is a maintenance update which upgrades the engine and fixes a few small things. Like two. In case you are curious, here is the change log to explain, kinda:
Hey, dope fiends! We pushed a super small update today to fix a glitch where the achievement screen showed up first instead of the global statistics screen when you enter the Statistics section from the main menu. That's it. Nothing else fancy.
Hey, dope fiends! We reached out to ask folks about a sequel and got some good feedback so we are now starting the very early pre-development stages. Basically that is fleshing out ideas and mechanics in writing and lots of discussion. This is not making assets, engine stuff, or any programming. Yet. We are currently getting through Into Oblivion's beta for hopeful release this summer then moving into Haulin' Oats full time. And after that... Kitten Simulator. The Dope Game sequel would be slated to go into full-time production after that. We are talking 2018 probably. If you'd like to give your two cents, we have started a new discussion thread about it here! We will keep posting updates there when we have them and make a website next year once production hits full-swing!
Hey, dope fiends! We have, probably, one last feature update for the game... last purchase price. Now in Stashware there is an up/down/equal sign that shows if you purchased the drug at a different or same price. When you hover over that, it will give you the number. There is no overall price history so you'll have to keep track of that yourself still. For those curious, here is basically the same thing but broken up into a change log:
Hey, dope fiends! Today we are issuing a small patch to deal with a bug that sometimes screws up people's stash drugs. Here is the small, two item change log for your viewing pleasure:
Hey, dope fiends! We are releasing a small update to fix some stuff, as per usual. Mostly for the Russian translation, a fail-safe for accidentally ending Endless Mode, and more! Check out this change log for details:
Hey, dope fiends! We are issuing an update mainly aimed at fixing some text in the Russian translation, thanks to the continued efforts of Tolma4 Team! Also a small bug fix! Check out the change log for a smal list of vague fixes:
Hey, dope fiends! We have another small update sneaking up on you soon. This one fixes an issue with dropping drugs or weapons from the inventory screen. This single-line change log will confirm that:
Hey, dope fiends! We issuing a small fix for a bug found by ILoveGurochan; much thanks to him/her! Just remember, exploiting bugs can get you banned from the leaderboards! Here is the one line change log for those interested:
Hey, dope fiends! Today the game is one year old and what a year it was. We got a lot of great feedback, added a bunch of stuff including your ideas, started fleshing out designs for a possible sequel, and even started on localizations. The first of which is Russian and is currently available. To celebrate the anniversary we are offering the game at a 40% discount on Steam, Itch.io, Humble, and Indiegamestand. http://store.steampowered.com/app/466800 Not only that but we are giving away 10 copies of the game. Want to take part in the anniversary giveaway? Come check out this post: http://steamcommunity.com/groups/coaguco/discussions/4/1291817837615602142/ We also pushed out the version 3.3.8 update with the following changes:
Hey dope fiends! We have a minor update for the game that deals with weird characters in people's usernames which was causes issues with our API system. Check out the change log for details:
Hey, dope fiends! We have a little patch coming your way that fixes, mostly, stuff with the Russian translation. Feast your eyes upon our change log for more details:
Hey, dope fiends! We have another somewhat small update coming out today. This fixes some minor issues with the Russian localization, the loading UI, and the dreaded "day" settings glitch. Read all about it in the humble change log:
Hey, dope fiends! We have issued a small update with mostly spelling and grammar fixes, improvements to the Russian translations, and an engine upgrade. Here is the official change log, if you're into that kind of thing:
Hey, dope fiends! We have issued an update that fixes a few small things like finding / losing stuff in the streets and sounds settings. Here's the goods on the change log:
Hey, dopefiends. We are pushing a patch to fix a small issue some people have where drugs and prices aren't showing up on Stashware. In case you're curious, the change log says the same thing:
Hey, dope fiends. We just made a small update to fix some logging stuff and push the Mac version update. Here is the tiny change log:
Hey, dopefiends! We are pushing out an update ahead of the localizations. This features some fixes for things as well as changes in some layouts and graphics. Here is the change log for the curious:
Hey, dope fiends! So the game has seen it's last content update and, hopefully, the last of the bug patches needed. All that is left in the near future are localizations, which we didn't intend on doing until the folks at Tolma4 Team contacted us. That being said, we will be launching a closed beta of the Russian localization of the game next Monday, probably. Once it is cleared as good and working we will make it public for everyone. The achievements should already be on Steam and working for anyone using Russian. You will be able to toggle languages in the Options section but the game should be able to detect your language through Steam. There is also a Brazilian translation in the works. If anyone is interested in translating the game to another language, please contact us.
Hey, dopefiends! We are issuing a small update to fix some problems with the game. This is partially in preparation for some localization that will be coming later. But enough about that, here is the change log:
Hey, dope fiends! We have another little fix for you. Thanks to user Scratch for pointing some stuff out. Here is the change log for your viewing pleasure:
Hey, dope fiends! We slipped in a very small update which addresses two issues that absolutely no one even noticed. Here's the rather minor change log:
Hey, dope fiends! We issued a new update which includes, mostly, user suggested improvements. Wonder what's in it? Check out the change log:
Hey, dope fiends! In what should be our last ever update for The Dope Game, we bring you the ability to toggle the holiday events on and off (when they are active) as well as some small spelling mistakes we noticed while watching some playthrough videos. We'd also like to thank you all for supporting and playing the game! As well as all the feedback, bug reports, suggestions, and whatnot. We hope you'll stick with us into 2017 as we release some new games! As per usual, here is the modest change log:
Hey, dopefiends! We issued one more small update which fixes something no one ever mentioned before.. the fact there is no good way to end Endless Mode! We also added some minor tweaks to the dialog module as well. In the usual fashion, as is tradition, here is a minor change log:
Hey, dopefiends! We are pushing out a small patch to fix some naming stuff in the X-Mas edition. Here is the very tiny change log, as is tradition:
Hey, dope fiends! Today we release the X-Mas Edition which is our last content update for the game! This adds new achievements, new art, and more. The Stash DLC also received updates to the art book and wallpapers. Check it out now! Here is the usual change log for you to look over:
In less than six hours we are starting our 12 Days of CoaguCo Christmas event, inspired in part by the wondrous game Pony Island. We are gifting copies of our games through our games! Three copies per day for twelve days.
The event starts at midnight, tonight, CST. And the gift pile updates every night at midnight for the next twelve days, ending on Chrismas day. There are a total of 36 key gifts available!
How Does It Work?
Basically any time you play either One Way To Die, Raise Your Own Clone, or The Dope Game, our system will decide whether you get a gift key or not. If you do indeed win, you'll see something like this...
You can copy the key using the ball and close the screen with the other one. Make sure to paste that key somewhere or use it as the gift won't appear again!
Our system does keep track of what keys go to whom, so we know what is going on in case something goes awry.
Some Gifts Weren't Opened In Time!
If any of the gifts aren't opened before the time expires, then we will give those keys away on SteamGifts.com but will make sure to link and notify the community so there is an additional chance to get it.
We will be checking on the event each day and tweaking things if necessary. Good luck to all the gift recipients and have a happy holiday!
Usually for the holidays we like to do a giveaway for all the folks in the community, and those lurking the the peripheral waiting for keys. This year we decided to do something much different and, if it works out, something we'll do moving forward. This year starts the Twelve Days of Shizmas! How's It Work? Inspired by the lovely game, Pony Island, each of day of Shizmas, each of our games will release a new serial key for every game we have out. The keys will be embedded randomly somewhere in the games. The locations and keys should vary day by day, depending on how the RNG gods feel. The process should be automated, for the most part, so new keys should release around the same time each day. I Aleady Have This Game If you get a key for a game you already have, we suggest giving it to a friend or donate it back to the community. Don't be a cunt and sell it. We'll drop another announcement the day before Shizmas begins!
Hey, dopefiends! Today we are releasing a small update prior to the next and last content update the game will receive. These are mostly fixes and some upgrades to the engine. The change log is as follows:
Hey there! Things happened faster than we expected and we will be experiencing server downtime for about an hour tonight. We apologize for any crashes that may occur or lost data on our servers! It should be back in action around midnight (CST). API systems will be the first things back online though.
Well, birthdays are over for another year and a new nephew is born so it’s time to get back to work! One of our first points of order is changing our server hosts. This will possibly cause a small hiccup in our API system in all of our games which may result in some stats not being backed up correctly. However, this does not affect Steam’s copy of the stats and those should sync sometime afterward. If any horrendous issues arise, please let us know! We expect the server swap to happen sometime around Thursday or Friday.
Happy Halloween, dope fiends! We have pushed a small update to The Dope Game mostly for some debug stuff and money calculations. Here is the change log:
Happy Halloween, dope fiends! We are sneaking in a tiny hotfix to correct a few minor issues with the game's newest Halloween update. Here's the modest change log:
Happy Halloween, dope fiends! Today we move the Halloween update from beta to release and with it there are a lot of changes. Plus a new achievement. The Halloween mode kicks in at midnight tonight (or you can set your clock ahead). Here is the change log:
Hey, dope fiends! The demo version of The Dope Game just got an update. We figured it was pretty out of date with the full version and didn't really represent where it was now. So now it does. The differences being that he demo still has the other day settings, hard mode, NSFW mode, and endless mode locked up. Also you cannot use the stash at Dr. Stansfield's cloning lab. Everything else, however, should function normally. Oh, and the old lady just says that it is a demo over and over, so you cannot get stuck with the syringe nor get price drops/spikes with drugs randomly. Windows and Linux users and try the new version right now. Mac users will have to wait a little bit however.
Hey, dope fiends! We just uploaded the Halloween update a bit early into the beta branch for testing. Officially it will hit the major release branch next Thursday. You can opt into beta branch by going to the game's properties then selecting the betas tab then changing your branch. It will update the game and DLC, if applicable. To enable Halloween mode you'll have to change your computer's clock/calendar to somewhere between midnight of October 28th to midnight of November 2nd. Or you can wait for the official release too. There is new content, for both the game and DLC, as well as a bunch of system changes. If you find any bugs, please let us know about it! The official release will be on Thursday October 27th.
Hey, dopefiends! We just issued a small hotfix to prevent a CTD bug when fleeing combat and managed to fix three more issues at the same time! Here is the official change log:
Hey, dope fiends! We have just released the Hard Case update which features a whole bunch of changes, many of them under-the-hood. This update is primarily focused on combat while adding a new location, NPC, a bunch of new weapons, and lots of tweaks to the system overall. Curious as to what? Here is the official change log:
Hey, dope fiends! The game has had a small update prior to the "Hard Case" content update later this month. This addresses a few small issues and adds a few new things. Here is the change log:
Hey there, in case you are following these posts for some reason and haven't bought the game yet, it is currently on sale over at Humble Store as part of their summer sale! So we discounted it on Humble, Itch, and IndieGameStand. You can snag it for 20% off at Humble Store. https://www.humblebundle.com/store/the-dope-game Or snag the Dope Fiend Edition, at the same discount, on Itch.io! https://itch.io/s/4790/the-dope-game-humble-summer-sale Optionally, you can also grab it at IndieGameStand; both the main game and DLC at 20% too. https://indiegamestand.com/store/2906/the-dope-game/ https://indiegamestand.com/store/2929/the-dope-game-the-stash-dlc/
Hey, dope fiends! The Dope Game is now in the Humble Store and at 15% off for the first week! Check it out, you know, if you want to. https://www.humblebundle.com/store/the-dope-game
Hey, dope fiends! Holy crap, we have a rather big update today. The Doped update has finally hit and is our first big content update for the game. We have a bunch of different pieces of into and here they are broken into chunks! Giveaway To celebrate we are doing a giveaway over at our community hub which will go live after this post does. We will be giving away a few copies of the Dope Fiend edition of the game. Twitch We will be streaming a play-through of the new version around 5 PM CST! Just head over to our Twitch page and hope the stream doesn't shit out half-way through! Changes! The change log is meaty. Here is, as far as we wrote down or remember, the list of changes for version 2.0.0:
Yeah, we meant to use the word update twice. However, this is a quite update about the update to version 2.0.0 of The Dope Game. It is being delayed until tomorrow due to weird issues with Godot Engine. Why? Well, we updated to the newest 2.1 release and it has caused some weird issues. Mainly it resized a bunch of fonts and moved a bunch of buttons around. So we basically have to go through everything and resize all the fonts back and move the buttons back into their proper places. Seriously. In light of this bullshit we will be releasing the update tomorrow, giving out a discount on the game (on all sites it is available on), doing a Twitch stream, and doing a giveaway on The Dope Game community hub. See you tomorrow!
Well, with the days moving along and still slogging through some of the Steamworks stuff, we had to make some decisions on our proposed release dates. Raise Your Own Clone will get held back two more short weeks and The Dope Game update will be out on time. Read on! The Dope Game We are pushing ahead and releasing "The Doped" update out on August 15th as planned since that content is all ready to go. This update finally adds Dr. Stansfield's cloning lab from Raise Your Own Clone as the stash house, adds in a bunch of stuff with the Old Lady, and even more little bits and pieces we talked about previously. Raise Your Own Clone Yep, our long delayed game is getting two more weeks treatment. Why? Well, there is a lot of stuff on the backend of Steam that needs to be done and we have almost all of it. But there are some pieces we may not get through at the last minute and miss the 15th anyway. Plus we are adding some more polish to story one. We changed a LOT of stuff in this game, even though it is a text adventure. If you ever played the original version that came out last year you will know what we mean when we unveil this new one. Also, more information on the episodic release, the game will launch with story one and the release story two on October 1st, story three on November 1st, and finally story four on December 1st. Since all the structures and assets are in place already this will be a pretty solid release schedule. Streams We will be streaming the new Dope Game update the day of release on our Twitch account. And, finally, when Raise Your Own Clone comes out, we will stream a little of that. That's it for now!
Hey, dope fiends! This is it, the last small update before the "Doped Update" drops on August 15th! While it is a tiny update, it does fix some critical issues introduced in the 2.0.4 update of the Godot Engine. Here is the modest change log:
Hey there, dope fiends! We are issuing another small patch to fix three long-standing issues and one fix to the fix to the hotfix. Yeah. Here is the change log:
Hey there, dope fiends. We just pushed out a small fix for version 1.2.0's update which only addresses issues at the Fun Park. As usual, the Mac version will come later in the day. Here is a list of the fixes put in place.
Hey there, dope fiends! We decided to drop the smaller 1.2.0 update ahead of the bigger "Doped" content update to fix some things and add some asked about features. The update should be rolling out for Linux and Windows users now with Mac users getting theirs later on. Here is the current change log:
Hey there! We just wanted to give a shout-out to all the folks who participated in the giveaway for this year's Steam Summer Sale. After going through the list of entries and having a hard time picking out five of our favorites, we decided that everyone who entered will get a CoaguCo Game pack! Well, everyone except
thisismike97 because that ♥♥♥♥♥♥♥ already has all our games... and did some work on The Dope Game's Mac ports so that kind of exempts him, right?
Everyone is being contacted soon with their keys. If you won, you will receive a friend request from the main CoaguCo account. You can unfriend this account after you get your keys if you wish.
Thanks again to everyone who participated and we will see you guys again soon for yet another!
Hey, dope fiends! Happy Steam Summer Sale! We have three pieces of news to go over with you today. The Dope Fiend Edition bundle, our Summer Sale giveaway, and the Mac Console Edition.
Dope Fiend Edition Bundle
Now that the DLC has dropped, we put together a bundle so you can snag both that and the main game at a discounted prices. Which also stacks with other sales! You can check out the bundle here!
Game Giveaway
As we are wont to do every sale, we are giving away five copies of the game and five copies of the DLC; as well as keys to our other games. Oh yes. Just head over to The Dope Game's community hub for more details (or click this)!
Mac Console Edition
Thanks our resident Mac fiend,
thisismike97, we now have a Mac version of the Console Edition in the DLC. That just went live a bit ago! Mac users, if you have any issues please let us know!
Hey there! We just released The Stash DLC today! You can check it out here. It is 10% off for the first week and does require the base game. The Stash DLC The Stash does not add any content to the main game and is just a bonus content pack. The Stash, if you didn't read our previous post, contains the full soundtrack, art book, wallpapers, out-take video, thank you note, and an old-school console version of the game. The Console Edition only works in BASH right now, so you can only play on Linux, maybe Mac, and on Windows using either Git's BASH or BASH on Ubuntu on Windows update. The Stash will continue to get small updates as we update the main game and release more content. So watch out for that if you get it. Mac Update We also pushed the Mac update from beta to release. If you are a Mac user the game should update for you. Let us know if you run into any issues.
Howdy! We are mostly gonna talk about the upcoming DLC pack, The Stash, then finish off with a little Mac news at the end. The Stash The DLC pack comes out this Tuesday (June 21st) with a 10% discount. We are working on putting a bundle together, with the main game, for a different discount... but we'll talk about that later. The Stash contains the soundtrack, art book, wallpapers, out-take trailer, thank you note, and command prompt/terminal versions of The Dope Game! A nod and callback to the original DrugWars. Granted it slimmed down from its current incarnation. For more information on The Stash, check out its store page on Steam right now! To see the "Console Edition" in action, check out the YouTube launch trailer. The Stash will also receive some small updates as we keep adding content to the main game. Keep an eye out for those! Mac Tests Also, Mac users might want to try out the Mac build in the beta branch to see if it fixes some issues you guys were having. Please let us know your experience in the Community Hub or by e-mail. If all is well, we will move it to the release build.
Oh crap, two updates in one day? Yes! First we patched the game and added a little bit of stuff... now we are releasing the Mac version of the game! Thanks to
thisismike97, one of our community moderators, for pushing for the Mac build and actually doing the port.
If you are a Mac user, we'd like to know if there are any issues with this build as we cannot test the game internally (Mike says it works).
Hey, dope fiends! We have a, mostly, bug fix patch for you today. It should resolve a whole host of weird things going on as well as add some polish to Bill Finnigan at the Fun Park. We even through in some small additions like Stashware messages and more animals for Bill to sell you! Check out the change log and update your game:
Hey, we mentioned on Tuesday during the content update that today we would be changing up our server API. Well, that just happened. What does that mean for you? All versions of the game older than 1.1.0 will no longer communicate with the server the same anymore. They will still pull leaderboards, stats, and version matching, but they will not save stats to CoaguCo, pull lost items, nor add lost items. If you experience any issues then you are most likely using an older version of the game and need to update!
We just pushed a hotfix for a CTD bug and some smaller issues. Here is the change log:
Hey dope fiends, today is quite the day of updates and news. We have updated the game with more featuers, the Mac version is in the works, demos have been added for everyone to try, the winners from our launch giveaway just got their keys, and there is more news! Let's do this all one by one, shall we? Update The game has been updated to version 1.1.0; this includes some community suggestions and usual fixes. Here is the change log:
Hey there, dope fiends! We are working on getting the content update (version 1.1.0) finished up and wanted to run something by you guys before we make it so. It has to do with achievements. We will be adding two new games modes in and considered adding an achievement for each. You would have to finish each mode to get the achievement. Most likely on any day setting above 15. So the question stands... do we add in two new achievements or do we keep the same number as is? If you could, please go to this thread and let us know!
Hey there. Another quick patch to fix some hideous bugs! Here is the change log:
Super tiny hotfix has been released. Thanks to user fusecavator for finding some additional glitches in the system that required quick fixes! Here is the super-brief change log:
Hey there, dope fiends! We just issued a new patch to fix up some bugs that were found in the game and spice up the Fun Park at a bit. Read on for the change log:
Hey there! We have some bugs to fix and just issued a patch to do so. We also took in a small request for music/sound/screen hotkey! Plus cheers to user counterstroke for finding some other hideous bugs! Here is the official change log:
Hey there! We just issued a hotfix for the game which includes a major fix for a big glitch we somehow missed. Big thanks to user counterstroke for finding this and pointing it out to us! Along with that we have fixed some small grammar mistakes and one tiny issue with finding lost goods. We suggest you update the game when possible! Cheers everyone for your support!
That's right, it is time to get into The Dope Game! The game is now available on Steam with a 15% discount for the first week. At the end of that week the price will go up and we will release the demo version so people can try it out before buying, if they wish. We have more to talk about so let's get into it! Update We have updated to version 1.0.0! Granted we posted the release candidate change log earlier, it was incomplete. Here is the real change log for the official release version:
Hey-o! Today is the day we start handing out keys to the press and reviewers for the game. We are also putting one more update into beta for testing prior to release. And there will be a demo available soon. Read on! 1.0.0 Update The last update before release is here for testing. All Steam users can opt into the beta version of it currently. Here is the super short change log for this update:
This is a minor update to fix some little issues in the game, including a big performance bump when changing locations. The change log is as follows:
Two pieces of information for you all, we have update the game to version 0.5.1 to correct some issues and add some more things. You can check out the change log below. Also, we are shelving the Mac version of the game for now. Since we have no Mac to test it on nor compile it correctly, that version fo the game will be skipped until we can solve that issue efficiently. Sorry, Mac users! On to the change log:
The game has received a sizeable update to version 0.5.0, this includes a bunch of stuff which is detailed in the change log below:
The final public beta has ended and we got some good data back! Thanks to everyone who participated; especially those of you who sent us bugs to fix. With this we can patch up some stuff and get the final version ready. This also helps us get the demo wrapped up, which should launch around the same time as the full release. If you have a beta build still, we are not 100% sure if those copies will fail as the beta API system will be turned off today. They may not. If they do, just wait a few days and you can get the upgraded demo version which is essentially the beta but with more polish. Those of you who have Steam copies already will probably get one more update before final release hits. That update should be out tomorrow or Friday depending on one small thing we are doing right now. We should have more information soon! And a giveaway starting on launch day!
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