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:
- Added: four new music tracks
- Fixed: volume sliders
- Fixed: sound effects level not saving correctly
- Fixed: dropping drugs from inventory reduced coat size
- Fixed: missing Xmas prefix name for henchman
- Fixed: possible crash when visiting Starkham Docks during Xmas event
- Removed: weapons using up coat space
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:
- Added: seeded in more lost stuff
- Changed: restructured how what is lost or found happens
- Changed: updated engine to Godot Engine 3.5.1
- Changed: Classic version now uses new API system
- Fixed: a few bugs in API system
- Fixed: turning off holidays doesn't disable them
- Fixed: issue where backgrounds didn't load right in Halloween mode
- Fixed: problem with saves loading due to encryption, players may need to delete local saves
- Fixed: signals for networking loading in background
- Fixed: missing dialog for old lady
- Fixed: issue with finding stuff, caused thread to break and nothing to be found
- Fixed: getting stuck in dialog when fleeing from the cops
- Fixed: some naming issues with finding or losing items
- Fixed: organ related keys in translation file
- Windows - C:\Users\
\AppData\Roaming\Godot\app_userdata\The Dope Game\ - Linux - ~/.local/share/The Dope Game/
- OSX - ~/Library/Application Support/Godot/app_userdata/The Dope Game/
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!
- Added: ability to skip / fast-forward typed dialog sections
- Changed: updated engine to Godot 3.5.1
- Changed: minor bits under the hood for upcoming content pack
- Fixed: issue with game rendering translation files
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]
The Dope Game
So the game has five different content updates (still) coming. Most of them have missed their original assumed deadlines but so it goes in the world of game development. Since most of these updates require a lot of art, that takes a bit more time than programming sometimes.
The first update, which adds more customization to characters, is being overhauled. While you will be able to modify colors and such for the outfits, they will be put together in sets to reduce the complication of the mix-and-match; which is really where things get hung up. We are also going to mix update 1 and 2 together by putting out the DLC updates in with the customization patch. Just to speed things up a bit. [hr][/hr]
Haulin' Oats
Release dates have been speculated on a lot and right now we are targeting Q1 2023 with a nice buffer after Steam Winter Sale and a buffer before Steam Spring Sale. Other than the grueling grind that is multiplayer, the game has been getting a graphical overhaul.
Various fonts, lines, and images are being redesigned and cleaned up. As you can see from the images above and below. Card faces are being reworked too; most of this for clarity and to match the physical assets for the (hopeful) physical version. Some higher resolutions are also being used for larger displays. Also doing a round of checking for any missing assets like missing card graphics.
A few other things:
- More animations are being done, like game pieces, icons on the board, etc.
- A new radio is being added to change tracks in-game if you want to skip some.
- More music is being added too.
- Actual hands and arms of in-game "players" being tested.
- UI overhaul to fit information better.
Into Oblivion
The game is currently awaiting its Midnight update. Most of the time has been spent combating how the interface is laid out with so many other players. In the end, the maximum number of players for Midnight is being reduced to 6 from 8.
Almost all of it is done. The intro animations are ready to go and most of the assets are in place. At this point it is finalizing the UI and finishing up the code. There will also be a small update to some of the rules of the main game. Status effects will be added as cards to the deck as well as created by drink combinations. This will be included as a new game mode in the Midnight update. Also some new skins coming but I think that was in the last roadmap update. [hr][/hr]
One Way To Die
When will multiplayer toggle be here? Soon. It is about the only question asked of our first (joke) game. The game itself is also getting slightly rebuilt with a new mode which is different from the last teased one. Frankly the visual novel aspect wasn't greatly received so it will be getting dumped in favor of this:
A match-style game has been implemented with some new mechanics and there will also be more UI changes. There will be some new death animations and shorter death text, with the option to read longer text if you want. It will also make multiplayer more interesting with the new changes. [hr][/hr]
Raise Your Own Clone
Speaking of games no one really liked, the last and least is the one that sucked internally to make and didn't fare very well despite the weird surge in sales lately. Yes, the game is being completely rebuilt, much like One Way To Die, as the visual novel thing just sucked. Also the writing is not great, but no one said it would be. Sadly there are no images currently of the new style the game is moving towards. As it is lowest on the totem and at this point it is just graphic assets construction. What we can tell you is that it will end up being a muliti-chapter 2D, top-down, RPG-style remake. [hr][/hr] That's it for this fall update. Unlike previous times, there are no hard dates for anything so there is no disappoint on our end or yours. Have a happy fall season and hope to get some new content out to you all soon!
Hey there, dope fiends! We are sliding out a quick patch to fix some issues that were found. Here are the patch notes:
- Added: function for dealing with armor changes in combat
- Fixed: attacks not taking armor durability instead of health
- Fixed: missing audio track will crash game
- Fixed: inventory blocker not showing correctly
- Fixed: dropping drug in inventory crashing game or locking screen
- Fixed: crash if player attacks a crew member
- Fixed: text when player attacks themselves or crew
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.
I found some bugs...
Sorry about that. Yes, there are so many different angles to the game that all the bugs were impossible to find. However, there is a patch being put together now that will address some of them soon. If you find one, please report it on our Discord or the Steam community section under "Bugs/Glitches". You can even exploit them for fun and profit for the time being.
Wait, the price changed?
Yeah, during the last year or two we discussed with the community the best way to approach the remaster version: should it be a new game entirely, some DLC, or free patches and a price bump. You guys chose the price bump with free patches; probably because you already owned the game. Turns out it was the easiest way to do all this without complication or setting up a bunch of stuff through Steam.
Content Pack Roadmap
We talked a little bit about the content packs coming out after launch and now we'll expand on these a bit more.
After a patch or two, we will have a Skins Update which will add more skins to the customize section of the game. It will also fix the color selector, which honestly kind of sucks right now. The CoaguCoins will be available in-game at the bank and use in-game money to buy. Gotta spend them stacks on something. Next is the DLC Update which will update all aspects of the DLC content. Mostly a graphical update, it will also change the Android APK to a newer version and the console edition. There will be a few extra surprises too like Point Shop items. Next is the Combat Update which will re-work parts of the combat system, which is showing its age. You can fight multiple opponents and there will be some new effects like particles and such. Next is the Docks Update which will finally add a new sub-location, The Brewery. Here you can deal with ol' Jenkins as he sets up his make-shift brewery (featured in the Brewmaster update for Into Oblivion). He will sell the player a variety of upgrades to use in the game. Lastly, the Multiplayer Update. This, naturally, adds multiplayer to the game and lets you deal with or against friends and foes. There is so much added here we will discuss it more later on.
I love the classic version though!
We do too so that's why you can change the game's branch to "classic" and just play that version. Go to the game's properties in Steam and swap your branches out.
The change-log
For the curious, here are all the documented changes. Some may be missing.
- Added: new loyalty reward for Into Oblivion
- Added: master volume control (modifies both sound and music)
- Added: players can now pay their loan in product
- Added: four new achievements
- Added: players can now sell organs at hospital
- Added: players can now cure drugged status at hospital
- Added: encryption for save files
- Added: customize option in main menu, allows change of character and icons
- Added: splash check for button spamming
- Added: dialog context for choices
- Added: animation to dialog
- Added: rich presence text for Steam friends list
- Added: new loading animation
- Changed: many, many graphical assets
- Changed: updated to Godot 3.4.4
- Changed: max resolution now 2560x1440
- Changed: huge re-writes to code under the hood
- Changed: adjusted drug increase flux price from x3 to x4
- Changed: the item dropping system
- Changed: the CoaguCo API interactions
- Changed: appropriately renamed NSFW mode to SFW mode
- Changed: police heat system now separate for each area of the city
- Changed: the more loans you pay back, the more Sweaty Mike lets you borrow
- Changed: outrageously loud default sound / music
- Changed: leaderboards now show top 10 each
- Changed: text on Shark Hunt achievement
- Changed: text on I Need An Adult achievement
- Changed: text on 401(k) achievement
- Changed: expanded high scores from 10 to 20
- Changed: stat loading now has new error for Steam failure
- Changed: old lady's tip on drug flux comes into effect the next stop after current
- Changed: when a crew member flees from combat, they do not leave the player's employ permanently anymore
- Changed: defeating Marsch no longer triggers infinite war against the clones
- Changed: player can now select who to heal in combat
- Changed: web link in menu now opens Steam store page
- Fixed: missing Borl Station / Dark Alley walk pair
- Fixed: incorrect math on weapon calculation when finding a new weapon in the streets
- Fixed: glitch in number formatting function
- Fixed: issue where player may not get achievement for having all endings
- Fixed: music pausing during processing
- Fixed: a variety of tiny bugs
- Removed: Steam statistics to ease issues when syncing data
- Removed: drop option in dealing interface since you can drop from inventory
- Removed: individual retirement update
More to come!
This, as you can read above, is just the beginning and we have a lot more to share and update throughout the year. Stay tuned!
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]
Into Oblivion
So the Brewmaster expansion won't be around until, probably, Q3 2022; however, the game will be getting a large update very soon for the upcoming Steam Tabletop Fest. Yeah, this month... in about two weeks. That soon.
What's in it? The game's version of Godot will be updated to 3.3.4; maybe 3.4 if that comes out before the update. Tons of code has been updated under the hood in preparation for Brewmaster, including the networking which has all be ported over to Steam instead of Godot's internal networking. This will make all the multiplayer stuff much more smooth. In addition to these, there are a few graphical upgrades and animation changes. Menu layouts have been altered too. The old "embiggen" mode was pulled temporarily to be replaced with better accessibility modes in the Brewmaster update. The native resolution is now 1440p, up from 1080p. And, naturally, a bunch more tiny tweaks that will be outlined in the change log when it launches. [hr][/hr]
Haulin' Oats
Our next big release will be out in Q1 2022. Haulin' Oats is currently undergoing networking re-writes and various graphical upgrades for the last beta version. Trust me, all those graphical assets take a long time to draw and implement.
Along with these updates for the beta will be the Haulin' Oats rule book which will be available for download so you can read about each square during, prior, or post game-play. The rule book is also part of the possible physical version of the game that you can play at home with friends... if you have them. More on the possibility of this physical version will be talked about after the official Steam launch. [hr][/hr]
The Dope Game: Remaster
Probably the most asked about, The Dope Game missed its original remaster release window of May 2021. Too many asset changes, code changes, and covid dragged the process out. However, considering we are closer to the end now, the release day can pretty reliably be set at May 30th, 2022.
There have been a bunch of weird, new features added to the game since the last update and the next beta update should be pretty juicy. It may or may not show up as an Xmas present for you all. [hr][/hr]
One Way To Die: Final Cut
The oldest of our games and one that started as a joke a long time ago, is getting one final update which will add a graphical version. This was teased earlier in the year and, well, let's tease it again.
While there is no hard date, the One Way To Die: Final Cut version should be out in Summer 2022. It hasn't been decided yet if the fully text version will be removed or not. We'll cross that bridge when we get there. [hr][/hr]
Raise Your Own Clone
Last and very much least, a game I personally hated working on, is Raise Your Own Clone. Between design and release, much was lost and development felt like a drag. To fix all that, the game is getting a re-imagining and new life in Q4 2022.
None of the actual story content will change; however, the presentation will change greatly. If you remember your way through each story, it'll make playing the new version that much easier. And, finally, we will have a version of the game that we can feel good about. [hr][/hr] That's it for now. More updates will follow as each of these game's updates come out or get closer. Stay tuned!
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]
Haulin' Oats
If you've visited the Haulin' Oats Steam store page lately you'd notice the release date has been changed to "Ready When Ready" from the tentative June 2021 date. That being said, in the last update I believe it was mentioned the game as going to be released sometime in the summer and that June was a just a holding date.
Since real-life takes importance over development-life and there is a lot more polish I'd like to put on the game before releasing it, summer might still be a valid target but the game may not see the light of day until fall. The next beta update will be the multiplayer test update and there will be posts about it right before it happens. Nonetheless, various things have been upgraded since the last test update: art, code, shader effects, etc. Things are shaping up and calmly walking towards a final build but not just yet. [hr][/hr]
The Dope Game Remaster
Second on our list is The Dope Game Remaster, which was due out on May 30th, 2021; the five-year anniversary. However, it won't be making that date but that is because of all the love this remaster is getting.
Seriously. All of the art has been redone, multiplayer has been added (which goes into test soon), every system and interface has been upgrade and expanded, a new area to deal in, new NPC, armor, organ harvesting, stuff to spend your money on, etc. Most of the new stuff is borrowed from The Dope Game 2 as a test so I know what to work on and what to avoid before that starts full development. While we will miss the May 30th release, the remaster will be out sometime after that and before summer ends. To avoid another delay post, there will not be a hard date set. However, there will be posts when the multiplayer test is ready and the final release should be shortly after that... with the appropriate post shortly beforehand. [hr][/hr]
One Way To Die
Lastly and least-ly, One Way To Die is getting it's final (yes, final) update. The original final update contained some code changes, minor polish, an opt-out for multiplayer, and an engine upgrade. However, since this game is over 12 years old now, I figured I'd give the old girl a better send-off.
The game that started out a joke and has had a lot of revisions and updates over those years will finally make one last pivot into a graphical version. Yes, all you folks who hate reading can finally play it as a graphical adventure. It is something that has been mulled over for a while now and is finally happening. This will also significantly overhaul how the multiplayer / sabotage mode works. Choose and Random modes will finally be retired with Story mode being revamped as the solo text-only mode. There is release date set for this but probably fall, if I had to guess. [hr][/hr] There is a bunch of other stuff happening in the shadows with Into Oblivion and Raise Your Own Clone as well as some unnamed projects but we won't get into that until 2022. And while it is quiet right now, there will be a lot of updates and releases coming soon. Talk to you then!
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:
- Classic Edition as a separate exe which can be started from main menu
- Multiplayer up to 8 people running around the streets of Starkham
- Customizable characters
- Complete graphical overhaul
- New engine and re-written code-base
- New area - The Starkham Docks
- New NPC - Jenkins; he sells various items to boost your game-play
- New sub-area - The Bootleg Shack
- Hospital allows healing your crew and you can sell organs
- Old Lady's drug fluctuations have been corrected, improved
- Brand-new police HEAT system
- Armor can be purchased, found, worn
- Upgraded API system to allow more drop/find with community
- Accessibility features
- All interfaces (HUD, inventory, Stashware, etc.) have been re-worked
- Various community suggestions have been added in
The Stash DLC
The Stash will get a bunch of new updates; basically everything in there:
- Big addition to the artbook; containing new art and some comparisons
- Updated Android Edition to Remaster version as well as Classic version
- Face-lift for the thank-you note
- New wallpapers and updates to existing wallpapers, plus multiple sizes
- Old school terminal game is getting updates too
The Dope Game OST
A brand-new official soundtrack will also hit the scene for $1.99. It will contain a liner note PDF as well as some new tracks that will be present in the remaster. All proceeds from the OST will go directly to Macabre Gandhi himself.
Beyond That
Other than all this, sometime in the Summer of 2021, I hope to get Steam Workshop enabled. Primarily for letting the community create their own localization versions, but to also allow customizing other aspects of the game such as backgrounds and character skins. That is all for now. I will have more news as we march into 2021 and will roll out a few more test builds before the final release. Stay tuned!
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...
The Dope Game: Remaster - WIP Build
Right now, this very minute, you can swap over to the "beta" branch and try the very janky WIP version of the remaster. This contains a snapshot of the game as it stands today; with all the bugs, missing images, and problems you'd expect with such a build.
Broke AF That being said, it is very broken as I have been changing shit up to the wire and broke many things in the process. You WILL experience crashes and, yes, I am aware they are there and why they happen. I have a whole list of notes of things I haven't done yet or haven't fix yet or just freshly broke and need to fix. But don't despair! This branch will be updated frequently as I make changes and fixes. You can expect updates at least once a week until the game is ready for full release.
Why release this now? This sort of "early access" build is available to do a few things. First, I felt it was time to let some folks get a look at it up close and personal. Granted you can't really play from start to finish, but it gives you an idea of what it'll be like soon. Second, it also gives you guys an opportunity to help direct where this is going a bit better. You know, because often times development is working "in a tunnel" and things that make sense to me might not make sense to you; and vice versa. So feel free to jump over to the game's community hub and drop some threads into the Remaster forum.
Now what? I am going to keep plugging away at it, obviously, and will release another snapshop next week. Each subsequent dev diary after the next one (which is all about Haulin' Oats only) will have information about the current snapshot and where things are. And, as I mentioned before, I'll keep cranking out snapshots each week until we get where we're going.
What can I expect? Other than some brutal crashes when you least expect it? Or getting stuck somewhere? Well, here is a list of things you can see in the remaster WIP build:
- All-new interface designs
- Customize your character (new cloths, accessories, and icons soon)
- Multiplayer, coming to a build near you
- A fourth dialog option?!
- Sell your organs, or other people's with the right tools
- Accessibility options to make it work for everyone
- Play the classic game from the remaster (launches a new process)
- Four new achievements because you love them
- New Street Loyalty unlocks
- All-new bugs that never existed before
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.
Haulin' Oats
I've mostly been polishing and added content since last we spoke, as well as tinkering with the multiplayer stuff; like this hideous interface.
There really isn't a whole lot to talk about as it has been code tweaking and most people are pretty disinterested in such things. Especially when there are no shiny pictures to show. However... The Steam Game Festival is coming back in October, before the launch of Haulin' Oats. So I think the demo for that festival will be the official demo for the game; minus any subsequent bug-fixes and such. And speaking of, the game is now slated for the end of October. Any later than that and it would have to be delayed until January 2021 because you never want to launch a small, relatively unknown indie game during the holiday seasons.
The Dope Game Remaster
This last chunk of time was getting more stuff ready for the first test build which will be released next Friday (August, 28th). The build will obviously be missing some assets and have a lot of bugs but will give you the chance to see all the changes in action. Speaking of...
You can see here an early version of the character customization screen. I can't remember if I talked about this already but you can change how your character looks and server icons for games. There will be unlockable bonuses for playing other CoaguCo games as well as the ability to purchase new outfits and icons. Purchasing will use an in-game currency which you can exchange your hard-earned drug money for... because fuck real-money micro-transactions for cosmetics, or anything really. Speaking of hard-earned money, as mentioned a long while ago, once the remaster update is out the game's price will increase slightly. After talking to a bunch of folks about it, it was decided to raise the price instead of making this all a completely new version or a DLC package. Plus, I'm pretty sure everyone who wants the game already has it. I mean, it was two dollars, fam. If you don't, I would get that shit sooner than later. See you next week for the first test build! There will not be a new dev diary that day but there will be a post talking about what to expect. Til then!
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...
Haulin Oats
A fair amount of the time after my time-off was spend on The Dope Games networking system. However, what work Haulin Oats got was divided between setting up music and polish for the next alpha which should be out sometime this month.
To prevent music from getting horribly repetitive throughout a game session, the music will be set up like a radio. One song will play then the radio will scan the channels looking for the next song; like driving in a big rig. Some tracks have been assembled so far and more are coming. The current ones will be added into the next alpha version so folks can hear them. The polish phase is almost done and (I hope) most of the bugs have been squashed. Im going to try to jam in the racing feature before releasing it to the folks who have alpha access but well see how that goes. Also some accessibility features will be added prior to launch. I have to get in touch with some folks to go over what all needs to be added and then create a plan to add it!
The Dope Game Remaster
Most of the work done around my time-off has been networking. This is actually a drawn-out process; especially when testing it against yourself on a LAN. Nonetheless, the Steamworks integration is going pretty well.
All the lobby stuff, after multiple iterations, is now done. So far all the testing works, thanks to pulling some stuff from other CoaguCo games. Currently I am implementing the multiplayer P2P framework in the game itself so folks can run around and slang together. Well, more against each other. You will be able to play against six other friends or foes though currently there is no option to join an in-progress game. While it was considered, I think it might be too hard to catch up once a match starts. However, maybe down the road that will get added. Next update I will talk more about the character and server customization. There will be a decent amount at launch with some add-ons over time. More on that next time, folks!
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.
Haulin Oats
This week was all about getting that multiplayer up and running. As you can see below, something that was visible in the current alpha (I think) is the hosting settings. These are now functional.
All of the lobby set-up functionality as well as server list functionality is now in the next alpha build. In-lobby chat also works. Still tinkering with kicking players from the lobby though. Avatars should show up next to each player too. Now the focus is shifting to making the game playable. Luckily there were hooks already for bots / remote players, so its just all about adding in the client-server functions to talk to these. When the next alpha version hits, this should all be ready to go. Expect that, probably, in August at some point.
The Dope Game Remaster
Combat was the name of the game this week. And a lot of changes were made since the last version, like armor, multiple enemies, better healing, etc.
So yes, armor is now a thing. It will be depleted before health except on criticals. It can be purchased from Pinky or the Shady Merchant. You can also now heal your crew in combat from the heal menu. This will hopefully keep them in better shape during rough fights. And speaking of rough fights, NPCs can now call in allies; there can be up to five different opponents in one fight. There were also some minor tweaks to rewards, how buttons are laid out (no more accidental surrender), and more. Thats it for now. More in two weeks!
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.
Haulin Oats
This week not a whole lot of exciting stuff got done for Haulin Oats. Mostly worked on improving things under the hood as well as completing more cards for the game; given there are currently 75 cards per deck planned.
Despite all the art still needed, my goal is to move ahead and get the multiplayer functional for alpha v0.0.3 then backtrack to the issues list and get those ironed out. Oh, and per last post, here is something for the quickest of you who actually reads these things (IZJ7A-XNJVG-0B8ZB). There will be three more popping up in randomly places. Or maybe they are actually in this dev diary entry but different in the other places it is officially posted? Hmm.
The Dope Game Remaster
The Dope Game got a lot of love this week. More restructuring of the underlying code happened to make things more efficient. Basically gutting the whole system. This ended up happening because of a few more features added to the game from The Dope Game 2, as tests.
Like youll notice in this screenshot. You can actually donate a few unneeded organs to make some cash; some with unintended side-effects. You can also now treat conditions, primarily the one you get when the old lady on the bus sticks a syringe into your neck. Additionally you can now heal your crew members at the hospital. There are some other new features that will be covered next week along with related screenshots to really give you a visual of what is new. Lastly the Russian version of the game may be delayed a bit longer due to the new script not being complete and getting those changes in place. However, it shouldnt be delayed too much. Well, thats it for this week. More coming soon!
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.
Haulin Oats
A big thanks to all the folks who checked out the demo during the Steam Game Festival. I got some decent feedback and glad people enjoyed it. The demo will reappear closer to the full release this fall.
Armed with new details, the next alpha version should be out in early July. Im aiming to have achievements functional as well as stats and some more glitches ironed out. Maybe, if were lucky, have multiplayer functional too. Also I will be giving out four (4) beta keys to some folks during the Steam Summer Sale starting this coming Monday. Keep an eye out on the CoaguCo Twitter account, the CoaguCo Steam group, and the Haulin Oats community page.
The Dope Game Remaster
Now that the Steam Game Festival is over, work has resumed on The Dope Games remastered version. As you can see below, all the characters are looking pretty for the new version.
More assets are being drawn every day and Im trying not to chuck in any more features from The Dope Game 2. Though the idea is to have a few just to test how they will work for the sequel. Working on the game again at this level has been fun. Hopefully the beta version will be out in July at some point; probably near the end of the month. Ive also been trying to get feedback on how to approach the remaster version; things like:
- Make it a new app?
- Make it a full update for the main game but with a new, higher price?
- Make it a full update for the main game but at the same price?
- Make it a DLC?
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.
Haulin Oats
Have we discussed this before? The Steam Game Festival? Surely we did. Either way, it starts next Tuesdays and the demo will be available during that week. https://www.youtube.com/watch?v=KMj2xHauVeM As you can see here, the gameplay trailer for the store page is live! Speaking of, the store page is also active currently. You can go over and check out all the details and wishlist if it you so choose. This week was spent polishing up both the demo and alpha v0.0.2 for the masses. Which reminds me, if you are in the cast, crew, a guest, or an early adopter, your Steam keys are now available in Itch.io! While you can redeem them now, you will have to wait until Monday night to get a hold of the new alpha version. If you are none of these people, you can just download the very limited demo on Tuesday!
The Dope Game Remaster
Sidelined yet again, The Dope Game remaster saw very little work this week. However, things will resume to normal after the Steam Game Festival is over.
In the meantime, here is a screenshot of the new bus map. It shows off the new location: the Starkham Docks. It includes a new NPC and sub-location: Jenkins, from One Way To Die and Into Oblivon, and The Bootleg Distillery. Both are a tie-in to Into Oblivions upcoming DLC: The Brewmaster. More on that later this year though. Well, thats it for now. Itll be radio silence next week due to the SGF but Ill be over there doing stuff!
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.
Haulin Oats
So the Steam Game Festival has been pushed back to June 16th - June 22nd. Thats a whole other week of additional polish for the demo and whatnot. [previewyoutube=W7fCtCodlrQ;full][/previewyoutube] As you can see above, the trailer for the Steam Game Festival is already live. It is a spoof on old Wilford Brimley Quaker Oats commercials. A huge shout-out to Stephen Knowles for his awesome narration in the trailer. Also a huge shout-out to El Castor for the music track in the background (which is used in the game too). The games Steam store page will be active this weekend after a few tweaks. Since the game is still in alpha, it will probably change a few times before release. Despite the Steam Game Festival being pushed back, the next alpha will be out next week and keys will go out. The demo will still be locked until the 16th.
The Dope Game Remaster
As mentioned last week, there is very little news about The Dope Game as all time was focused on getting Haulin Oats ready. That being said, a little more work was done on the underlying systems and doing a few play-tests on the upcoming beta version. Next week there will be more Dope Game news and even more Haulin Oats news. Stay tuned!
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
Haulin Oats
This week was pretty much checking some small things off my list like updates to the HUD. Mostly for spacing of objects (status effects, items, etc) and tweaking the behavior of said object changes. Tweening sprites and whatnot.
Most of this polish is for the Steam Game Festival demo and soon to be available alpha v0.0.2. I know, I know, it has been mentioned a few times and it is close at hand but not quite yet. And, as I mentioned, not quite with multiplayer. The card drawing system (Encounters, Resources, and Incidents) also got some love. Mostly cosmetic but also functional. Rebuilt the deck notification system and how cards are stored by the user; which also helps with how they are used in the game. All in all, nothing dreadfully exciting.
The Dope Game Remaster
Prepare yourself the update will not be ready tomorrow. In fact, I am postponing the remaster release until the end of summer. Why, you ask? Im further behind than I expected and have more polish to add. Plus Id like to have more time for the beta testing as well as time to get The Stash DLC up to snuff too.
That being said, here is an updated version of the inventory. This new layout offers more interaction with crew, drugs, and equipment. Also note that armor is now a thing. I spent some time overhauling the API system and the drop / find system. You can now drop armor, weapons, drugs, and cash in any quantity and everything gets stored in the database for you or others to find. Previously you could only lose one of each type and, if it wasnt found before you lost another, it would overwrite the previous one. Now there will be a smorgasbord of things to find. Also, they are linked to the area of town they are lost. Meaning that they can only be found there instead of randomly anywhere. Thats about it for now. Next update will be just before the Steam Game Festival so expect more Haulin Oats news and a bit less about The Dope Game. See you then!
Hey there, scallywags! Another week, another development diary, another trickle of information during crunch time.
Haulin Oats
This week was more polish and more preparation for the Steam Game Festival. The demo, thankfully, was approved and is ready to go.
Since it has a separate repository from the main game, all of the changes I am making have to be ported over. That sucked up a lot more time than I expected really; even though each each activity / interface is its own scene in Godot. The cards being the biggest pain in the ass, which required rewriting some underlying systems. That being said, the next alpha should be out around the same time as the Steam Game Festival (early June). Steam keys have been procured and will be distributed that week.
The Dope Game Remaster
Tried to crank out the last remaining environment assets this week. They seem to take about a day a piece actually. By that math, I didnt get many of them done.
In between assets, I went in to check some things off my list. Kind of a double-check before pushing things to the beta branch. If I am still going to hit my May 30th deadline (which is about a week from today), the beta branch will probably end up with a very small window. That being said, multiplayer will probably end up being patched in after May 30th. Most of my time has been sucked up revamping the main portion of the game itself and multiplayer still requires a lot of additional testing and functionality before it is ready for prime-time. Thats about it for now, next week will hopefully be news on the imminent release of some things!
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.
Haulin Oats
This week was a crunch to get the demo submitted for the Steam Game Festival and, by the skin of my ass, I made it. The demo is based on the alpha version 0.0.2 build that you early adopters will get access to soon (and on Steam, no less); more on that a little later. The demo will be available at the start of the Steam Game Festival for the public to try. It limits you to just singleplayer, with only the basic five drivers, co-pilots, and pets. Encounter, Resource, and Incident cards are limited to the first 10. Everything else should function as normal. Oh, except you only get one lap before the demo ends; however, you can replay it over and over to get a taste of the whole board. This demo will also be updated as alpha testing and beta testing continue. It will also turn into the games official demo at release.
Back to the next alpha build, I am currently doing one more big polish and bug pass before uploading it to Steam. I dont have an exact date but Id say very soon. Once that gets uploaded, the Steam keys for cast, crew, early adopters, and some other folks will be passed out. The bulk will be available through the Itch.io links you were given previously or in your Itch.io account. The small remainder will be e-mail individually. A little bit down the road is alpha version 0.0.3 which will have multiplayer and Steam achievements. Hopefully this will also be the last alpha version before moving into beta as all the systems will be in place and just need tweaked. Oh, and a trailer is being worked on too...
The Dope Game Remaster
Honestly, not a lot happened with The Dope Game this week as almost all the time was spent getting Haulin Oats demo ready. Nonetheless, there was some work done though it was mostly bug-hunting.
Here is a screenshot of the main menu now. You know, for shits and giggles. I was going to upload the new store graphics and Steam assets, as well as new achievement icons but after getting everything in place it just seemed a bit confusing. You know, considering it doesnt match the current version thats available. That being said, the beta branch should get some love soon. Still hoping to hit the May 30th deadline and 4-year anniversary of the games launch, so I should get back to it. See you next week for more!
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.
Haulin Oats
With the Steam Game Festival right around the corner, much work has been put into getting the games demo ready. It does include, however, necessary work for the next alpha build too.
The screenshot here shows the implementation of the achievements and statistics; as well as the new menu layout which probably doesnt look a whole hell of a lot different. It is now centered. Stats and achievements will be active in the next alpha but, obviously, not the demo. Multiplayer may not actually be in the game until alpha v0.0.3 depending on time. Right now the focus is getting the demo and alpha v0.0.2 done by Valves May 15th deadline. That being said, if it doesnt then v0.0.3 will be along much faster than v0.0.2 was / is. The store page is ready as well but a trailer is also being put together before I make that live. Nonetheless, itll be ready for you to check out and wishlist by next weekend.
The Dope Game Remaster
The Dope Game also got a lot of love this week. There was a lot of polish for the remaster beta testing and an update to the warning screen that Google loves so much.
All the main menu stuff got their face-lifts finished and systems tweaked. The major difference besides graphical is the leaderboards will now show the top five players in each category instead of the top player. Also Steam backed-up statistics were removed due to long-standing issues with keeping them synced correctly. The game will rely on itself and CoaguCo servers to track everything. Now that its all out of the way, the last push to polish up the main game loops is on. Most likely the holiday events will not be active in the remaster version until the each holiday happens; then its back to normal afterward. Also the Russian translation will be delayed for a bit as new text will require new translations to be made. However, pushing some graphical elements to text elements (based on Haulin Oats design) will allow localization to be easier. Thats it for this week. There should be much more to show next week thanks to a crunch session and quarantine!
Why hello. Here again for another quick rundown of things that happened during the game development process? Surely. So lets get to it.
Haulin Oats
This week was more revamping menu stuff because who doesnt love fixing what aint broke, a new guest character, and more Steam Game Festival prep.
As pictured above, Maury is the new guest character; normally the guest characters have not been shown but eh. This shows his achievement icon, playing card, and character avatar. Im sure you can guess who he is a parody of. Some brainstorming was done on the games trailer, since it should probably be ready for the store page when that launches; which should also be up for the Steam Game Festival. Including a demo which will be based on the next alpha update and also updated frequently on the road to release.
The Dope Game Remaster
Credits were tinkered with and more under-the-hood stuff.
This work-in-progress shot above shows the lovely dialog avatars from the current version of the game reworked to be character / actor icons for the credits page. That title clearly isnt going to be in the final version, nor the background. Also coding for the city loop and Stashware were worked on but no cool pictures of that stuff. It was mostly tweaking things and making it more efficient; also cutting out all the old 32-bit INT code and making sure it still works. Thats it for this week!
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.
Haulin Oats
Coding itself took a backseat to some drawing and set-up for Steams Game Festival this summer.
The warning screen that shows up when the game starts was modified a bit. The banner is new the the text is more readable. Not a super important thing but hey. More stuff was done for the Steam Game Festival, mostly in the Steamworks back-end. The store page needs to be active soon and a demo needs to be produced. Luckily, the next alpha version will be trimmed down into the demo; which I might have mentioned last week.
The Dope Game Remaster
What very little time there I had for the remaster was spent on finishing up some character models.
As seen above, Pinky the gun shop owner, got finished. I also got the hospital nurse and bartender done. Sadly no additional code was finished this week, but most of it is just porting and minor changes from Godot 2 to 3. A major one being the use of 64-bit INTs which did not exist in Godot 2 and was a big fucking headache when it came to any kind of financial transaction... which the whole damn game is based on. Well, thats it for this week. Hopefully next week will have more!
Hey there, folks! Time for another week of the seemingly ever-lasting development diary updates.
Haulin Oats
This week was more under-the-hood multiplayer coding as there were some unexpected bugs in the lobby system as well as bug in my GodotSteam module. Nonetheless, that took up a lot more time than one would expect.
This weeks screenshot is of five unused character avatar assets. Unfortunately I didnt have a good way of contacting any of these folks and am rather unknown myself. However, there are some guests that I was able to get a hold of and will be appearing in the game as locked characters. They will not be announced and youll have to find out who by playing. Also, Haulin Oats will be part of the Steam Game Festival so those of you who arent in on alpha access can give the demo a try. The demo will be comprised of one go-around and locked to one regular character; and obviously no multiplayer.
The Dope Game
More work on getting single-player ready for the beta branch? Yes. That mostly included getting all the code ported over from Godot 2 to Godot 3 and various performance changes made.
Last week you saw a work-in-progress of the loansharks crackhouse which has been completed. As I am working through each area, there are minor tweaks being made to interfaces which are borrowing some functions from The Dope Game 2. Those are mostly suggestions from the community about things theyd like to see added. New features for the loanshark include paying down heat for each section of the city or everything all at once. Also the amount of money you get from new loans will depend on how many you paid back prior. The more you pay off, the more Sweaty Mike will let you borrow. Makes getting a certain achievement easier too. Thats all for this week! See you again soon!
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.
Haulin Oats
This week was more multiplayer code and interface work.
Sub-menus have been moved into the menu bar, this is also true for all other areas like stats, leaderboards, credits, etc. More graphical assets have been created for the multiplayer sections too. The code underneath should be done up to the point of actually playing with other folks. That will be the focus of this coming week as well as polish to the existing game loop.
The Dope Game
This week was getting more of the scenes completed so that a working build of single-player was, well, playable.
As you can see above, the loansharks crackhouse is all updated and pretty much ready to go. This screenshot also showcases all the new assets in one place, as far as the dialog and HUD are concerned. So far everything seems functional so Ill be moving on to other areas where the NPCs are and get those out of the way. Once all of them are done and the basic city area, a single-player test will be made available in the beta branch on Steam. Then I will move on to the multiplayer. Thats about it for now. See you next week!
Hey there! Time for yet another weekly update on what the hell is going on.
Haulin Oats
Networking, networking, networking. All that was done this week was getting the net-code added in; all Steamworks stuff. Even put together some crude interface for multiplayer.
Right now lobbies can be made and joined. Player avatars get pulled from Steam and displayed. Servers can even be joined. There are more tweaks, beyond the visual, that need done plus a lot of testing. The next beta version is basically waiting on this to be done before it is uploaded, thus modes will not be changeable at the time.
The Dope Game Remaster
This week I got side-tracked on working on multiplayer for The Dope Game and got bogged down in redoing all the Steam and Itch.io assets.
Here you can see the new capsule and game icon. Also had to go through the wide variety of capsules, titles, and icons for everything. Also, I am aiming to release the remaster version on the fourth anniversary of the game (May 30th). That should give enough time to get it all done. I think. Thats it for this week. Hope to have something more exciting next week!
A few days later than late but here nonetheless. Time for another weekly update.
Haulin Oats
Mostly another week of graphical tweaks but there was also multiplayer
You can see above, the main menu has some letter shadowing added to make it more like the newer logo. Also makes thing pop a bit more and easier to read. More importantly, multiplayer stuff has been added in. A lot of the Steamworks functionality is in but nothing has been tested just yet. The first test, lobbies and servers, will probably be next week. Then there is a bunch of overhaul to make the game work with it.
The Dope Game
More drawing this week. A never-ending onslaught of art assets to be converted.
As you can see above, the Sweaty Mikes lair got a facelift this week; though the shading isnt dont yet. While the list of assets that still need swapped over is long, it is probably time to get the multiplayer up and functional too. Hopefully next weeks update will be more about multiplayer! See you then.
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.
Haulin Oats
It was yet another art asset week and fixing up some minor bugs in the character selection process. Even hooked in the Steam username functions.
HUD trays were also updated; though in this screenshot they show up in their debug state. Now they will only show what items the player has and slide back under the top portion like they did in pre-alpha. There is a little animation where the slide back out when an item is received or taken. And, of course, can be toggled at any time. Granted there is a reason I switched it before, and surely thatll come up again. Now that the character selection process is fixed up and redesigned, all attention this week is to updating the last of the squares and testing them for bugs. Then on to adding in another win condition: placed wins.
The Dope Game
The art just never stops. This week was more redrawing character set-pieces for each interaction.
As shown above, each character was redrawn with a lot more detail and some changes made; mostly because up-scaling never really works. Surprisingly, these character set-pieces take a lot more time than one would expect and will probably go on for the next two weeks of updates (surprise, surprise). The environment shots take even longer. Nonetheless, everything is a 1:1 drop-in so no code needs changed out for any of this thus saving some time down the road. Well, thats about it for this week. Join me next week for another rather uninformative update on where things are at!
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.
Haulin Oats
Art assets were the focus this week. Still a lot more stuff to draw for alpha version 0.0.2 and most of what I did was focus on consistency across sections of the game.
This was mostly making certain text match the new logo and updating all associated images in various parts of the game like the main board, main menu, and square interaction pop-ups. Since the new guest characters have been added in, I also spent a little bit of time expanding, re-writing, and bug-fixing the character selection process right before turn selection. There are now even placeholders for the guest characters who do not have cards drawn yet but should before v0.0.2 drops on Steam / Itch.io.
The Dope Game
This weeks Dope Game progress was also all art. Still slogging away at environment and character upgrades. Here is an example of the new versus old Alpheus Park.
Next week I hope to show off some of the character upgrades. Since the next major holiday in-game is Halloween, the seasonal environments and character changes will probably come after the game updates on Steam; mostly to save time on development and since its not really urgent. Again, nothing too exciting and Id wager nothing too crazy next week either as it is more drawing and less coding! Cheers!
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.
Haulin Oats Status
More progress on the Steam setup. All of the header, capsules, and additional assets have been created and entered, both for the store page and community. During that process the main title got a little update with modifications to the font and a darker drop shadow added.
Statistics and achievements were all entered with quite a few of the achievements showing the specific progress towards obtaining them. All depots have been set up and are ready to be filled. Even though alpha v0.0.1 is buggy, it is added as a placeholder for v0.0.2. The store page still need finishing and trading cards will be added at the very end right before launch.
As far as the game itself is concerned, I am still plugging away at getting all the new square animations rigged and the underline square code updated. Most of it is the same but the there are now instanced scenes for the banner and text backing so they can be animated and reduce the code-base per square. Hopefully all the square will be updated to the new system this week and move on to the last few bits before getting alpha v0.0.2 shipped out!
The Dope Game Remaster
This week was a lot of drawing. Pretty much only drawing actually. Recreating all the background environments is quite the undertaking; especially since they are more detailed.
The shot above is of Crockfort / the main title screen and you can see the pretty significant changes that have been made. Also the character avatars have been dropped due to the way the new dialog window is set up. The avatars, however, are still being re-drawn and will be added to the credits page next to the names of the people who played those characters.
The face-lift for the dialog interface will have a line of coke that slides into frame based on who is actually talking. Granted the player mostly just picks a response choice. Here we see what the full interface looks like with all the test data in place. Pretty fancy compared to the original. Thats about it for this week. See you next week for more updates!
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.
Haulin Oats Status
Since the initial Haulin Oats playable alpha, there was a lengthy and expected list of bugs that needed fixed. Everything from weird screen resolution issues, to offset mouse clicks, and even the inability to play the game except for roll dice. All of those, hopefully, have been fixed at this point. With all that out of the way, for now, the focus shifted to multiplayer, Steam, and adding in missing content.
Multiplayer will offer two different modes: first-to-place and placed. First-to-place is obviously the first driver to complete all required deliveries and make it back to the warehouse. Naturally, placed mode is the top three drivers to do so; since its a 4-player game, one of you will lose. Multiplayer and Steam will go hand-in-hand as the game will be using Steamworks P2P and networking functionality. This will give easier invite options, server lists, and NAT-punching than what was in Into Oblivion (though this is getting changed in the Brewmaster update). While it is not planned, there may be a non-Steam version of multiplayer utilizing Godots networking. Speaking of Steam, the game officially has an app ID now and bits of pieces of the store page and Steamworks stuff has been started. The store page will become public once the first beta version comes out. However, Steam keys for alpha testing will roll out this week for all cast, crew, and early adopters from Itch.io; it will also make updating the game a lot easier too.
Missing content is being added in the form of cards. Currently all missing Encounter cards have been placed in the deck, bringing the total up to 75. They are a pretty good mix of pick-up / drop-off missions, offers to do things (cure disease or sell stuff), etc. and finally round out the cast list for the game. While they will be present in alpha v0.0.2 the remaining Incident and Resource cards will not. A lot of drawing and programming goes into the card system so expect to see the last two categories in v0.0.3. Additionally five more guest characters have been added (Isaac McDaniels, Phyllis Guffy, Unknown, Ol Glitchy, and Dankey Kang) and two new regular characters (Amara Hanks and Ford Dowling). All guest characters are locked by default and only available after certain tasks are completed. Now that stats are actually being recorded in v0.0.2, you should be able to unlock those characters and use them. Speaking of stats, achievements should also work in v0.0.2; if not in Steam, at least in the game itself.
The Dope Game Remaster
Most of the time spent on the remaster has been, well, remaking all of the graphics in the game; mostly to support resolutions up to 1440p. That and a little touch-up never hurt. The location graphics have been a huge time-sink; with the interfaces being less so. Like the bus map. You will even notice in this image of the new bus map that there is a new location you can visit.
The Starkham Docks, which are actually a location from The Dope Game 2, will be added to The Dope Game remaster. It felt like there needed to be one more location added due to multiplayer. This new area, of course, comes with a new sub-location and new NPC. You will be able to visit the Brewery and talk to Jenkins (from One Way To Die and Into Oblivion); he will offer you a way to spend some of your cash as well as sell you some drinks that have different effects.
Speaking of multiplayer, it was mentioned previously that it is being added as a test for The Dope Game 2 but will have less functionality. The Dope Game remasters multiplayer will only let you join or host timed matches, much like the single-player mode. The goal still being to raise as much cash as you can before time runs out. Or just kill all the other players. That being said, you can fight other players or even jump into a fight another player is having with an NPC, like the cops or Sweaty Mike. You will be given the option to either join the NPC or the player in combat. Of course, killing NPCs means they are dead for everyone and will lock off whatever services they provide.
Lastly, the newest thing has been an overhaul to the HUD. The HUD now sits across the top of the and has color coded data points. The players avatar also sits in the corner and changes based on damage taken. Players will also be able to change the hoodie, hair, and skin color of their avatar; primarily because of multiplayer so everyone doesnt look the same. Henchmen will also get their own little avatars and and health bars; though in this image they are missing their armor bars. Obviously armor will now be a thing you can acquire and equip. Thats about it for now. Stay tuned for more information.
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:
- New graphics
- Minor changes in the HUD
- Minor changes to interface controls
- Controller support
- A new secret feature
- Minor refinements to Stashware
- Minor refinements to combat
- Minor refinements to inventory
- A few small additions to The Stash DLC
Yep, The Dope Game 2 should be playable early-to-mid 2020. Art is being created, the base system is almost ready, and the majority of design is finished. This includes many of the ideas you guys put forth in our sequel thread. An early access version will be available, once the playable alpha is ready, to let players test the system, help us make changes, and stress-test server capabilities. We expect almost all modes to be available. Character modeling recruitment will also open up this winter to fill all the missing roles. For more information on being a character in the sequel, contact us at dopegame2@coaguco.com for details. We will have more information on the game available this winter with details on modes, multiplayer, etc. Stay tuned!
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:
- Changed: holiday date ranges to be consistent with other CoaguCo games
- Changed: functions handling achievements and statistics
- Changed: functions connecting to CoaguCo API
- Changed: streamlined some code
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:
- Added: full-sized buttons for dialog choices
- Changed: small code updates
- Removed: holiday gift system (not related to holiday in-game mechanic)
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:
- Added: retirement option to bank
- Added: endings section for statistics
- Added: new achievement - 401(K)
- Added: text color change on errors in banking interface
- Added: max deposit/withdraw in bank interface
- Added: CoaguCo login
- Added: stat sync with Steam
- Changed: music max and minimum values in options and globally
- Changed: various bits of code for performance
- Changed: updates to API system
- Changed: statistics area to compensate for more stuff
- Changed: player cannot select location they are on map, prevents getting trapped
- Changed: bank may now have deposits/withdraw over $100,000
- Fixed: issue where finding non-firearm causes game to crash
- Fixed: not removing medpack after use
- Fixed: glitch where game would crash if player sold all but 1 of a drug
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:
- Fixed: issue where finding non-firearm causes game to crash
- Fixed: not removing medpack after use
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:
- Added: various sound effects
- Added: master server to CoaguCo API system
- Added: server list browser to join interface
- Added: multiplayer status board for game lobbies
- Added: One on One multiplayer mode to game
- Added: multiplayer betting interface
- Added: hooks for multiplayer achievements
- Added: stage variable for easier iteration
- Added: all missing achievement hooks for singleplayer
- Added: functionality to deal with ties
- Added: trophy to game over scene
- Changed: hosting games require you to set game mode before opening host lobby
- Changed: removed unused Tutorial script
- Changed: optimized some code
- Changed: player talking animation duration and frames
- Fixed: forfeit not working correctly
- Fixed: multiplayer match updating singleplayer lifetime count
- Fixed: lobby chat not working at all
- Fixed: missing mouse cursor graphic
- Fixed: changing "participation" as client changed it on host and other clients
- Fixed: weird bug where in Options 'Windowed' was replaced by 'Vitals'
- Fixed: chat bubbles not showing up correctly
- Fixed: player being able to join server when game is in progress
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:
- Added: retirement option to bank
- Added: Russian version of retirement buttons
- Added: endings section for statistics
- Added: new achievement - 401(K)
- Added: text color change on errors in banking interface
- Changed: music max and minimum values in options and globally
- Changed: made with Godot splash screen
- Changed: various bits of code for performance
- Changed: updates to API system
- Changed: statistics area to compensate for more stuff
- Changed: updated Steamworks API stuff
- Changed: player cannot select location they are on map, prevents getting trapped
- Changed: dropped support for Linux 32-bit and Mac 32-bit
- Fixed: glitch where game would crash if player sold all but 1 of a drug
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:
- Added: max deposit/withdraw in bank interface
- Changed: bank may now have deposits/withdraw over $100,000
- Fixed: map image had backward hover/normal images
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:
- Added: max button to loan interface
- Added: max button to hospital interface
- Changed: HUD images
- Changed: HUD text now better outlined
- Fixed: missing "last paid" on Stashware when buying something
- Fixed: double-click glitch on bus map
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:
- Added: SSL functionality for CoaguCo API
- Fixed: incorrect executable icon
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:
- Changed: upgraded to Godot Engine v2.1.4
- Changed: screen to maximize on launch, unless set to fullscreen in config
- Fixed: issue with connecting to CoaguCo API over SSL
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:
- Added: last price paid arrows (up, down) to indicate price difference
- Added: hover-over on arrows to show actual price bought at
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:
- Changed: API system to now store stash details to CoaguCo servers
- Fixed: issue with stash not updating correctly with Steam servers
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:
- Added: Russian language achievements images in-game
- Changed: various small text updates to Russian translations
- Fixed: missing achievements in-game
- Fixed: missing achievements variables 24 and 25 in player layout
- Fixed: missing sounds from button clicks during selection screen for modes
- Fixed: outcome variable during cop encounter to raise heat
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:
- Changed: various text updates to Russian translation
- Fixed: bug where loan variables sets incorrectly in new loans
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:
- Fixed: space issues when dropping drugs from inventory screen
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:
- Fixed: glitch where some data about last selected drug remained
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:
- Changed: spacing on drug lists in inventory
- Fixed: overlap on drug name spacing in Russian
- Fixed: incorrect drug names for holiday modes
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:
- Added: check and correction for usernames having weird characters
- Changed: API system to match new username correction functions
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:
- Fixed: Stash at lab showing wrong text for localization
- Fixed: remapped buttons being incorrect
- Fixed: issue where entering the Dark Alley crashed the game
- Fixed: Russian tutorials not showing up
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:
- Changed: request stats from Steam earlier to prevent missing any
- Changed: minor code layouts
- Changed: moved rotating pill to upper-right corner in normal loading
- Fixed: alignment of loading message
- Fixed: issue with pause screen showing wrong dialog
- Fixed: issues with Russian translation
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:
- Changed: upgraded to Godot Engine 2.1.3
- Fixed: some grammar and spelling mistakes
- Fixed: some issues with Russian localization
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:
- Fixed: issue with sound setting in user file not being used
- Fixed: game crashing when finding an item in the streets
- Fixed: issue where amount of drugs lost overwrote amount you had left
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:
- Fixed: issue where drug names and prices did not display in Stashware
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:
- Fixed: Steam UI language not be captured correctly
- Fixed: placement of logging functions
- Fixed: issue with logging missing a few beginning messages
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:
- Added: localization functions
- Added: Russian translations
- Added: new graphics for Russian translations
- Added: Russian achievements to Steam
- Changed: some graphics in English version
- Changed: upgraded to new Steamworks API
- Changed: cleaned up some code
- Changed: layout of Stashware
- Changed: cleaned up unused graphics
- Changed: "at" on dealing to more language-neutral "....."
- Fixed: various spelling and grammar errors in English version
- Fixed: issue with alternate NPC images
- Fixed: blackmarket categories not "unpressing" if items in other category selected
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:
- Changed: how re-sync option works to correct reporting issues
- Fixed: glitch where inventory space was calculated wrong after losing stuff
- Fixed: some issues with CoaguCo API
- Fixed: issue with personal highscores not saving/loading correctly
- Fixed: random print from dialog function
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:
- Fixed: drug amount not updating correctly if chased/dropped
- Fixed: Broken Bottle and Baseball Bat showing each other's data
- Fixed: some small spelling/grammar mistakes
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:
- Fixed: icon image error in certain builds
- Fixed: miscellaneous Steamworks function error
Hey, dope fiends! We issued a new update which includes, mostly, user suggested improvements. Wonder what's in it? Check out the change log:
- Added: delete button to inventory for drugs or weapons
- Added: personal high scores to statistics section
- Added: confirmation for surrender in combat
- Changed: upgraded to Godot Engine 2.1.2
- Changed: random chance equation for, hopefully, more randomness
- Changed: promixity doesn't start counting until after first deal
- Changed: background on statistics section
- Changed: the maximum amount of drugs/money you can lose is reduced
- Fixed: minor grammar and spelling mistakes
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:
- Added: Holiday Event toggling to enable, disable events during their time periods
- Fixed: small spelling mistakes
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:
- Added: way to end Endless Mode, on the bus
- Changed: how dialog module handles choice options
- Fixed: weird character overlay glitch in dialog
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:
- Fixed: missing X-Mas names in Stash
- Fixed: missing X-Mas names in Stashware
- Fixed: Labs quit menu not functioning correctly
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:
- Added: X-Mas update art assets
- Added: X-Mas themed drug names
- Added: X-Mas themed crew name prefixes
- Added: two new achievements
- Added: more/missing Sweaty Mike responses
- Added: snowman destroying "mechanic" for achievement
- Added: holiday gifting dialog options
- Changed: small code tweaks
- Changed: credits screen
- Changed: statistic sync function
- Fixed: small spelling issues
- Fixed: missing background issue with holiday events
- Fixed: mild API issues
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:
- Changed: Steamworks API to v1.38a
- Changed: upgraded to Godot Engine v2.1.1
- Fixed: amounts over 1 billion not displaying correctly in HUD
- Fixed: CoaguCo API issue with high-cash and cash values
- Fixed: changing between endless and days locking glitch
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:
- Changed: improved logging functions with more data
- Changed: CoaguCo server back-up functions to mirror Steam servers
- Changed: minor cash calculations and how it saves data
- Changed: Steamworks no longer keeps track of progress for 32-Bit Int Club as it is incorrect
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:
- Fixed: Halloween achievement not popping unless you had over 100 candies
- Fixed: incorrect damage on Dual Berettas
- Fixed: sub-locatin icon working when cop stop you for dealing
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:
- Added: logging output for easier debugging
- Added: Halloween update art assets
- Added: holiday checking function
- Added: Halloween themed drug names
- Added: Halloween themed crew name prefixes
- Added: ESC now exits pause menu
- Added: new loading transitions
- Changed: removed unused assets
- Changed: threading functions
- Changed: splash and loading scene functions
- Changed: various under-the-hood functions to smooth game
- Changed: asset importing process to shrink game size and retain quality
- Fixed: pause inescapable in dark alley at Borl Station
- Fixed: minor spelling mistakes
- Fixed: index miscount on hireling names
- Fixed: old lady rant miscount for rng
- Fixed: combat opponent visual damage not displaying correctly
- Fixed: opponent temporarily vanishing between last screen and combat
- Fixed: weird glitch where backgrounds wouldn't show up on drugs
- Fixed: game crash when clicking 'hire' with no one selected
- Fixed: button on hire screen not being disabled when you have a full crew
- Fixed: message overlay when combat starts
- Fixed: game crash when your go over proximity warning
- Fixed: discounts at the Lab if you own Raise Your Own Clone
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:
- Fixed: weird glitch where Sweaty Mike merges with The Salesman if he chases you down
- Fixed: Marsch alternate image does not appear if on drugs
- Fixed: minor spelling mistakes
- Fixed: glitch where running from combat crashes the game
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:
- Added: new NPC - The Shady Merchant
- Added: new sub-location - The Alley
- Added: you can now buy various weapons from The Shady Merchant
- Added: three stages of damage to enemies as they get injured
- Added: player can now heal themselves in combat with right items
- Added: The Salesman now sells medpacks sometimes instead of bookbags
- Added: NSFW mode function for renaming weapons
- Added: new functions to allow larger than 32-bit integers
- Changed: run away from combat success rate increases as enemy's health drops
- Changed: CoaguCo API for new variables
- Changed: bank only allows deposits or withdrawals of $100,000,000 max
- Changed: bank interest function; bank only gives up to $1,000,000 in interest per day
- Changed: 32-Bit INT Club achievement to fire when lifetime cash total goes over 2.1 billion
- Changed: small engine tweaks to slim the code and speed up the game
- Changed: bank, bar, dealing, loanshark, lab, gun store, hospital interfaces to allow new integer functions
- Changed: layout of combat interface
- Fixed: wrong player crew condition for purchase
- Removed: non-Steam desktop statistics from Stats section
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:
- Added: music and sound volume sliders instead of on/off
- Changed: stat loading procedure to prevent lost data from Steam
- Removed: CoaguCo login
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:
- Added: Dr. Stansfield's Cloning Lab
- Added: Marsch may or may not do some of your drugs, low percent chance
- Added: final group of drug price spikes/drops to transiting
- Added: 40 more Old Lady sayings, up to 100 now!
- Added: Sweaty Mike responding to player paying loan in full or in part
- Added: "tutorial" hints for first time play in a variety of areas
- Added: F4 to toggle "tutorial" hints on and off
- Added: police proximity to dealing, shows how close cops are
- Added: limited number of deals per spot or risk getting busted
- Added: "tutorial" hints disappear when inventory or bus map opens
- Added: ability to drop drugs when dealing (fiends might snatch it up though)
- Added: placeholder text to input fields
- Added: weird and distorted images when stuck with a syringe by the Old Lady
- Changed: game engine over to Godot 2.1
- Changed: sub-location icon now grey if no sub-location exists
- Changed: HUD buttons now grey when they are not available
- Changed: Cloning Lab available for all players
- Changed: owners of RYOC get discounts from Marsch at Cloning Lab
- Changed: raised max FPS to 240
- Changed: small streamlining in codebase
- Changed: moved next/end button in dialog a bit lower
- Changed: Sweaty Mike dialog if loan is late
- Changed: Sweaty Mike allows payment after deadline, to not kill you, but incurs heavy penalty
- Fixed: issue where IOU never unset paying amount
- Fixed: glitch were you could select Hard, Endless, or NSFW mode before getting to that screen
- Fixed: various small spelling and grammar mistakes (surely more exist!)
- Fixed: bank amounts going into negative when going above 32-bit int cap
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:
- Changed: to Godot Engine 2.0.4.1, fix Intel HD graphics card issue
- Fixed: lack of number formatting in combat rewards
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:
- Fixed: glitch where more than five animals can be procured
- Fixed: crew HUD stats appear over "pause" screen instead of under
- Fixed: number not formatting correctly on game over screen
- Fixed: number not formatting correctly when losing or finding money
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.
- Fixed: missing PARK_FAVOR variable in player object
- Fixed: Bill Finnigan saying the wrong price on animals
- Fixed: choice branch issues causing blank response
- Fixed: OWTD owners getting unlimited free animals
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:
- Added: Endless Mode, unlimited number of days only ended by death or arrest
- Added: Bill Finningan gives OWTD owners free animal on first visit, discounted on subsequent
- Added: toggle between username and password in Options with tab
- Changed: updated Godot to 2.0.4
- Changed: Fun Park is now active for all players, not just ones who have OWTD
- Changed: limited FPS to 60
- Changed: cleaned up code layouts
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:
- Added: different animals to Bill Finnigan's cage
- Added: Stashware messages as to why you can't buy/sell
- Added: button that links to full leaderboards on website
- Changed: location of Hard Mode and NSFW Mode toggles
- Changed: input limit in Stashware to 4 digit
- Fixed: drug names not changing in NSFW mode when found in the streets
- Fixed: input area not have a starting number
- Fixed: number formatting (sorry non-Americans!)
- Fixed: long-standing spelling mistake in Sweaty Mike's name
- Fixed: more small spelling and grammar mistakes
- Fixed: minor grammar issues with Old Lady
- Fixed: Sweaty Mike NSFW paying back line too long
- Fixed: the Salesman's dialog for hard mode
- Fixed: Bill Finnigan quoting the wrong price for your coke
- Fixed: Bill Finnigan taking your money accidentally when trying to sell you an animal
- Fixed: not having the option to sell Bill Finnigan coke if you just have 3 units
- Fixed: interface not showing up after talking to Bill Finnigan about animals
- Fixed: inventory and HUD not updating after buying animal from Bill Finnigan
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:
- Fixed: Sweaty Mike not saying the right interest rate
- Fixed: crash at The Noose & Rafter
- Fixed: salesman not selling you a bag if you have the exact amount
- Fixed: credits missing Mike's name
- Fixed: Hard Mode loan rates not working
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:
- Added: more drug fluctuations
- Added: Hard mode
- Added: NSFW mode
- Added: buy/sell max button for dealing
- Added: Stashware drug names change color if player has that drug
- Added: auto-saving during bus travel
- Added: two new achievements to game, one for Hard Mode and one for NSFW Mode
- Changed: weapon price lists
- Changed: Bill Finnigan's occurrence rate
- Changed: Sweaty Mike's occurrence rate if loan isn't paid
- Changed: crew should now only run away if injured
- Fixed: issue where interfaces can be opened after npcs are dead
- Fixed: glitch for "I've Seen It All" achievement
- Fixed: small spelling and grammar issues
thisismike97, we will be adding the Mac version back to the roster and you can help! If the Mac demo works with no errors (or major ones), we will add the Mac version of the full game next Monday. That gives us a few days to port and make sure nothing crashes out. Demo We have released demos for The Dope Game on Windows, Linux, and Mac at not only Steam but Itch.io and indieDB! If you are curious to try out the game, go to any of those places and download a copy! The demo version does not have any v1.1.0 features, is limited to 15 days and does not save statistics at all. However, it has all the core features and gives you a good taste of the full game. Well, minus finding people lost stuff. Giveaway Winners We had a launch giveaway where five lucky winners got keys to all our games! Including Raise Your Own Clone which has not launched yet on Steam. Congrats to the winners and a big thank you to everyone who participated. The winning lines from the submissions have been added to the game as well. In Other News Lastly, we just want to throw out that we will be pushing the next big content update out sometime between the end of June and mid-July. Since there is a lot being added in, we want time to test it out. Plus we'll drop it into beta so you guys can try it early through the beta channel! Also, we will be dropping The Dope Game soundtrack/art pack DLC on June 21st! This contains all the songs in the game, some extras, various art from the game, wallpapers, and out-take reels from the video shoots. That's it for now! If you find any bugs, please let us know. And we'll keep you posted on anything else going on!
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:
- Fixed: issue where drug list changed upon continuing game
- Fixed: issue with 32-bit INT not counting correctly (ugh, 32-bit)
- Fixed: issue with selling drugs allowing negative numbers
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:
- Fixed: continue glitch that bypassed day change
- Fixed: glitch with Sweaty Mike's loan and walking to Garlville
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:
- Changed: input map graphic in options
- Changed: Bill Finnigan fiending for ****, pays more now!
- Changed: prevent spamming of bookbag salesman and finding loot when walking
- Fixed: glitch where bank wasn't counting toward cash total
- Fixed: Bill Finnigan quoting the wrong price
- Fixed: interest breaking 32-Bit INT Club achievement
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:
- Added: toggle sound on/off with F1
- Added: toggle music on/off with F2
- Added: toggle fullscreen/windows with F3
- Added: extra condition check to crew hiring
- Changed: boot process with additional centering function (hopefully) help some users
- Fixed: glitch in IOU interface
- Fixed: glitches in banking interface, including button interactions
- Fixed: glitches in hospital interface, including button interactions
- Fixed: button interaction at gunshop
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:
- Added: 'Demo Locked' to demo version of the game, for days selection
- Added: The Finnigan Brothers' Fun Park to the game
- Added: Fun Park background to game over module
- Added: Sweaty Mike now accepts bribes to remove current police heat levels
- Changed: police presence algorithm
- Changed: increased cost of crew hiring
- Fixed: crew running away during combat seems to duplicate crew members
- Fixed: glitch where you could keep getting loans from Sweaty Mike, over and over
- Fixed: dialog for Bill Finnigan, two options were switched around
- Fixed: issue where interact screen popped up when combat was initiated at Fun Park
- Fixed: Sweaty Mike coming after you a day early if loan isn't paid
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:
- Added: 'Demo Locked' to demo version of the game, for days selection
- Added: The Finnigan Brothers' Fun Park to the game
- Added: Fun Park background to game over module
- Changed: police presence algorithm
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:
- Changed: method for how the game loads scenes, vastly improves loading
- Changed: CoaguCo API to be more efficient (hopefully faster)
- Changed: heat reduction algorithm
- Changed: finding drugs function, excess drugs are left on the sidewalk instead of eaten
- Changed: heat levels needed for different police levels
- Fixed: issue where choosing to run from police resulted in automatic combat with no prompt
- Fixed: some Steam stats not saving correctly
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:
- Added: more old lady gibberish and price fluctuations
- Added: enemies can heal themselves in combat
- Added: interest rate to bank accounts, now a premium 1%!
- Added: heat goes down over time
- Changed: fleeing from police or combat, players can duck into a special location or streets to escape
- Changed: heat gains by: 3 for running from police, 6 for running from combat with police, 9 for killing police
- Changed: crew member decision making in combat
- Changed: police presence rates in various parts of the city
- Fixed: misspelling on the main menu
- Fixed: glitch where larger bookbag could be purchased if player didn't have enough money
- Fixed: loading message not showing up if keys are pressed
- Fixed: issue where Sweaty Mike would attack you on your last day to pay him back
- Fixed: issue with API system not adding new Steam players correctly
- Fixed: issue where having crew with you in combat broke the loop
- Fixed: issue where sometimes the prices would carry over if going to/from special locations
- Fixed: spelling of Heroin on inventory screen (how'd everyone miss that?)
- Fixed: incorrect achievement graphics
- Fixed: achievement 11 'Unstoppable'
- Fixed: issue where wrong data was sent to Steam servers about endings experienced
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:
- Added: crew into combat, they can now fight for you
- Added: Continue function so games can be quit and resumed
- Added: 'Locked' to full version of the game, for days selection
- Added: Steam statistics to Stats page, in comparison with non-Steam desktop version
- Added: check for OWTD and RYOC when user logs into CoaguCo
- Added: check through Steam for OWTD and RYOC
- Added: auto-logging for Steam users without CoaguCo accounts
- Added: Macabre Gandhi to credits as The Salesman
- Added: Bill Finnigan to combat roster
- Added: check for being offline
- Added: lost/found conditions if player is offline
- Added: condition that if player makes it to 32-bit INT limit, cash total never goes back down
- Added: ending hooks
- Added: crew member max health for future use
- Added: crew member data to HUD for combat
- Added: day unlock progression (eg. 15 > 30 > 45 > 60)
- Added: base 'Street Loyalty' hooks and assets
- Added: Steamworks API
- Changed: various aspects of the combat module
- Changed: additional small things for (slightly) added performance
- Changed: achievement 20 'A Rainy Day' from 1,000 to 300 hoarded drugs
- Changed: logged in message for Steam users
- Changed: cash amount given after combat victory
- Fixed: dialog not firing if going back to Sweaty Mike on day 14 or later
- Fixed: missing quotation in Old Lady dialog
- Fixed: glitch where you could hire more than five crew members
- Fixed: cash total/session not updating after crew is hired
- Fixed: achievement 11 'Unstoppable' firing incorrectly
- Fixed: Sweaty Mike misspelling in game
- Fixed: price fluctuation for Speed going in the wrong direction
- Fixed: dealing amount input box, made it fit the graphic finally
- Fixed: minor spelling mistakes
- Fixed: minor graphical issues
- Fixed: issue with walking from location to location
- Fixed: issue where Nurse's damage animation would loop
- Fixed: issue with CoaguCo server API not accept new Steam statistics
- Fixed: missing auth_code, now creates a new one if it is missing when player logs in
- Fixed: what looks like debt coming back out of nowhere, actually text glitch
- Removed: server statistic pulling, now only using local file or Steam for loading statistics
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!
The Dope Game
CoaguCo Industries
CoaguCo Industries
2016-05-30
Casual Simulation Singleplayer
Game News Posts 136
🎹🖱️Keyboard + Mouse
Very Positive
(190 reviews)
https://coaguco.com/games/dope
https://store.steampowered.com/app/466800 
The Game includes VR Support
The Dope Game: Linux 64-Bit [111.04 M]The Dope Game: Linux 32-Bit [111.04 M]
The Dope Game: The Stash
To escape the city of Starkham and start your new life, you get your friend Preston to set up a meeting with the local loanshark, Sweaty Mike. After foolishly borrowing $2,000 to start your fledging drug dealing career, you embark on a timed mission to sell as many drugs as possible throughout the city. However, you must evade the police, make sure not to ♥♥♥♥ off the locals too much, and navigate an ever-changing drug market.
Visit locations like Crockfort, Pinky's Gun Emporium, Murphy's Lake, The Noose & Rafter Bar, Hillside, Saint Jaysus Memorial Hospital, and more to interact with people and buy or sell a variety of drugs. Almost everyone you meet can be fought or bartered with in some manner.
The Dope Game, the newest game from CoaguCo Industries, It is a take on John E. Dell's 1984 classic game Drugwars, where the player goes around New York City trying to make as much money as possible selling drugs while evading the police. But this isn't New York City. Or 1984. The Dope Game takes place in the fictional city of Starkham, Blannington, most infamously known from our previous games One Way To Die and Raise Your Own Clone.
The game features original music by Macabre Gandhi and fully hand-drawn art assets by GP Garcia. For those of you unfamiliar with the premise, here is a fancy list of game features:
- 15 locations around Starkham
- 16 different drugs to buy and sell
- 10 (barely) different weapons
- 8 different game lengths to play
- Listen to the old lady say lots of things on the bus (unlocks stuff sometimes)
- Borrow money from the loanshark (and maybe pay it back)
- Interact with (and fight) a variety of townspeople
- Randomly lose drugs, money, or weapons and possibly find those of other players
- Hire crew members to fight with you
- Random generated crew members: names, weapons, health, damage
- Full soundtrack by Macabre Gandhi
- 22 Achievements
- Fully hand-drawn game assets
- A variety of random mechanics to make each game unique(ish)
- Back up statistics on CoaguCo's server (requires account) and Steam
Owners of One Way To Die (dude, it's free) and/or Raise Your Own Clone will have access to two additional locations, The Finningan Brothers Fun Park and Dr. Stansfield's Cloning Lab, respectively. The Fun Park provides a new NPC to interact with, Bill Finningan, as well as allowing you to sell your wares to park-goers. The Cloning Lab provides another new NPC, Dr. Stansfield's Nephew, who allows you to stash drugs there for your next run. However, he may just do some of them.
- OS: Ubuntu 18.04 or Higher (most other distros too)
- Processor: AMD or Intel
- Graphics: OpenGL 3+ CapableSound Card: Not necessary but you'll miss out on the musicAdditional Notes: An okay memory or notepad
- OS: Ubuntu 18.04 or Higher (most other distros too)
- Processor: AMD or Intel
- Graphics: OpenGL 3+ CapableNetwork: Broadband Internet connectionSound Card: Pretty much anyAdditional Notes: A good memory or spreadsheet app
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