Hey, gang! Been a super-quiet year with a ton of things going on in the background and a lot of radio silence on our end. However, this fancy end-of-year post should give you an idea of what was happening and what is coming. Feast your eyes...
Most of the time was taken up by life things and non-game projects with a lot of planning and setup for the final updates for each of the current games. Reviving our old Tenth&Hess Games studio to handle these last updates and start work on a new project too. Since we're here for the games (right?) let's get on with it!
One Way To Die
Almost ten years old now! This game has had a ton of updates and will see the final one very soon. As we saw in the Fall Update, the game's main loop was totally rebuilt to make it somewhat less reading and more like an actual game.
The story chunks have been condensed and re-written but are still as ridiculous as before. Conversion is about 90% finished at this point and will be out sometime after the new year. Probably January. Seriously!
Haulin' Oats
I personally loved this game but it totally bombed. That said we are about to release the game's 1.0 version on its anniversary in March. Most of the additional stuff was scraped but this last update will bring it out of Early Access and provide all the best, core things we wanted to do with it.
Like what, you ask? Local co-op, all the bug fixes, some re-worked rules, and more polish. There is a controller support and Steam Deck patch slated for after the release patch so fear not!
The Dope Game
Speaking of fear, the list of cool things that got axed from this final update gives it to me.. but the list of bug fixes restores hope.
The Fatal Dose update will come in May for the nine year anniversary! Holy shit, nine years of slanging dope and broken updates?! Yes. Mostly just fixes and minor feature additions like controller support finally and Steam Deck support. Some of the more ambitious things like multiplayer were dropped so this update will actually ship! Also, the sequel has been canceled to work on new projects like one we can't talk about just yet. At least not until all these updates get out the door!
Into Oblivion
This game was basically finished with The Last Drop update but we are scheming on putting in a controller support and Steam Deck update out sometime near the end of 2025. But don't hold your alcohol-laced breath on that.
Raise Your Own Clone
And a game I think we all hated will finally get an update we all deserved initially. Plagued by so many issues, this game was a nightmare to work on and completely missed the mark on what it was supposed to be. Bunch of assholes, I say.
However, it is being completely rebuilt from scratch into what a later design meant to do with and with more competent people now. It will be re-released in August to commemorate our favorite clone... The Flash himself. Yeah, he was the model.
What's Next?
We are doing some collaborations this coming year on some new projects but focusing on putting these old ones to their graves first. Announcements on new stuff will come in the summer of 2025 so don't worry. We'll talk soon. Thank you all so much for all the support over the years. Miss and love you, bitch!
[ 2024-12-08 17:29:40 CET ] [ Original post ]
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!
[ 2024-02-03 00:07:22 CET ] [ Original post ]
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!
[ 2023-08-16 15:48:21 CET ] [ Original post ]
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!
[ 2022-10-03 18:19:13 CET ] [ Original post ]
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!
[ 2021-10-02 20:21:15 CET ] [ Original post ]
Hey, junior scientists! Today we are push a super small update for Raise Your Own Clone. These changes do not affect anything noticeable in-game and are more under-the-hood. The only thing you may or may not notice is that the holiday gift interface has been stripped out. If you don't know what that is, it was a system where every holiday season our server may randomly give you a key to one of our other games on Steam. Since it is now removed, we will do something different this upcoming holiday season! Here is the tiny change log, as is tradition:
- Changed: some small code changes
- Removed: holiday gift interface
[ 2018-09-06 20:08:44 CET ] [ Original post ]
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
[ 2018-07-01 23:54:58 CET ] [ Original post ]
Hey, clones! We are updating Raise Your Own Clone to version 1.3.5 today with a small fix. Very small. Here is the change log:
- Changed: SSL functionality for CoaguCo API
- Fixed: corrected the executable icon
[ 2017-09-24 10:10:34 CET ] [ Original post ]
Hey, clones! We are updating Raise Your Own Clone to version 1.3.5 today with a small fix. Very small. Here is the change log:
- Changed: SSL functionality for CoaguCo API
- Fixed: corrected the executable icon
[ 2017-09-24 10:05:41 CET ] [ Original post ]
Hey there! Today we are putting out a maintenance update for the game. Most of these are engine upgrades. But, nonetheless, here is the change log to show you the light:
- 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
[ 2017-08-31 03:51:30 CET ] [ Original post ]
Hey there! Today we are putting out a maintenance update for the game. Most of these are engine upgrades. But, nonetheless, here is the change log to show you the light:
- 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
[ 2017-08-31 03:51:30 CET ] [ Original post ]
Hey there. Today we are releasing a small patch to fix an issue in Story 3. More about that in the tiny change log that follows:
- Fixed: missing cash pick up in Story 3
- Fixed: variable not setting right and causing loop in Story 3
[ 2017-07-23 23:52:31 CET ] [ Original post ]
Hey there. Today we are releasing a small patch to fix an issue in Story 3. More about that in the tiny change log that follows:
- Fixed: missing cash pick up in Story 3
- Fixed: variable not setting right and causing loop in Story 3
[ 2017-07-23 23:52:31 CET ] [ Original post ]
Hey there. We issued another small patch today that is mostly text corrections (spelling and grammar) along with some stat stuff. Here is the change log in case you're curious:
- Changed: various spelling and grammar corrections in Story 4
- Changed: small tweaks to stat collection
- Changed: added full number story stat next to percent for player
[ 2017-06-08 23:15:26 CET ] [ Original post ]
Hey there. We issued another small patch today that is mostly text corrections (spelling and grammar) along with some stat stuff. Here is the change log in case you're curious:
- Changed: various spelling and grammar corrections in Story 4
- Changed: small tweaks to stat collection
- Changed: added full number story stat next to percent for player
[ 2017-06-08 23:15:26 CET ] [ Original post ]
Hey there! Pushing out a small update to fix a few issues. Mostly with Story 4 and some animation corrections. Here is the change log for those interested:
- Changed: clone rising animation in Credits and
- Fixed: issue where Photo stat was not connected
- Fixed: incorrect labeling on Story 4 madlibs
[ 2017-06-07 03:07:54 CET ] [ Original post ]
Hey there! Pushing out a small update to fix a few issues. Mostly with Story 4 and some animation corrections. Here is the change log for those interested:
- Changed: clone rising animation in Credits and
- Fixed: issue where Photo stat was not connected
- Fixed: incorrect labeling on Story 4 madlibs
[ 2017-06-07 03:07:54 CET ] [ Original post ]
Finally. Story 4 has been released and the clones saga has come to an end. You can now follow Aloysius' adventures which start at the tail end of Marsch's, carry through the middle of Madelyn's, and hopefully end up finding out what happened to your uncle. We also released Story 1 for free as a "demo" on Linux and Windows. If you haven't played the game, you can now go through the whole first episode. There were also a list of bug fixes and changes made in this update. Here is the change log for the curious:
- Added: Story 4 (last one!)
- Changed: updated to Godot Engine 2.1.3
- Changed: links open Steam overlay instead of browser
- Changed: cleaned up some code
- Changed: enabled story 3 to continue on to story 4
- Fixed: small spelling and grammar issues
- Fixed: issue with stats at 0 could cause weird percentages
- Fixed: issue with unlimited characters in madlib fields
- Fixed: issue with continuing a saved game
- Fixed: ability to find the check infinity in Story 3
- Fixed: acquisition display error when making a clone in Story 3
- Fixed: broken variables in Story 1 and Story 2
- Fixed: incorrect label in Stats
- Fixed: system not checking if all callbacks are found
[ 2017-06-06 05:12:01 CET ] [ Original post ]
Finally. Story 4 has been released and the clones saga has come to an end. You can now follow Aloysius' adventures which start at the tail end of Marsch's, carry through the middle of Madelyn's, and hopefully end up finding out what happened to your uncle. We also released Story 1 for free as a "demo" on Linux and Windows. If you haven't played the game, you can now go through the whole first episode. There were also a list of bug fixes and changes made in this update. Here is the change log for the curious:
- Added: Story 4 (last one!)
- Changed: updated to Godot Engine 2.1.3
- Changed: links open Steam overlay instead of browser
- Changed: cleaned up some code
- Changed: enabled story 3 to continue on to story 4
- Fixed: small spelling and grammar issues
- Fixed: issue with stats at 0 could cause weird percentages
- Fixed: issue with unlimited characters in madlib fields
- Fixed: issue with continuing a saved game
- Fixed: ability to find the check infinity in Story 3
- Fixed: acquisition display error when making a clone in Story 3
- Fixed: broken variables in Story 1 and Story 2
- Fixed: incorrect label in Stats
- Fixed: system not checking if all callbacks are found
[ 2017-06-06 05:11:52 CET ] [ Original post ]
Hey there. We just updated the game with various spelling and grammar fixes as well as restored the last chance to get candy in story three. And a few other little missing things. Here is the change log:
- Changed: various text edits
- Fixed: missing "last chance" candy pick up in house
- Fixed: missing acquisition pop-op
[ 2017-03-29 22:09:36 CET ] [ Original post ]
Hey there. We just updated the game with various spelling and grammar fixes as well as restored the last chance to get candy in story three. And a few other little missing things. Here is the change log:
- Changed: various text edits
- Fixed: missing "last chance" candy pick up in house
- Fixed: missing acquisition pop-op
[ 2017-03-29 22:07:03 CET ] [ Original post ]
We issued a ninja hotfix to correct a few small issues in the new update. What was the problem? Check out the change log:
- Fixed: "Sure, mister" path in story 3 crashes game
- Fixed: Weird outline with black text, all outlines removed on text
[ 2017-03-22 21:15:18 CET ] [ Original post ]
We issued a ninja hotfix to correct a few small issues in the new update. What was the problem? Check out the change log:
- Fixed: "Sure, mister" path in story 3 crashes game
- Fixed: Weird outline with black text, all outlines removed on text
[ 2017-03-22 21:15:18 CET ] [ Original post ]
Holy crap, story three is finally out! That took a lot longer than anticipated and for good(ish) reason. We have been working on some new games as well as getting our first localization for The Dope Game ready and basically rebuilding segments of Raise Your Own Clone. However, the update is out and all the changes are coming online. You will notice first and foremost the whole art style has been changed out to match our other games. We also changed out the animations and the way story flow is handled, though this is only different in story three. Then there were bug fixes, etc. Oh, and the game will be 25% off later today to celebrate the third story's release! Here's the change log, in case you're interested:
- Added: story three content
- Added: transitions from story to story
- Added: story transition animations
- Added: transition functions
- Added: additional animations to each story
- Added: missing acquisitions to Story 2
- Added: wallet and lighter as items to all systems
- Changed: layout of main game
- Changed: art style to match ongoing style
- Changed: hooks with CoaguCo API to fit new system
- Changed: prepped story 4 madlibs and section
- Changed: transition hooks in stories 1 and 2
- Changed: removed custom from statistics
- Changed: text now scrolls and is laid out as a large story
- Changed: improved save game process
- Fixed: various spelling and grammar issues
- Fixed: thread differences between stories
- Fixed: small errors in CoaguCo API
- Fixed: scroll grabber stretching out
- Fixed: story 2 ending going to story 3 if trying to go back to selection
[ 2017-03-22 13:17:47 CET ] [ Original post ]
Holy crap, story three is finally out! That took a lot longer than anticipated and for good(ish) reason. We have been working on some new games as well as getting our first localization for The Dope Game ready and basically rebuilding segments of Raise Your Own Clone. However, the update is out and all the changes are coming online. You will notice first and foremost the whole art style has been changed out to match our other games. We also changed out the animations and the way story flow is handled, though this is only different in story three. Then there were bug fixes, etc. Oh, and the game will be 25% off later today to celebrate the third story's release! Here's the change log, in case you're interested:
- Added: story three content
- Added: transitions from story to story
- Added: story transition animations
- Added: transition functions
- Added: additional animations to each story
- Added: missing acquisitions to Story 2
- Added: wallet and lighter as items to all systems
- Changed: layout of main game
- Changed: art style to match ongoing style
- Changed: hooks with CoaguCo API to fit new system
- Changed: prepped story 4 madlibs and section
- Changed: transition hooks in stories 1 and 2
- Changed: removed custom from statistics
- Changed: text now scrolls and is laid out as a large story
- Changed: improved save game process
- Fixed: various spelling and grammar issues
- Fixed: thread differences between stories
- Fixed: small errors in CoaguCo API
- Fixed: scroll grabber stretching out
- Fixed: story 2 ending going to story 3 if trying to go back to selection
[ 2017-03-22 13:17:47 CET ] [ Original post ]
Hey, folks. Just an update about story three and moving forward with the game. So we are busy restructuring parts of story three to fit a new layout we'll be using from this point on. It should break up the really long chunks of text and also provide more options for players. This being said, we will be going back and restructuring stories one and two, as well as adding new text and choices. This does include a new layout as well and some new graphics. Basically a whole bunch of new shit. Also we will be most likely dropping the story editor for custom stories. Considering our work load and integration of Steam Workshop, this option will probably be removed. The decision will definitely be finalized by the time story four rolls out. We'll have more information soon as well as the story three update!
[ 2017-02-09 22:52:43 CET ] [ Original post ]
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... http://imgur.com/Oe2o37Z 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!
[ 2016-12-14 00:52:03 CET ] [ Original post ]
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!
[ 2016-12-07 22:16:28 CET ] [ Original post ]
Hey there! We just issued another small bug-fix for Raise Your Own Clone, this time addressing issues with randomized events (yes, there are in there). Here is the very tiny change log:
- Fixed: randomized range too small for events
- Fixed: slight text changes
[ 2016-12-01 23:52:07 CET ] [ Original post ]
Hey there, we just pushed out a super tiny update to Raise Your Own Clone that addresses some small issues found. Feast your eyes on the modest change log:
- Changed: capped FPS at 60
- Fixed: issue with "continue" not working in one branch of Story 2
- Fixed: issue with loading saved game
[ 2016-11-30 23:21:52 CET ] [ Original post ]
Yeah, after being about three to four weeks behind schedule with it, story two has finally been released. It is the prequel to the first story, which follows what happens to Dr. Stansfield, Marsch’s uncle, and how he ended up leaving the lab. Well, depending on what path you take. The sale for the game is still on at Steam and Itch.io if you want to pick it up at 20% off. The release also addresses some issues with the functionality of the game as well as updates the engine. Here is the usual changelog:
- Added: new logging system
- Added: story 2 module
- Changed: image compression for (slightly) faster loading
- Fixed: 'Story Stats' showing 0% instead of actual stat
- Fixed: missing animations
- Fixed: music toggling input key
- Fixed: sound toggling not working properly
[ 2016-11-28 22:48:49 CET ] [ Original post ]
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 thing
[ 2016-11-09 05:15:19 CET ] [ Original post ]
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. Raise Your Own Clone story two has been a bit delayed due to some real life stuff and we apologize but that comes first! However, we should be putting out story two very soon (like this week soon), though we’d prefer to stay away from hard dates so we don’t miss them. But be ready!
[ 2016-11-08 18:08:30 CET ] [ Original post ]
Yep, thanks to ol' thisismike we are now releasing Raise Your Own Clone's first story on Mac today. Mac users can now follow the path of Marsch as he (possibly) ruins his inheritance of his uncle's cloning lab. If anyone finds any issues with the Mac build, please let us know! Also, story two should be out in the second half of October which follows the rise and fall of Dr. Stansfield himself. It offers the same madlib-ability as story one and carries over some information from your playthrough. More to come in early October!
[ 2016-09-24 19:34:39 CET ] [ Original post ]
Hey there. So story 1 has received an update to address some issues people found with the release version of the game. And, since we had to push back the release date we decided to throw in a little surprise as well. More about that later, here is the change log:
- Added: sliders to music and sound for volume adjustment
- Added: sliders for page and text color
- Added: more condition sounds
- Added: inventory icons and hover-overs from previous version
- Added: additional button press sound
- Changed: update save file when exiting options section
- Changed: journal acquisition to correct position
- Fixed: weird double-comma issue in statistics
- Fixed: various spells, grammar, and spacing errors
- Fixed: sound/music levels not loading properly from save file
- Fixed: occasional double click noise in some sections
- Fixed: start button being active in unreleased stories
- Fixed: some option's text cutting off
- Fixed: some missing acquisitions/losses
- Fixed: reset button showing up in unreleased stories
[ 2016-09-12 13:31:26 CET ] [ Original post ]
Our episodic text adventure, Raise Your Own Clone, is now available on Steam! The game launches with the original story one and the madlib features added back in from the desktop original version, as well as discounted by 15% for the first week. You can check it out here. As you slog your way through Marsch's choices on what to do with his uncle's lab, we continue to tweak and polish story two for release sometime in late October. That's it for now!
[ 2016-09-06 18:56:11 CET ] [ Original post ]
- Raise Your Own Clone: Linux 64-Bit [60.54 M]
- Raise Your Own Clone: Linux 32-Bit [59.94 M]
You are about to uncover four twisted tales of misadventure surrounding people connected, in some way, by the late Dr. Cyrus Stansfield's cloning machine. Within these stories you must face the ethical dilemmas and possible fortune while guiding each character to their own end.
The story takes place in the city of Starkham; the same location as One Way To Die and The Dope Game, and features recognizable places and characters spanning both games. Owners of previous games will get alternate story chunks unlocked as well.
In the proper fashion of text adventures, the player starts a story and navigates by making decisions at certain times to move forward. Each decision has a variety of outcomes and consequences, many of which have randomized elements to them. Before the start of each story, the player is given the opportunity to change various elements about the story, similar to Mad Libs. These changes will move forward with each story as the player progresses.
The game comes with four stories which are released in episodic fashion:
Story One
The Addict follows the nephew of Dr. Stansfield, Marsch, after he gets out of rehab and inherits his uncle's mansion and lab. Will he fall back to old habits and ruin this opportunity or will he take advantage of it and finally improve his life while continuing the family legacy?
Story Two
The Doctor reveals exactly what happened to Dr. Stansfield leading to his nephew taking over. How did he die? Did he even actually die at all?
Story Three
The Neighbor follows a little girl, Madelyn, who stumbles into the lab after it has been condemned following the nephew's untimely mistakes. She also falls victim to the cloning machine and must not only clear her good name but stop her clone from doing further damage.
Story Four
The Clone is about Aloysius, one of the clones who survives Marsch's failed experiment, who tries to make sense of everything that happened since then as well as unravel the mystery of Dr. Stansfield's death.
The game launches with story one, The Addict, with the additional stories to follow as episodic updates.
The game also keeps track of various statistics, both personal and global, such as decisions made, random events encountered, and wins/losses over games played. Progress on each story's branches is also kept so the player can use it to experience all the different outcomes for each one, if they choose.
There are also a total of twenty-five achievements broken up among the stories, five each, as well as five global ones.
The story editor should be available for the game sometime after story four launches, quarter one 2017. With it, players will be able to create their own stories set in the Raise Your Own Clone world and make them accessible to other players. Be it through our website, Steam Workshop, or even via e-mail.
- OS: Ubuntu 12.04 LTS or Higher
- Processor: Either Intel or AMD. 1.6 GHz or higherMemory: 512 MB RAM
- Memory: 512 MB RAM
- Graphics: OpenGL 2.1+ CapableSound Card: Depends on if you want to hear
- OS: Ubuntu 14.04 LTS or Higher
- Processor: Either Intel or AMD. 2.0 GHz or higherMemory: 1 GB RAM
- Memory: 1 GB RAM
- Graphics: OpenGL 2.1+ CapableNetwork: Broadband Internet connectionSound Card: Depends on if you want to hear
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