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🌈 $5 Tier: [Arch Toasty][Benedikt][David Martínez Martí]
Hello! First of all, thank you for giving Slave Harem a chance, even despite the current review rating. I've learned a lot since this game so I thought I'll backport several cool things I developed for "Flavors of Desires" (link at the bottom). It's hard to summarize what's changed, but it's mostly systems and performance - things this game had most issues with at the release, I made further improvements. Oh, and I also updated screenshots on the Steam page. Make sure you've updated the game, it will not start with old files. As usual, here's list of known issues and fixes - https://steamcommunity.com/app/3211840/discussions/0/4692280123603371390/ Please let me know if you encounter new issues. I tested this update for the past several days and I hope there are no errors at all. I played it on both Steam Deck and Windows PC, but I never know how players would actually interact with the game soooo... Anyway, here's the full changelog and some technical notes - the most notable bits, at least. v2.0: Most of the changes are backported from "Flavors of Desires" - huge performance boost in the first map/title at the cost of less visuals (from ~25 FPS on Steam Deck to around 50) (other maps performed well without changes, the first one just had way too many stuff, especially trees) - forced shader/material pre-caching to eliminate occasional stutters when new shader is rendered - rewritten ending to be more satisfying - new options menu with settings for gameplay, visuals, and performance! - new lighting and clouds system in 3D maps - few maps completely re-lighted - added running animation - enhanced controller support - now with dynamic input detection and more intuitive scheme - better sex scenes interaction with controller + additional animation loop "Rest" - PlayStation controller support with glyphs + new controller icons - new, persistent 3D controls hints - replaced scene loading backend - no more long loading times and freezes! - partially replaced dialogue backend - more error-proof - not important for this game, but replaced monster drops backend so it works properly - new "The end" message that can't be just skipped accidentally - warnings about possible data loss before exit - improved readability on smaller resolutions - fixed issue with some UI elements not rendering properly sometimes - various changes to UI and interaction (for example, you can hold "Skip" in dialogue and select choice, the dialogue will continue skipping) - various adjustments to 3D maps - first slime in the first map is now unavoidable - changed interaction in town facilities to "press and hold to confirm" instead of simple button - removed "Talk" context button in favor of auto-progress (you probably didn't even notice it was there) - fixed shop not resetting when switching between modes with items in cart - fixed visual errors in a few side scenes - just in case something goes wrong with Red Slime battle event, item "Slime Essence" was added to Kurone's shop - plenty of small changes and adjustments I did not note Those changes aim to achieve official Steam Deck compatibility and improve overall experience. The original code was a mess so I just removed it, replaced with "Flavors of Desires" modules and bridged the gaps. Turns out I used terrain and vegetation systems that are not quite optimized and I can't change those in this game. Flavors of Desires are using different solution and the issues do not appear there. --- I'd use this space to also promote my upcoming project - Flavors of Desires FREE DEMO now available! Wishlist today! https://store.steampowered.com/app/3411490/Flavors_of_Desires/
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