Hello dear players, From the next update of 100% Orange Juice, we plan to be discontinuing 32-bit support. By all likelihood this should not affect you, and the support for 32-bit versions of Windows itself is already ending on 2025/05/31, but we wanted to give an advance notice just in case. We've continued supporting it since the release of the 64-bit version, thanks to a bug in Direct Sound that could cause the loading to be stuck on 64-bit systems under really specific circumstances, but since we have already moved from Direct Sound for almost 1 year already, it's not a roadblock for us anymore. 64-bit systems are already the mainstream of personal computing for at least 13 years - even laptops from 10 years ago already supported 64-bits, so we hope this change will not affect any players in a major way. Focusing on a 64-bit build will also allow us to keep improving the game without the shackles of hardware limitations. Our Linux version is already 64-bit only, and the soon to be released macOS version is also 64-bit. Many hardware and software vendors are phasing out 32-bit support. This makes it increasingly difficult to maintain a 32-bit version of your software without encountering compatibility issues, and has been limiting new features we can add to the game. By focusing on a single 64-bit version, we can deliver a more robust, secure, and performant gaming experience for all our players. Thank you for the continued support as we keep improving the game!
The following issues have been addressed: - Fixed an issue where the icon to convert decorations to stars and oranges was not correct in the shop. - Fixed an issue that made the idle timer in online games to not be visible - Fixed an issue not awarding decorations by KO'ing minions in co-op Happy decoration hunting!
The annual Halloween event is here! Don your best costume and get ready to decorate your lobby!
A rerun of the Tricked Out event is now on until November 5!
The story of the long-awaited event is written by Hono and the ending is illustrated by Tsukino.
Progress for the event is not reset, but the event has been updated with new costumes to buy in the Shop, and old prices have been adjusted!
This update also fixes a desync issue that has been affecting Linux players.
Happy dress-up Halloween!
- Implemented zoom on hover for battle card selection.
- Plushie Kickstarter campaign banner added.
It's finally here!
The 4th 100% Orange Juice plushie campaign has just launched, with plushies for Kai, Sweet Breaker, Tsih and Mio plushies being crowdfunded! A Star Breaker plushie reprint is also possible through the stretch goals!
The plushies were chosen based on the popularity poll at the end of the previous campaign, and their prototypes turned out super cute!
You can help them become real on Kickstarter!
If you are visiting Tokyo Game Show this weekend, you can visit our booth in hall 7, booth 07-N01 (next to Koei Tecmo) and fondle the new plushie prototypes in person!
Thank you as always for your support!
- Fixed Assassin's Badge giving an extra round of battle when challenging non-players like Invaders.
- Fixed passing by Shady Merchant counting as a declined challenge.
- Fixed Wooden/Iron/Mithril shields being removed after 1 battle.
- Fixed the "None!" message appearing when populating the field with event locations.
- Fixed quest locations not working if the last player to interact with it warps away right after.
- Fixed the field boss spawning early due to invader's level being checked and higher than 4.
- Made cards bigger on several instances of card selection (i.e. standby, battle, discard, sell, contract selection).
- Fixed card exchange effects messing with the inventory.
- Added missing entry for Lost Rogue's BGM in the gallery.
- Fixed Emerangler only clearing up to 1 ATK point gained from its passive.
- Fixed desync when clicking the bounty refight option without having the contract (i.e. it expired from a curse on the turn the button appeared).
- Updated Brazilian Portuguese translation including typo fixes.
- Fixed "pencil" settings being saved even if the host clicks to cancel (thus making lobby speed desyncs).
- Fixed contract discard phase activating while KO'd.
- Fixed crash when calculating Fish-a-Fish scores while there are summons on the field.
- Added a small delay between BH shop purchases to prevent buying 2 items in close succession.
- Fixed a spacing issue between modified files on different resolutions in the mod menu.
The mod interface has been reworked in version 3.23!
As the mod interface improvements were hard due to how it was handled, the mod menu got moved to its own window on the main menu, bringing back the config to its usual 4 tabs!
We hope this improvements will make it easier to handle all your 100% Orange Juice mods!
- Fixed misplaced NPC dialogue bubbles. - Fixed BH inventory overlapping with fullscreen events. - Restored missing Cursed Syrup effect. - Fixed incorrect BH shield stock amounts (Wooden/Iron/Mithril are now 2/4/4). - Fixed BH shields out-of-battle damage reduction amounts. - Fixed bakery sweets' stock effects being invisible. - Fixed Home Defense counting as card damage. - Fixed missing text on Flying Castle's Co-op unit card as well as reversion of passive and hyper card descriptions. - Fixed an issue where players might crash on result screen if someone left during the results. - Fixed some missing translations.
It's time for another dev stream + Q&A! Join the livestream here, and ask questions, cheer for the winner or just chill!
The time has come! With the big Bounty Hunt game mode rework, we're also launching the first of the "Season 2" event reruns, Bounty Hunters!
Bounty Hunters
The Bounty Hunters rerun is live until August 31! It also comes with new rewards at all milestones, for those who have previously completed the event! Follow Ellie and Lulu's adventures as you take down the bounties in the event written by Hono and illustrated by Ogipote! This is the 2nd and final time the event gets run normally; after rerunning them, the season 2 events will all be retired!
Bounty Hunt Rework!
The rework follows 2 beta phases and countless development hours, and brings with it a massive amount of changes! We'll only list the big ones here, please see the full patch notes on Steam forums!
Mirages!
Addressing one of the game mode's biggest pain points, the bounty locations and shops no longer use the Location Shuffle event to reset. Instead, they stay around until certain conditions are met. A new Mirage effect is always marked on a random panel. Once a location or shop is used up, a new one will instantly spawn on this panel marked with Mirage, and a new Mirage will spawn.
PvP Bounties!
A new PvP bounty system has been added, enabling an alternative fame-gathering path. This adds public PvP bounties, which can be seen on the new Bounty Board by hovering over the top edge of the screen, and private PvP bounties, which can be acquired from Homes if you hold the Assassins Badge (which also gives the player an extra turn of battle against other players).
Norma Board Perks!
A new Norma Board system lets you choose a permanent bonuses on achieving your Norma. These are presented at random for the player to pick, and will not appear again once picked. These bonuses vary from stat boosts to discounts and unique abilities.
Improved Inventory!
The inventory graphics have been improved! In addition, each players' inventory can now be viewed at any time by clicking on the new icon on their character plate. Some items can now be used from this menu during your turn. This change removes the earlier Inventory button during Standby.
Two New Invaders!
Two new invaders, Lost Rogue and Dark Chocolate Mousse, have been added and can be chosen from lobby options. Invaders now also have the ability to apply Curse to contracts, in addition to their main ability. The curse puts completing that contract on a timer before it is removed. Each invader now drops a special inventory item with a passive effect upon defeat.
Shady Merchant!
A new traveling shopkeeper appears - the Shady Merchant runs the Black Market, hosting a plethora of powerful but expensive items; however, you may only buy one Black Market item in a game.
Several Mechanics Adjusted!
There are several other specific mechanical issues that have been addressed in various ways: Fish-a-Fish event now grants fame; Wins give stars upon landing on homes, a new catch-up mechanic has been added that gives extra contracts for lower Norma players, Bounties can be re-challenged after a defeat... the list is too long for the announcement, so please make sure to read the patch notes! We hope you'll enjoy the new and shiny Bounty Hunt mode!
Changes:
- Updated Moss Golem in normal mode: +3/0/-3, 14 HP (down from +1 DEF). The unit card is also available in the Shop after having played 35 games.
- Teammates can now see another player's Heart of Resistance target in co-op, and it is permanently visible while active.
- Added unique indicators for Raging Madness and Heart of Resistance. They no longer overlap.
- Added co-op version of Flying Castle's unit card: "Cannot counterattack when challenged." This fixes his issues especially as Avenger in co-op.
- Edited Flying Castle and Immovable Object descriptions to be more accurate. Actual behavior hasn't changed.
- Game now detects your Steam language for initial startup language selection. It can also be changed from the game's properties. This change only applies to first boot.
- Added Big Poppo unit card to Binder & Shop. Card is available in the shop after unlocking Cyborg Poppo. If Cyborg Poppo is already unlocked, the unit card will be made available after finishing a game.
- F10 key now hides the window border for people that may need it (like those under GL build that might want to place it on specific bits of the screen and/or have scarce screen space).
- Made Mio (Festive) unit card available to players that already unlocked the character by visiting Player Info.
- Fixed Sweet Indulgence's displayed cost.
- Fixed QP (Dangerous) going over the battle stat cap.
- (GL Beta): Fixed Arnelle Hyper's distorted visuals.
- Fixed Hime (Moonlight)'s turn start Moon not disappearing.
- Fixed some battle hyper animations running at double speed when there's two running at the same time.
- Added preventive measures to not allow duplicates of dice and homemarks in selection.
- Fixed undefined behavior when a unit is spawned into the field which could lead to a game crash.
- Fixed misaligned player name on last played cards.
- Various backend optimization that shouldn't affect anything that's visible to players.
- Fixed damage result not appearing after a successful hit of Gray Whale's attack.
- Fixed an issue that made pin preview descriptions to go out of the screen.
It's time to play summer games again!
The popular summer event is back with new rewards! Cooperate with other players to take down the dangerous Summer Beast, and unlock swimsuits, costumes and more!
Summer Beast starts with 750.000 HP, and fighting any other co-op boss will contribute to the goal at 50% of the rate. Playing 5 co-op games during the event is required to be eligible for milestone rewards.
Happy beach funsies!
We're happy to share with you another devlog by Rapha, this time about the recently implemented big save rework, why it was necessary and what went into it! Hope you enjoy reading it.
The Perils of Binary
In the realm of video game development, preserving a player's progress is paramount. This is where game saves come in, capturing the state of a game so it can be resumed later. However, the methods used to store these save games can significantly impact their susceptibility to corruption, be it by external or internal factors.
The problem
100% Orange Juicesince time immemorial used binary storage, it used to be the go to for this kind of data when processing power and storage space weren't plenty available. It's more efficient to write, to read, and uses less space in disk. But this efficiency comes at a cost, it's easy to mess up. It's why we've added more and more ways the game backups your saves at various points over time, to make sure players have some backup to return to if their save with years of progress gets corrupted. Now let's imagine a theoretical game, Poppo Saves The World! Let's imagine it as a beat-em-up, where you go around fighting enemies, one after the other, until you win and save the world. Lets supposed you have the following section of data that needs to be saved: - Wins - Points - Last stage cleared Lets supposed you have 10 victories, 393939 points and the last stage cleared as stage 7. Let's imagine you used 64 bit values for everything. So: |Data | Explanation| |--|--| |0A 00 00 00 00 00 00 00 | 10 in hex padded to 64 bits| |D3 02 06 00 00 00 00 00 | 393939 in hex padded to 64 bits | |07 00 00 00 00 00 00 00 | 07 in hex padded to 64 bits | In the file would be: 0A 00 00 00 00 00 00 00 D3 02 06 00 00 00 00 00 07 00 00 00 00 00 00 00 But then you introduce abilities to the game, you decide to store it as a single byte, that will keep if you have each of the 8 abilities available unlocked, one in each bit. |8|7|6|5|4|3|2|1| |--|--|--|--|--|--|--|--| |0|0|0|0|0|0|0|0| Let's suppose your player unlocked only the first one so it's a 1, so in binary: |8|7|6|5|4|3|2|1| |--|--|--|--|--|--|--|--| |0|0|0|0|0|0|0|1| You inadvertently decided to write it between wins and points, so you would have the new binary: |Data | Explanation| |--|--| |0A 00 00 00 00 00 00 00 | 10 in hex padded to 64 bits| |01 | 01 in hex, it's a single byte | |D3 02 06 00 00 00 00 00 | 393939 in hex padded to 64 bits | |07 00 00 00 00 00 00 00 | 07 in hex padded to 64 bits | In the file would be: 0A 00 00 00 00 00 00 00 01 D3 02 06 00 00 00 00 00 07 00 00 00 00 00 00 00 And as logically implied, you would change your reading code to expect that too! But then comes the problem! Your old save doesn't agree. Let's see what your game would read from an old save. 0A 00 00 00 00 00 00 00 D3 02 06 00 00 00 00 00 07 00 00 00 00 00 00 00 It expects 8 bytes for the Wins, so it reads 8 bytes: 0A 00 00 00 00 00 00 00 That reads to 10! Seems ok! Up until now everything have gone correctly. But then it tries to read the byte for abilities... D3 D3 is byte, your game doesn't know if it is valid or not, it's binary, it believes in the binary. Let's look at it for a bit, in binary: |8|7|6|5|4|3|2|1| |--|--|--|--|--|--|--|--| |1|1|0|1|0|0|1|1| So not only the first, but the second, fifth, seventh and eighth abilities are unlocked?!? Wow! That's a problem. Let's continue, more 8 bytes: 02 06 00 00 00 00 00 07 That's 504403158265497090points... That's definitely not what was written originally. By reading that byte that wasn't there, you misaligned the whole thing, and now your player has more points than literallythe universe has seconds of life. And then you continue, last 8 bytes: 00 00 00 00 00 00 00 But that's not 8, you only got 7! If you really try to read that, you will get an unexpected behavior. What happens depends on what system, what processor and what contingencies are in place. In some systems you may read a byte from memory that has nothing to do with your save, in others you may read some leftover on the memory bus, in some you will crash... The ideal behavior would be the crashing. But lets supposed it didn't. It loaded. Now you have: 10victories 5abilities unlocked 504403158265497090points And never cleared a single stage If this happens to your user, they won't understand a single bit of what's happening, will they?
The conclusion
You must be thinking now, "Well, that's easy, just don't mess up". Yeah, but that's easier said than done, with less than a dozen of information to save, and total control over it you can't commit this mistake. But what about having 200000 different bits of data that need to be read and written correctly, by code written over 15 years, written by different people, with different designs in mind, written by functions in different files, some keeping proper spacing between data, with spare data for future use, some not. That was our situation! Years of updates adding numerous incongruities that we didn't account for, despite fighting against it all day. Yeah, that's a design flaw, and that's why we are fixing it, starting with this step! 100% Orange Juice is a bigger game than one might imagine, and such huge code base being kept alive by less than 10 people is nothing less than a miracle driven by passion and willpower over the years.
The solution
We won't enter into detail, because our new save system not only is 100% reliable but has a good number of protection layers against people editing it. But firstly, if your save was changed externally, it won't load. This is to avoid the game crashing if your storage is faulty and some bit flipped. That's why the backups are now more important than ever, if your main save corrupted, it won't load, no one will be able to restore it, its gone forever. The game won't even try to read it. But not only that, now generally speaking, each bit of data inside the save games has a proper name to address them. Let's bring the example from before:
- Wins
- Points
- Last stage cleared
By popular demand, new options have been added for the comfort of streamers!
Two new options are available under System -> Streamer Options
Usernames
Setting this option to "Hide" will replace other player's names with "NET-A" etc, to avoid disruptive usernames while streaming.
Lobby Names
Setting this option to "Hide" will replace lobby names on the lobby list with the host's SteamID, to avoid disruptive lobby names while streaming. Steam friends' lobby names will still show up normally. Thank you for the suggestions on how to keep improving the game!
- Fixed Minions of the Master's ending cutscene looping for some players.
- Fixes Deal's player select prompt bugging out if certain conditions are met.
- Updated Dealer CPU behavior so that they can deal to players that don't have full hands yet.
- Added a new config option to show or hide player stats in the lobby: Wins, Level, or both.
- Added checks for loading the save when Steam is offline.
- Fixed an issue where players cannot unlock cardbacks and the anniversary cutscene won't play on a new save.
- Fixed an issue where brand new saves that possess the Mei & Natsumi Character Pack would have the Red & Blue pet assigned as a default pet for all cosmetic slots.
- Fixed the movement modifier sound effect not playing for Live Mode, and playing for Bounty Hunt shoes.
- Fixed a redundant instance of menu BGM while getting to the title screen.
- Fixed Game of Origin and Hyper text on the unit cards being incredibly small.
- Fixed Reproduction of Records replicated cards not being truly free of cost, and deducting stars (even if you lack the cost).
- Fixed Kae's passive applying twice when playing a card.
- Fixed Co-op cannonballs having a hard time following flying Big the Jonathan - they now use hitscan instead.
- Improved cannonball animation when the target is directly above.
- Fixed an issue that prevented some users from progressing towards unlocking Mio.
- Fixed Contest of Cuteness crash in co-op when playing the card versus a wild unit in an online game with at least 2 human players.
We're proud to share with you a premiere for a special 10th Steam Anniversary video, releasing on May 31, 10 AM PST! qp 100ojJoin us here with your party hat on: [previewyoutube=uZrq0EcZi5I;full][/previewyoutube] This video is the result of months of planning and weeks of editing. We hope you'll enjoy it, and maybe it'll bring up some fun memories for our long time players!
- Really fixed Grain & Bourbon's cute bunny ear accessories not being rendered.
- Fixed QP (Dangerous) getting double bonuses from pudding.
- Fixed broken gallery cutsceens.
- Fixed an issue where Suguri and Suguri (46 Billion Years) pins required both to be completed in order to unlock the pins.
- Fixed menu BGM resetting when coming back from credits.
- Roll modifier SFX now only plays for card effects (and not say, Grain's passive).
- Fixed double dice effects not working in battle after first turn.
- Fixed Pigformation skins missing for characters that had them unlocked.
- Fixed crash when Alte's unit effect was triggered.
- Fixed Grain & Bourbon's cute bunny ear accessories not being rendered.
- Fixed desyncing after having joined a Co-op game in progress that has an active summoned unit.
- (beta) Fixed custom languages not loading
- (beta) Fixed Hime Moonlight issue
- (beta) Fixed Fish a Fish astral projection issue.
- (beta) Fixed resolution list
- (beta) Uses ANGLE to render OpenGLES2.0 (So 100% Orange Juice uses Chromium Technology now.) This will translate GL to DX9/11/12/Vulkan depending on your system, so old systems should be OK again (Modern Windows Systems will run using DirectX11)
- Reverted the graphics engine upgrade for the time being. Dev note: in hindsight when we planned this update, we didn't expect to have this many active players. While we expected the change to generate a lot of reports, it turned out a bit overwhelming and we also want to make sure all the new players can play without issue while we figure them out. That's why we reverted the graphics engine change. The downside is that the new accessibility options are also gone because they rely on the OpenGL build. However, we've updated a new "Public OpenGL Beta" branch with the compatible OpenGL .exes, so anyone that wants to keep playing on/testing the new engine can just swap into that. We'll keep it up to date with future updates too so there's no problem playing online.
- Fixed an issue with the 10 year anniversary cutscene not getting saved after seeing it once.
- Fixed Play of the Gods crashing the game client when played. - Fixed the display version to correct 3.19.
The old guard has entered the (school) building! The two veterans from Flying Red Barrel, Bourbon and Grain, are now available to play for owners of the Bourbon & Grain Character Pack! The School Crashers event has also returned!
https://store.steampowered.com/app/2989310/100_Orange_Juice__Bourbon__Grain_Character_Pack/
Bourbon
The soulful pilot longs for a time when the skies are free again. Leader of the Resistance from Flying Red Barrel, Bourbon brings unique tactical skills into play. His gruff voice is perfected by Mamiya Yasuhiro (Hugo Kupka in Final Fantasy XVI, Gigantomachia in Boku no Hero Academia, Viviano Westwood in JoJo no Kimyou na Bouken Part 6: Stone Ocean Part 2)! [previewyoutube=ZZgd9NFh_mw;full][/previewyoutube] +0/+1/-1, 7 HP, REC 6 Every time you take damage in battle, lose 1 max HP (down to 3) until KO'd. Hyper: Heart of Resistance (BOOST) Lvl 2, Cost: 20 Target another active player. Next time they are challenged or challenge a unit while you are active, take their place in the battle. Gain +3 ATK, DEF and EVD at the start of the battle. You may only have this effect on one player at a time. Character Design: Junpyon Character Art: Coffgirl Hyper Illustration: Junpyon
Grain
Malt's right hand man at the Guild, Grain will give your performance a cool evaluation, but he can also bring out some serious firepower! Grain is voiced by Yamazaki Takumi (Kawakami Bansai in Gintama, Isamu in Macross Plus, Nano in Togainu no Chi, and many more!) [previewyoutube=iOETvPg471o;full][/previewyoutube] +1/+2/-2, 5 HP, REC: 6 -1 MOV. Gain a Cannonball Counter upon playing a card. Hyper: All Guns at the Ready (Event) Lvl 3, Cost: 30 Pay all stocked Cannonball Counters. Deal 1 damage to a random enemy. If the enemy is KO'd, gain 1 Win and Stars equal to 10x their level. Repeat this once for every Cannonball Counter paid. Character Design: Junpyon Character Art: Coffgirl Hyper Illustration: Junpyon
School is Back in Session!
The anniversary fun continues with a much requested re-run of the School Crashers event! Collect pieces of NoName in fun Playground minigames to clear the event!
The event runs until June 16! School Crashers has no new rewards this time, and is automatically finished if you have done so previously.
New Save System!
While this update may not be flashy, it'll hopefully make the game more robust to play for a long, long time! We've overhauled the game's save system with the new system we trialed in the second Bounty Hunt beta. The save files are now found in a "save" folder in the game's installation folder. They are further separated into folders by your Steam user ID, and all 3 user profiles have a separate save file. The big benefit of this is that family sharing and similar scenarios will no longer overwrite your save file as it's based on your Steam ID. The new format of the save files should also make them way more safe against save corruption, keeping your progress more secure.
Graphics Engine Upgrade
The graphics engine in 100% Orange Juice has been overhauled to use OpenGL 3.3! It's a big change which completes the removal of any windows-only code from the game, but you shouldn't notice any immediate difference from it. In the future, this makes new effects and features possible, possibly even new kinds of mods. Eventually this will enable us to release the game on other platforms besides Windows as well! Full patch notes for the update can be found on the Steam forums, as usual.
- Fixed a layering issue where taunts and card history were hidden behind the battle UI.
- Fixed a crash involving non-ASCII usernames.
100% Orange Juice
Orange_Juice
Fruitbat Factory
2014-05-16
Action Indie Strategy Casual RPG Adventure Simulation F2P Sports MMO Racing Singleplayer Multiplayer Coop EA
Game News Posts 23
🎹🖱️Keyboard + Mouse
🕹️ Partial Controller Support
🎮 Full Controller Support
Very Positive
(14056 reviews)
http://fruitbatfactory.com/100orange/
https://store.steampowered.com/app/282800 
100% Orange Juice is a digital multiplayer board game populated by developer Orange Juice's all-star cast. Characters from Flying Red Barrel, QP Shooting, Suguri and Sora come together with all-new characters to duke it out... with dice.
This is a world where dogs, people and machines fly through the air. In that world, a small patch of darkness was born. Infinitesimal at first, it gradually began to envelop everything...
A youth named Kai, led by the mysterious life form known as Marie Poppo, begins a journey that will span worlds. The black, bottomless darkness of desire slowly eats away at both Kai and the world itself...
Let Marie Poppo lead you into a mysterious world to play. Grab your deck of cards and let the games begin!
Features:
- Dice, cards, stars, battles and pudding
- 4 Single-player campaigns
- Playable by up to 4 players online
- Countless battle combinations
- Utilize each character's unique combat attributes
- More than 50 different cards to collect
- Character abilities in the form of Hyper Cards
New Steam Features:
- Full HD support
- Redesigned multiplayer experience using Steam's lobby system
- Spectator mode
- Avatar customization
- New character skins to unlock
- VAC enabled
- Custom language support
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