Hey anonymous alcoholics! The game is receiving two relatively small quality of life updates and the first one is now here. The demo is now also available on Macs... in case you were curious.
Most of this is under-the-hood and doesn't affect the game-play at all. A portion of it is prepping the game for full controller and Steam Deck support.
The second update will finish adding in controller and Steam Deck support; that will be out at some point relatively soon. Surely.
In case you are curious as to what is going on:
- Added: different icon hooks for different operating systems
- Added: full game description to app data
- Added: basic framework for Inputs / controller
- Added: news messages to main menu
- Changed: updated splash sequence for studio change
- Changed: demo updated to newest version
- Changed: Steam boot-up process
- Changed: updated Steam API
- Removed: unused files
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!
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, anonymous alcoholics! Today we are releasing the very last update for Into Oblivion called The Last Drop update. The update was delayed a bit due to our work on Haulin' Oats but here we are!
We'd like to thank everyone who bought the game, played the demo, or even hated the game and refunded it!
The update contains some small additions and fixes. We added the skins from our canceled Kickstarter project for the DLC owners; of course you can always buy these skins from the Shady Merchant in the shop menu. Using in-game money, naturally.
It also removes all internal hooks and references to the now-canceled Midnight and Brewmaster expansions. Sadly we will be abandoning plans to continue work on these as the game wasn't ever wildly popular and resources are better spent on our current game instead.
All that being said, we will continue to patch any bugs folks report moving forward or any API changes that need made. But this is indeed the final update!
Here is the change-log for those curious:
- Added: confirmation to delete stats
- Added: quit game confirmation
- Added: skins from canceled Kickstarter to DLC package
- Changed: some small QoL things
- Changed: game starts in fullscreen by default on fresh play
- Changed: various signal connections to only print on failure
- Fixed: hair on opponent not showing up right for death
- Fixed: minor issues with API system
- Removed: Midnight and Brewmaster placeholders
Hey, anonymous alcoholics! So our Halloween event has been in full-swing since October 15th and we are now just writing about it. Yeesh. The event will run all the way until November 3rd at midnight, so you still have time to mix up holiday drinks and drink Jack under the table.
During this event you can unlock a new bot / outfit to sport, a new arena, and two holiday achievements. Oh, and six more drink recipes.
One smaller note, all of our games are having their major updates put on hold until our new game Haulin' Oats is released in early 2023. So Midnight and Brewmaster are being pushed back a bit longer. That being said, there will be a small update that is already almost finished (sans spritesheet creation) that will add a new game mode to the normal drinking contest and some new skins, for fun. I will be out next month barring any additional chaos.
Happy holidays!
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, anonymous alcoholics! If you like playing the game and bought DLC which includes the print-at-home version of the card game there is some exciting news for you. Near the end of May, tentatively the 25th, we will be launching a Kickstarter campaign for the physical card version of Into Oblivion! Yes, now you can play with professionally printed cards that come in a fancy card case with a real rules playbook.
Currently you can sign-up for the pre-pledge campaign so we can try to gauge interest and earn yourself some neat bonuses for when (or if) the campaign succeeds.
If you pre-pledge, you will get two extra holographic cards for the physical card game: Card Shark and Dealer's Choice. You'll also get a Card Dealer skins set for the video game.
If you happen to be a patron of the GodotSteam Patreon campaign you'll also snag an extra holographic card for the physical game: The Steam. Not to mention an extra skin, Godot Head, for the video game.
The pre-campaign sign-up runs from now until May 25th when the Kickstarter goes live so you better get on it while you can.
Hey, anonymous alcoholics! Today we are finally able to release the Point Shop items for Into Oblivion. You can now decorate your profile and chat messages with various bits from the game.
That's all for now, more to come soon!
Hey, anonymous alcoholics! We are putting out a baby patch to address two minor issues. The first is the HUD avatars having offset headgear and the second is a logic loop the singleplayer bot can fall into which causes the game to crash. Want to read the same thing but with bullet points? Got you covered with this change-log:
- Fixed: hud avatar headgear placed incorrectly
- Fixed: bot getting stuck in logic loop when picking drinks
Hey, anonymous alcoholics! Today we are releasing the DLC update which includes new and updated PDF printable card games, wallpapers, thank you notes, 15 new skins, and more. In addition to that, we are pushing an update to the game which incorporates the new DLC skins and fixes some issues.
This moves us along in our roadmap to the next update which is the new game mode Midnight. This is just the stand-alone version of the the half-time game as its own mode. Play against up to 8 other humans and/or bots to earn money. The update will also come with more skins and new categories of skins too.
More on that when we get closer to release. For now, here is the change-log for the curious:
- Added: new DLC skins, 3 per category
- Added: [DLC] new wallpapers
- Added: option to turn off screen-shake on criticals
- Changed: [DLC] updates to the printed card game
- Changed: the shop now lets you cycle through items instead of being limited to 3 items
- Changed: internal skin system fixed for future unlocks
- Changed: random bots can now use all skins
- Fixed: missing descriptions for two arenas
- Fixed: a few missing default skins
- Fixed: achievement back at ya firing for wrong player
- Fixed: critical hit achievement firing for both players
Hello again, anonymous alcoholics! Back with a quick update that we have now made the game available on Mac / OSX. This includes the demo too!
Hey, anonymous alcoholics! Today we are pushing the version 2.1 update which adds a ton of new stuff like critical "hit" drinks, new item cards, new achievements, and more. There are also big changes to the interface for hosting, change in multiplayer betting, massive changes to the HUD with animations and various tool-tips for, well, everything. Not to mention a host of fixes for different issue.
The next big update will be the DLC update which adds more content to the Private Reserve DLC and updates the existing content graphically, as well as some more fixes to the main game. There are also Steam Point Shop items coming soon too.
For those of you who are curious, here is the official change log:
Version 2.1 Update
- Added: lobby icon, name, and match type to the ready board in lobby
- Added: a bit more polish (additional graphics, extra animations, etc.)
- Added: support of OSX / Mac computers
- Added: Top Shelf and The Sobering modes to single-player
- Added: the Shady Merchant now describes the items
- Added: more vomit
- Added: purchase confirmation to the shop items
- Added: new item card: Reverse swaps back if opponent swaps drinks, gives damage penalty if not
- Added: new item card: Antacid, negates all health damage of this drink
- Added: new item card: Toast, negates all drunk damage of this drink
- Added: new item card: Cheese Curd, negates all liver damage of this drink
- Added: hover-over details for HUD statistics
- Added: audio and video options to the pause menu
- Added: hover-over for status effects in drink list to tell what they do
- Added: randomize button in drink (swap, serve) controls for maximum confusion
- Added: tabs to drink book; can sort by all, health, liver, drunk, or status drinks
- Added: sub-banner on game over to better explain who won and why
- Added: brewing a drink for the first time triggers a notification
- Added: critical "hit" drinks, anything under -15 health / liver damage or over 15 drunk damage causes temporary -3 max to that stat
- Added: three new achievements: Critical Hit, Back At Ya, High Noon
- Added: ability to set number of rounds in the lobby
- Added: ability to change the type of lobby to public, private, friends only, invisible
- Changed: spacing on loyalty cards so their titles are fully visible
- Changed: minor corrections to half-time text
- Changed: upgraded some more graphics
- Changed: moved active dealer message to icons and hover-over at top of HUD
- Changed: betting interface to have more clear amount errors
- Changed: message box can now be toggled and changes for multiplayer, tutorial, and singleplayer
- Changed: multiplayer betting now more compact like singleplayer
- Changed: drink book now shows the amount of items needed for unknown drink
- Changed: how drink book shows known drinks, with hover-over and animations
- Changed: made various button un-interactable when going back to a previous menu
- Changed: drink data and effect is now sticks until the round ends
- Changed: drink book locked when there are no cards dealt
- Changed: sound / music level sliders to range from -60 to 0
- Changed: separated dice tray in half-time, added more clear context of dice
- Changed: improved bot logic in half-time mini-game
- Changed: sliders are now visually improved
- Changed: in-game chat has reverted to speech bubbles from text area on cardboard box
- Changed: how the foreground box is laid out
- Changed: upgraded (maybe) the bot's logic
- Fixed: being able to play against locked bots
- Fixed: bet amount not showing up in multiplayer
- Fixed: chat log being slightly off center
- Fixed: correct version number not being shown (geez)
- Fixed: issue where some craftable drinks didn't show up as craftable
- Fixed: dice moving to incorrect spots when player 2 does bottoms
- Fixed: betting interface buttons being interactable before animation was done
- Fixed: purchased permanent upgrades showing the right item in a match
- Fixed: both snow globes not playing in multiplayer
- Fixed: St. Patrick's Day and Easter related achievements not firing correctly
- Fixed: St. Patrick's Day and Easter related drinks not functioning
- Fixed: condition where both players in multiplayer die but it doesn't count as a tie
- Fixed: player not getting "ready board" in lobby until both players are loaded
- Removed: some unused assets
Jungle Juice - Version 2.0.1
- Fixed: issue where chain vomit animation would break the shuffle animation and prevent gameplay
- Fixed: issue where setting a locked skin in one category then an unlocked one in another allowed the player to leave the appearance screen with a locked skin in place
Hey, anonymous alcoholics! Today is the day and Into Oblivion's large 2.0 update is out. Many things have changed: updated graphics, new Steamworks networking features, new engine upgrades, new animations, etc.
While a lot of it was cosmetic, there was a ton of changes under the hood for the game as well as the content updates and expansions planned for this year.
If you are interested in all the specific changes, you can check out the change-log at the end of the post. Otherwise, read on about the (near) future plans we have cooking.
There are some other big things to note with this update too. After some discussion internally and with folks who play the game, we have upped the price of the game to $4.99 USD. Instead of charging more separately for the upcoming expansion packs, they will be rolled into the main game.
After you boot the game up, you'll notice that Top Shelf and The Sobering from multiplayer are going to appear in single-player. Currently we are tweaking the bot logic to play these modes a bit better and will make this all available when the DLC update comes next month.
Speaking of, if you remember the roadmap, the next update is to the DLC. This will add more content and some new skins for players who own it. There will be a few other updates for the main game when that launches too.
After that is the Midnight update. This mode will allow up to eight players, and bots, to run games of Midnight for coin. There will be special achievements and extra rewards added for this expansion which can be used in the regular game and Brewmaster; as well as the money.
Speaking of, later in the year, the Brewmaster update will close everything out. This expansion will let you open your own bootleg distillery and serve booze to the seedy underbelly of Starkham. Use recipes your learn from the main game to create batches of booze, use coin to upgrade your facility, and hire some unsavory characters to deliver and promote your goods. You can even sabotage friends' and strangers' operations.
More on all that as we creep closer to each update. For the curious, here is the full change-log as we have it:
Jungle Juice - Version 2.0 - Change Log
- Added: hooks for the Brewmaster expansion
- Added: missing 6 Halloween holiday drinks
- Added: missing Halloween achievement
- Added: Steam rich presence
- Added: missing Easter hair sprite
- Added: missing bot blurbs for Timothy, H.H. Bunny, and the random bots
- Added: icon for when a card is tapped
- Added: added player avatars to lobby board
- Added: lobby icons to lobby list
- Added: total number of rounds to interface
- Added: hover-over text for menu buttons
- Changed: art tweaks and updates
- Changed: upgrade to Godot 3.4.2
- Changed: native size from 1080p to 1440p
- Changed: replaced some animations with tweens for more fluidity
- Changed: a ton of code under the hood
- Changed: main menu animations
- Changed: tutorial information slightly
- Changed: layouts in the statistics, leaderboards, and options sections
- Changed: rearranged the lobby buttons, grouped some
- Changed: multiplayer now uses Steam networking
- Fixed: small code issues with logging and brewer
- Fixed: main menu web link not using https
- Fixed: bug where intox status images weren't unloading, just piling up
- Fixed: sync process with CoaguCo servers
- Fixed: deck arrays not clearing properly
- Fixed: bug where leaving stats or leaderboards too quickly caused crash
- Fixed: issue where bot couldn't "look through" all possible drink recipes
- Fixed: missing sound effects
- Fixed: shop incorrectly looking at card inventory instead of purchases
- Fixed: locking issue with certain unlocked skins, arenas, or bots
- Removed: stats being backed-up on Steam servers
- Removed: Godot built-in networking functions
- Remove: bot chatter at beginning of match (it was lame)
Hey, anonymous alcoholics! Happiest of new years! Today we are dropping the first (and maybe only) release candidate for the version 2.0 update. Why you ask? Well, come inside and read all about it.
All of the testing for version 2.0 has been done internally which has usually been a mixed bag. Also, there is a ton of work in the background that is going on for this significant update: updating the store page with new screenshots, creating new trailers, modifying various Steamworks settings, tweaking the API system, etc. So why not let you guys get a crack at the update first and see if you can find any bugs we didn't?
To access the version 2.0 release candidate, right-click the game in Steam then select 'Properties'. In the next window, head to the betas section. Change it from 'none' to 'beta' and it should update itself.
If you do try the new release candidate and do stumble upon a bug, please contact us via the Steam community in the bug forums, our Discord server in the support channel, or by e-mail (you know where to find it).
Barring any horrible issues, the update should be out this coming with a bunch of news about the further expansions, DLC updates, and more!
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!
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 anonymous alcoholics! While the version 2.0 patch was originally intended for the Steam Tabletop Festival, it got pushed back. Pretty sure the last post was about this. Anyway, this long rambling post is about the upcoming patch and a roadmap for Into Oblivion overall.
Pretty much all of the graphical updates are finished. Most were intended for Brewmaster but a lot of that stuff got moved into this patch instead. The idea being that it'll speed up the timeline for expansions and further updates by doing it now.
Many animations were re-done as well. There are also a bunch of little extra animations added it to give life to the interface while playing. Lots of "quality of life" updates like the one shown below. Pagination for the drink book and having the ingredients with recipe effects laid out with more space and clearly.
The card system was also gutted and replaced. Cards now have more animations and they toggle a drink icon if they are being used in your brew. Coin cards now flip over to show the new back; which is also updated in the re-shuffle animation.
So yeah, a bunch of things have been added to this update which has caused some delay. However, it is in the final stages of testing, getting those last few bugs worked out, and mutliplayer gone over. That being said, here is the official roadmap for the game until the end of 2022 which, other than bug fix patches, should be all the content for the game in total. Unless something spicy comes along.
For Xmas this year, the version 2.0 update should be out. There will be subsequent DLC updates in-between main expansions to beef those up as well. No new DLC will be created, mind you; just adding more content to them like in-game skins, music, and artwork.
The Midnight and Brewmaster expansions will be talked about later on when we get closer to those. But they are new game modes with a bunch of new stuff too.
Stay tuned!
Hey there, anonymous alcoholics! Today marks the beginning of the Steam Tabletop Fest and Into Oblivion is taking part. However, the version 2.0 patch will not be available just yet. Hopefully it will show up next week. Why so? What do these weird, naked twins staring at each other have to do with it?
The version 2.0 patch was a prep for the Brewmaster expanion coming out next year; it was mostly to replace the aged networking structure with Steamworks networking and fix a bunch of bugs. This, naturally, turned into that as well as rearranging some things, new animations, and a graphics upgrade.
The graphics upgrade being meant for the Brewmaster expansion itself but apparently when the base resolution being moved up to 1440p, well, a lot of things just didn't fit right anymore. So here we are.
Nonetheless, the patch will be held back for a week or two while the last assets are redone and imported. And what a glorious update it will be.
More soon.
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 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, anonymous alcoholics! The Into Oblivion Halloween event is now live. This is your chance (without changing your computer's clock) to try drinking Jack O'Lantern to death in the graveyard and unlocking a new arena and character skin. Not to mention two holiday-themed achievements and six more drinks to your drink book.
The event will run from today, October 15th, until November 3rd at midnight.
Hey anonymous alcoholics! These last few months have been exclusively consumed by Haulin' Oats and The Dope Game Remaster; primarily because their impending releases are, well, impending. However, wanted to drop a quick note about Into Oblivion's next huge update which is due out in early 2021.
Like The Dope Game before it, Into Oblivion will be getting a graphical update, new features to the base game which includes a few new modes and (if it works) more players per match. But the update, working title "Brewmaster", also brings a completely new game mode.
This new game mode allows the player to set up shop, creating various drinks and selling them to the public through both a network of hobos and a "drive-thru" window on their shack. Money earned gets shared with the normal game mode and allows you to unlock more stuff from the shop. Recipes learned in the normal mode are used in "brewmaster" mode to expand your bootleg empire.
Many of the assets are done but there won't be enough time in the day to start full work on the update until December of this year which will push the update back to early 2021 (developer time). That being said, there will be more updates about it in November and December.
See you then!
Hey, anonymous alcoholics! The X-Mas event is now going on in the game and the Krampus is out to spike your drink. There is a holiday-themed event, bot, and two achievements active.
The wintery forest is the holiday arena that features the Krampus. Beating him will unlock him as a playable skin as well as the forest as a playable arena. There are also six holiday drinks that you can mix up; doing so will earn you a fancy, festive achievement.
The Brewmaster expansion, which adds a whole new game mode, is also coming sometime in early 2020, so watch out for that.
Happy holidays!
Hey, anonymous alcoholics! Time for pumpkin-spiced booze and candy-flavored vomit with the Into Oblivion Halloween Event; starting October 20th and running until November 2nd! The event adds in six holiday-themed drinks for you to make and a special achievement for crafting all of them. Jack O'Lantern will also be unlocked as a drinking opponent and defeating him will earn you a new skin as well as the graveyard arena. If you can't seem to out-drink him during this period just feel free to reset your computer clock and try again! Happy holidays!
Hey, anonymous alcoholics! Today we are releasing the version 1.6.0 update which contains the Easter event! This has new skins, achievements, a bot, arena, and more. The event runs until April 27th to beat H.H. Bunny and keep your Easter unlocks (well, until next year this time).
Here is the change log for those who know:
- Added: new bot - H.H. Bunny
- Added: two new achievements
- Added: six special holiday drinks
- Added: new holiday arena
- Added: new Easter skins
- Fixed: missing holiday flags in save file
- Fixed: avatar head spacing in multiplayer
- Fixed: need for flag to stop rechecking Steam stats
Hey, anonymous alcoholics! Today were updating Into Oblivion with the St. Paddys Day event which adds a new bot, new skins, new achievements, new drinks, and a new arena. There are also some refinements under the hood to boot!
Here is the modest change log too:
- Added: St. Patrick's day skins
- Added: Timothy the Leprechaun bot
- Added: new St. Patrick's day arena
- Added: two new achievements
- Added: six new St. Patrick's day themed drinks
- Changed: the "made with Godot" splash screen
- Changed: unlocking system under the hood
- Changed: cleaned up some unused variables and code
- Fixed: missing click sound in statistics section
Hey, anonymous alcoholics! Another day of bug-busting is upon you. This time we have cleared up some more minor issues, mostly surrounding the half-time dice game, and even managed to perk up the bot's logic there too. Here is the change log for those curious:
- Changed: improved bot logic when playing dice
- Fixed: upgrades and purchases were swapped accidentally
- Fixed: being able to "steal" bot's dice roll
- Fixed: animation glitch by right-clicking during dice reset
- Removed: upgrade check before save file loads
Hey, anonymous alcoholics! The hits keep coming. This time there is a small patch to fix a few persistent glitches... finally. Here's the fancy-ass change log to show you what:
- Fixed: version number issue
- Fixed: issue where betting higher than bot has causes crash
- Fixed: issue where wrong colored eyelids showed for bot
Hey, anonymous alcoholics! We are squeaking out a super tiny update to fix an issue with the Upgrayedd achievement. Specifically for people who earned it prior to the last patch. When you enter the Shop, the game will look to see if you have earned that achievement and fire it. It had to be added since when you buy the last needed upgrade, it would check and fire so anyone who earned it prior to the fix was kinda fucked. Here is the obligatory change log:
- Added: secondary check for Upgrayedd achievement when opening the Shop
Hey, anonymous alcoholics! Today we are pushing out a patch to fix a number of minor issues and give the bots' brains a little love. Plus set some hooks for upcoming content updates. For those curious, here is the usual change log with info:
- Changed: made minor adjustments to bot logic
- Fixed: issues with a few achievements not firing correctly
- Fixed: ingredient list counting Coin and Coins
- Fixed: Krampus Punch not being counted in Mixed Drinks list
- Fixed: accidental trigger for reloading stat file
Hey, anonymous alcoholics! We are pushing out a small hotfix to correct a CTD bug involving the Shady Merchant. The bastard. There is also a fix for the wrong achievement getting fired when beating Krampus. If you're curious, here is the change log:
- Fixed: defeating Krampus triggers wrong achievement
- Fixed: crash after buying item from Shady Merchant and starting a match
Hey, anonymous alcoholics! Today we are releasing the v1.4 update which patches in the X-Mas event and fixes some other small things. The X-Mas event adds in two new achievements, the new Krampus bot, new Snowy Forest arena, and six new holiday-themed drinks. Not to mention a new wallpaper for the DLC-owning folks. For those curious, check out the change log below and happy holidays!
- Added: new holiday bot, Krampus
- Added: new arena, Snowfield
- Added: two new achievements, Night Before X-Mas and Holiday Cocktails
- Added: six new X-Mas themed drinks
- Added: animated snowglobe reward for achievement
- Added: new X-Mas themed skins for players to wear
- Added: new wallpaper to DLC
- Changed: functionality for achievements due to GodotSteam update
- Changed: random bots can now select from any hair, headgear, shirt, pants, and shoes skins
- Changed: date span for holiday seasons, particularly Halloween
- Changed: achievement checking and comparison to save file
- Fixed: glitch where betting more than the opponent had crashed the game
Hey, anonymous alcoholics! Today we are pushing out a super tiny hotfix for a bug found by user Vince. It basically allows you to restart the half-time dice roll after it ends and you are back to picking cards. The fix should prevent this from being possible; both in singleplayer and multiplayer! That's it for now! Happy Dranksgiving!
Hey anonymous alcoholics! We are issuing an update to fix a few glitches in our Halloween event update. It is mostly graphical stuff but here is the change log in case youre curious:
- Fixed: avatar skin layer misalignment
- Fixed: unlocks for beating box misaligned
- Fixed: extra digit in achievement name
- Fixed: issue with arena background loading
- Fixed: issue with eyelids
- Fixed: issue with Jacks body sprites
- Fixed: avatar unlock frame for beating Jack
Hey anonymous alcoholics! Today we are releasing the Halloween Event update for Into Oblivion. It contains a new holiday bot, new arena, a bunch of new Halloween-themed skins, a new achievement, and some other minor changes. The DLC even got a new wallpaper added. The Halloween event starts today, October 28th, and runs until November 2nd. You can always change your clock back if you miss it and want to unlock the holiday stuff. Here is the modest change log:
- Added: Halloween event bot and arena
- Added: various new Halloween themed skins
- Added: new Halloween achievement - Full Mooned
- Changed: small bits of code for efficiency
- Changed: bot match lengths to 10, 12, 134, 16, 18, 20 (in order)
- Changed: upgraded engine to Godot 3.0.6
Hey, anonymous alcoholics! Right on the tail of the DLC release (which we just fixed an issue with), we are putting out an update for the main game. There are a few little fixes in there but the main thing in this update is accessibility for sight-impaired. We will probably be doing more tweaks to it over the coming weeks but we wanted to get the first version of it out. Here is a change log for those curious:
- Added: Embiggen mode for the seeing impaired
- Changed: slight bits of code for efficiency
- Changed: minor layout of Options section
- Fixed: graphically issue with Jenkin's pants
- Fixed: misalignment of Jungle Juice's ingredients in drink list
- Fixed: missing drink effect from Day Job in drink list
Hey, anonymous alcoholics! Today we put out the Private Reserve DLC for Into Oblivion! It contains the game's soundtrack, some wallpapers, a thank you note, and a printable PDF of the playable card game. https://store.steampowered.com/app/921680/Into_Oblivion__Private_Reserve/ The Black Label Edition Much like The Dope Game, we have created a bundle for Into Oblivion and the Private Reserve DLC so you can get both for a discounted price. https://store.steampowered.com/bundle/8246/Into_Oblivion_Black_Label_Edition/ Wait, Printable Card Game? Yeah, you can print out the PDF pages then cut them into playing cards. We recommend using card stock. The playable card game is similar but has obvious changes made so you can play it at home. We are currently working to getting manufactured versions of the cards available so folks can just use those instead. If/when this happens, we'll report back.
Hey, anonymous alcoholics! We got a patch for your drinking pleasure. This adds a new achievement concocted from one of our multiplayer sessions and some fixes to the game. We will also be releasing a art/soundtrack DLC, Private Reserve, next week with some added bonuses including a physical card game you can print out and drink along to. More on that next week! For those curious about the update, here are the patch notes:
- Added: the Hendrix achievement for dying from vomiting
- Changed: moved players back from the box to prevent clipping
- Fixed: missing shuffle animation in multiplayer
Hey, anonymous alcoholics! Today we are pushing a small patch to the Steam demo that fixes some CTD issues. And on a related (Steam) note, we will be issuing the full game's first update post release early next week. But more exciting than that, today we are releasing the Itch.io demo! It has all the same features and missing content that the Steam demo has. The only real difference is the game will refer to you as “Demo Player” as it has no way of acquiring your name. No big deal, right? This version will also save your stats and achievements in case you want to get the full version down the road. Give it a try and drink those random bots to death in Tutorial mode!
Hey, anonymous alcoholics. Today we are putting out the Into Oblivion demo so folks can try the game out before buying. There are, however, some things missing, as one would expect:
- You can only play against bots; no multiplayer
- You cannot access the Shop to use your coins
- You cannot play against the "story" bots
- You can only play tutorial mode
Hey, anonymous alcoholics! Today is the day and we are releasing Into Oblivion into the wild and making the final build publicly available! Those of you who have been beta testing, and of course the pre-order people, have seen it change over the course of the last six months or so and we thank you for finding bugs and suggesting changes to the gameplay. That being said, we have some more changes coming in the near future including engine updates to remove the need of port forwarding (this is a big one). There are also a few content updates planned for later this year as well... and a few other surprises we'll announce when the time is right. Also, we have a demo being put together so folks can try the game out. It will have no networking (obviously) and be limited to tutorial mode only. The Shady Merchant's shop won't be functional either. Last but not least, here is the extensive final build change log:
- Added: lobby heartbeat for obvious reasons
- Added: "bottoms" option to Midnight
- Added: drink hints to show what you can make with your hand (both known and unknown)
- Added: drink stats to the drink list when hovering over a name
- Added: Top Shelf and The Sobering multiplayer modes
- Added: four achievements - Graduation, Responsible, Connoisseur, and Teetotal
- Added: chat icon to show other players chat window
- Added: collectibles on box for any temporary or permanent upgrades
- Added: ties to the careers record
- Added: a shuffle animation when the cards get re-shuffled
- Changed: allowed players to set custom ports when hosting
- Changed: if player dies during drink, it now hides the drink they are consuming
- Changed: added "bottoms" text to tutorial
- Changed: in-game chat now records chat history for session, can scroll through it
- Changed: cleaned up more code
- Changed: re-wrote server deletion function to be threaded
- Changed: consumed drink display
- Changed: margin spacing in dynamic buttons
- Changed: some messages based on activities
- Changed: toggling sound or music on puts it back to it's value prior to being off
- Fixed: player HUD not resetting correctly after first multiplayer match
- Fixed: wrong tutorial sign showing up if match ended before half-time starts
- Fixed: invite not being disabled before server was set up
- Fixed: crash when going from host to join too quickly before server disconnects
- Fixed: no X on missing 1 or 4 die in dice tray at end of turn for multiplayer
- Fixed: graphical issue with opening cover
- Fixed: network player missing their purchases or upgrades
- Fixed: ESC not closing pause menu
- Fixed: not removing lobby from server list after hitting back button
- Fixed: small issues with CoaguCo API
- Fixed: weird glitch where all achievements show as unlocked in stats section
- Fixed: issue where death on first drink doesn't trigger achievement
- Fixed: missing click sounds
- Fixed: issue where cross-platform Linux and Windows match would sometimes crash
- Fixed: issue where player would get double their betting amount upon victory
- Fixed: unlock graphics over top of closing window
- Fixed: bots arena not showing up correctly
- Fixed: chat window above closing window
- Fixed: correct halftime message if you don't have a 1 or a 4 on the last roll
- Fixed: chain vomit text not being dark enough
- Fixed: peer backgrounds not matching
- Fixed: some missing HUD updates for client in multiplayer game
- Fixed: multiplayer drink book doesn't clear last recipes
- Fixed: all sleeve cards showing if you only have 1 or 2
- Fixed: player 2's appearance sticks if leaving multiplayer lobby for singleplayer
- Fixed: showing player two won dice if players tied
- Fixed: Taco Hell giving player 1 drunk point instead of subtracting it
- Fixed: tie game gives back too much money
- Fixed: drank graphics not fading out correctly
Hey, anonymous alcoholics. Today we are putting out the last beta update before the first release version. Seriously. And it is a bitter-sweet one because we had to axed some of the multiplayer modes. Yep, we had planned for a few extra multiplayer modes that included up to two additional players. However, after various attempts to get them functional it wasn’t to be. Long story short, functionally under the hood it was a nightmare pulling it off and in the end it didn’t work at all, but sometimes in game development you get some good ideas that just can’t be pulled off. Nonetheless, we will attempt to put some of that back in after release in the form of content updates if we can. Mac users, all five of you, you will also lament our decision to leave you out of the release. Our buddy Mike may champion your cause and get us a working version for OSX but currently the Mac version isn’t functional and has also been axed for now. However, here is a list of the changes that can be found in the last beta update:
- Added: lobby rules for remaining multiplayer modes
- Added: end match trophy to singleplayer
- Added: tied conditional to singleplayer
- Added: network heartbeat to check for connection drops
- Changed: additional code re-writes
- Changed: removed spectating option
- Changed: Midnight dice tray now separates 1 and 4 from score
- Changed: removed Mac support entirely
- Changed: swapping drinks no longer tells you what they are
- Changed: now shows what you actually drank
- Changed: removed 4-Player Versus, Random Drink, and Tag-Team
- Changed: removed most unused graphics
- Fixed: missing if/else conditional for victory allowing two win types at once
- Fixed: missing player money in shop
- Fixed: trophy showing above tutorial sign
- Fixed: missing body frame in idle animations during lobby
- Fixed: sleeve cards not working properly
- Fixed: sleeve card sign not disappearing at end game round-up
- Fixed: vomit counting as double on match scoring in singleplayer
- Fixed: missing end game message if game is tied
- Fixed: cards sitting over notepad list
- Fixed: small grammar and spelling mistakes
- Fixed: missing statistics
- Fixed: lifetime drink totals not being recorded correctly
Hey, anonymous alcoholics! We are just dropping a little knowledge about the release date for Into Oblivion... which is July 30th! We are currently working the kinks out of the last few multiplayer modes and adding some polish. We do, however, expect some bugs to escape us; as is tradition. After release we play to put out a demo for folks to try the game in single-player mode and a few surprises after that. More soon!
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, 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, anonymous alcoholics! Hot on the heels of the v0.3 update we are releasing another. This time we have enabled the tutorial mode for single player. It will walk you through each section of the match and explain things, we think, as well as can be explain. It can be played at any time from the lobby menu; you know, in case you want to do it again and again. We are also prepping the demo since there isn't anything that needs added for that, just cut out. And, of course, version 0.4 with multiplayer right before release. Here is the tiny change log:
- Added: tutorial mode for single player
- Changed: end of match wrap text to center
- Fixed: box graphic
Hey, anonymous alcoholics! Today we are releasing the long-awaited (probably) beta update to v0.3! This includes a complete overhaul of the rule system, swapping out the shots half-time for Midnight, and tons of tweaks. Like lots. Tutorial mode and multiplayer are still not functional just yet but will be in the next update which should be in about two weeks or so. We are expecting a launch in July after testing the next update. If you are a beta tester, please check out this version and let us know of any bugs you find in single player mode. If you're not a beta tester but want to be, you can get a pre-purchase copy of the game over at Itch. We also update the Steam store page, the Itch.io store page, added a new gameplay trailer to reflect all the changes, and are also getting the demo sorted out for folks to try. Here is the change log, for those curious:
- Added: master volume to options and hotkey
- Added: new item - Booger
- Added: 68 new drink recipes
- Added: alternate sides shirt sprites so text shows up the right way
- Added: other game ownership to menu
- Added: additional vomit sprites for players 3 and 4
- Added: Midnight as a half-time game
- Added: initial version of bot AI for dice
- Added: correct backgrounds show when playing against bots
- Added: bots talking shit before match
- Added: two more tracks by Macabre Gandhi
- Added: half-time badge animation
- Changed: engine version to Godot 3
- Changed: opening splash logo for Godot
- Changed: new item images
- Changed: item slug is now snail
- Changed: rule structure for the game
- Changed: play box sprite
- Changed: all player positions to be more normal
- Changed: rearranged HUD layouts for singleplayer and multiplayer
- Changed: some achievements
- Changed: updated shop item sprites
- Changed: moved menu version text around
- Changed: moved Steam message on menu
- Changed: removed Residues and mixed them into Intoxicants
- Changed: reduced vomiting "drunk heal" from 3 to 2
- Changed: various modifications to bot AI
- Changed: vomit sprites
- Changed: round counter to show "dealing/bartending" turn
- Changed: purchased items/cards from Shop are now Sleeve Cards
- Changed: death animation slightly so player stumbles back
- Changed: removed unused animations
- Changed: removed shot taking half-time game
- Changed: match end message location and text
- Fixed: sprite order for clothing
- Fixed: missing check for achievement On The Edge when dying from vomiting
- Fixed: file name for shop item sprites
- Fixed: position glitch in loading animation
- Fixed: minor miscount on shop item total
- Fixed: incorrect count on Mixologist achievement
- Fixed: missing global stat for Shots
- Fixed: some grammatical and spelling errors in blurbs
- Fixed: game updating match number during half-time
- Fixed: missing money increase on winning a bet
- Fixed: missing bot puke score updates
Hey, anonymous alcoholics! These are the patch notes for the last beta update we did. It is a bit after the fact considering v0.3.0 is coming very soon. But here we go:
- Added: tutorial hints on your first game
- Added: 51 new recipes
- Added: 1 new residue
- Added: multi-player matches back in
- Added: two new pages to drink book
- Added: show ingredients player is adding/subtracting to brewer, in multiplayer
- Added: pressing ENTER will join given IP, if entered
- Added: last 10 achievements
- Added: midnight as a half-time game
- Added: badge to half-time winner's avatar
- Added: half-time message during rolling
- Added: separate hand for dice rolling animations during halftime
- Changed: various signal connecting in lobby scene
- Changed: updated bot AI in drink selection
- Changed: bots Marsch, Sweaty Mike, and Jenkins can now use any items
- Changed: lists and scripting for drinks, residues, intoxicants, and ingredients
- Changed: message now shows up when connection fails
- Changed: lobby ready mechanic
- Changed: replaced betting options with role options in Setup
- Changed: match setup options don't appear until player actually joins host
- Fixed: statistics not saving correctly
- Fixed: incorrect drink recipes in brewer script
- Fixed: incorrect drink recipes in drink book
- Fixed: half-time liquor bottles contents
- Fixed: pants over shoes in player 1 set up
- Fixed: Steam invite string when accepting invites
- Fixed: some achievements unlocked by default
- Fixed: weird line through match start-up screen
- Fixed: spelling mistake on achievement description
Hey, anonymous alcoholics! There has been a bit of a gap since the last beta update and we're here to talk about it! As you may have heard, there was a few holidays seasons since now and then which kind of paused development on everything at CoaguCo for a bit. Luckily, that's all over now and we have been getting the (hopefully) last beta update ready to go. Also, Godot Engine (what we've been building it and our previous games in) just recently released the 3.0 RC version, with stable not too far behind. Those of you who have been playing the beta might have stumbled across a pretty shitty bug that causes a CTD. It seems to be something wrong with the version of Godot we were using; the dreaded and abandoned v2.2 which was the only one with the good networking functions. Now that 3.0 is almost out, we are porting the game to it and this should fix that issue. The Dope Game will also probably get ported to fix the 32-bit integer problem which we really hated. All in all, the game should see it's last beta version this month and hopefully be ready for release in February. But as anyone who follows game development knows, dates don't mean shit. Cheers!
Hey, anonymous alcoholics! Today we are pushing out the v0.2.4 update which contains a bunch of stuff and offering the pre-release version to a wider audience! There's a bunch of stuff to go over so we'll break this up into sections. For those of you looking for a pre-release copy, head over to Itch.io for one. Pre-Release v0.2.4 First and foremost, is the pre-release version of the game. Those of you using the default release branch will notice that networking is disabled. This is because actual multiplayer content won't be added in until 0.2.5 and only the lobby stuff works right now. We wanted to give those players just the base single-player game to test and suggest on. For those of you wanting to get closer to the multiplayer stuff, you can swap your Steam repo to the beta branch. This will allow you to invite friends to the lobby, send Steam invites, and such. You'll notice the game doesn't let you start a match, for previously stated reasons. Multiplayer is the big focus for v0.2.5 so it'll be coming soon enough. Beta Testing And Testing If you snagged a pre-release copy or are in the beta testing groups, you can help us track down bugs and polish up what is already there. You'll want to head over to either the game's community hub (if Steam lets you) here: http://steamcommunity.com/app/618990/ or the CoaguCo Steam group's section here: http://steamcommunity.com/groups/coaguco/discussions/5/ There are some bugs we are aware of that will be squashed in v0.2.5 but there may be some we are unaware of still. Also we are curious to hear what you like, hate, want to see removed, and want to see added. Or even tweaked. Version 0.2.4 Update There was a big group of changes this time around, as usual. And as usual, here is a change log of everything that happened:
- Added: half-time mechanics
- Added: round counter graphic and animation
- Added: various half-time art assets
- Added: shots taken and half-time victories to counted statistics
- Added: when player accepts Steam invite and not in-game, Steam launches the game and takes player to lobby
- Added: chain vomit pop-up to indicate it's happening, granted you can see it
- Changed: placement of player's vomit on box
- Changed: created new game icons
- Changed: rearranged ingredient stats on HUD for consistency
- Changed: location of round counter
- Changed: tweaked some functions in single-player matches for efficiency
- Changed: your IP and host IP to separate variables
- Changed: acquire money animation
- Changed: refined the score function itself, also now shows the actual total per item
- Changed: changed Steam invite string for command line friendliness
- Changed: reversed all "drunk" stats and changed to "sobriety" for homogeneous statistic usage
- Changed: made match wrap-up message a bit more complex
- Changed: achievement background image
- Changed: layout of statistics page a bit
- Fixed: drunk eyes overlaying during blink in idle animation
- Fixed: after pressing disconnect, join match shows no options and is still disabled
- Fixed: Steam invite function triggering even if player did not get an invite
- Fixed: liver upgrade affecting health
- Fixed: glitch where inventory was accessible outside of turn or when not full
- Fixed: allowing player to make bets for more than opponent had
- Fixed: bet money not being taken from bot
- Fixed: sobriety not being updated after vomiting
- Fixed: "draw_done" being called twice during player's turn
- Fixed: graphical glitch moving from half-time to idle when winning
- Fixed: loser of the chain-vomit just keeps vomiting
- Fixed: forfeiting if the game is closed or match is quit before ending
Hey, anonymous alcoholics! We're just writing to let you folks know that Into Oblivion is coming to pre-release status this coming Friday (September 5th)! It will be available on Itch.io which will net you a beta key for Steam and a small bonus art pack. The game is still in it's beta testing phase. But Friday we will move from polishing up single-player into adding multiplayer back in for tune-ups before release. We, of course, will be giving out a few select individuals beta access to open it up to more testing. And no, if you have to ask, you aren't on that list. To all beta testers, this is the best time to give us feedback on stuff to add! Drink recipes, intoxs, residues, special items, skins, etc. As well as all the usual bugs you may come across. More details on Friday!
Hey there! Today we are releasing the version 0.2.3 update to Into Oblivion's beta. There is a lot of new stuff in here with more coming and this is the last update before we add multiplayer in for testing and polish. Plus this is the last update before we open up the beta to more players; including anyone who snags and early copy from Itch.io! Here is the ol' change log if you are curious about what is different:
- Added: display the round numbers
- Added: "white out" animation at end of match
- Added: player inviting message
- Added: show unlocked skins and arenas after beating certain bots
- Added: hover-over for player 2, player 3, and player 4
- Added: match turn limits; single-player now ends after round 10, multiplayer is variable
- Added: can set match turn limits during multiplayer setup
- Added: new achievement "From The Grave"
- Added: match scores; various things add to your score, highest score wins
- Added: character save after leaving the shop
- Added: custom cursor
- Added: proper pause/quit menu for single-player
- Added: ability for game to read additional launch parameters
- Changed: invite players now opens a dialog to select from Steam friends online
- Changed: streamlined hover code for intoxicants and ingredients in HUD
- Changed: moved status effect message
- Changed: replaced player names with player avatars
- Changed: who starts match banner sizes
- Changed: back button now only takes you to the main menu
- Changed: restored chat in multiplayer
- Changed: message when player joins match then goes back to normal
- Fixed: player's money not showing up correctly in Shop
- Fixed: weird black border on opening animation
- Fixed: issues with player 1 status effect hover-over
- Fixed: status effect duration
- Fixed: issues with certain achievements not firing
- Fixed: item name and price still show up after purchase
- Fixed: update the player money when store opens or purchase is made
- Fixed: items purchased not becoming active
- Fixed: pause/quit menu not working correctly
- Removed: Steam overlay invite system
Hey, folks! So Into Oblivion is out of Greenlight and coming to Steam sometime soonish. Or when our beta is finally finished. Speaking of, we are releasing the first beta version with A LOT of updates. We previously said that when it hit beta we'd expand testing. And we are. We will be doing a semi-public beta test starting in a week or two. If you'd like to get in on that, please e-mail us at coaguco@gmail.com to inquire. As for the changes, here is the huge change log of things that happened:
- Added: multiple layers of vomit
- Added: new headgears, hairs, shirts, pants, and shoes
- Added: new body types
- Added: additional achievements
- Added: more thorough achievement checking
- Added: "drunk eyes" as drunk level increases
- Added: Sweaty Mike bot
- Added: Marsch bot
- Added: Ralph bot
- Added: Jenkins bot
- Added: Zulda the Missing Link bot
- Added: multiplayer lobby
- Added: added various additional locations
- Added: opponent select when playing against bots
- Added: four player support
- Added: function hooks for multiplayer game modes
- Added: 13 residues
- Added: 36 new recipes
- Added: more messages in lobby based on section
- Added: favorite body and favorite location to stats
- Added: bot blurbs in lobby during selection
- Added: on/off icons for sound and music when toggled
- Added: betting and lobby cardboard signs on a "string"
- Added: function to compare user stat file to built-in counterparts to prevent crashing if built-ins are updated in later versions
- Added: visual cue that residues are in effect
- Added: intoxicant name and durations under inventory on hover
- Added: new drink recipes to the known drink list
- Changed: HUD layout
- Changed: games connections to CoaguCo API
- Changed: original background image
- Changed: layout of the lobby
- Changed: layout of the match area
- Changed: 'no one' to '???' in leaderboards
- Changed: 'at' to '-' in leaderboards
- Changed: leaderboards now truncate too long of text
- Changed: can now see opponents stats in a match
- Changed: bot AI
- Changed: lobby sign to cardboard sign
- Changed: idle animations
- Changed: function naming convention
- Changed: betting is skipped if player has no money
- Changed: splash animation to follow music better
- Changed: significant portions of underlying code
- Fixed: issue where previous button on appearances didn't show up after changing from Zulda to Boo
- Fixed: drunk and health variables swapped in brewer
- Fixed: liver, health, drunk damage not calculating correctly sometimes
- Fixed: Hepatotoxic using wrong intox ID
- Fixed: issue where money stats weren't showing up in Stats section
- Fixed: residues being applied during pre-brew phase
- Fixed: residues from other player's brew affecting different player's life-time totals
- Fixed: music and sound toggling issues
- Fixed: drinks not showing up on known drink list
- Fixed: intoxicant effects not ordering correctly
Into Oblivion
CoaguCo Industries
CoaguCo Industries
Apr 2018
Indie Strategy Simulation Singleplayer Multiplayer
Game News Posts 55
🎹🖱️Keyboard + Mouse
Positive
(14 reviews)
https://coaguco.com/games/into
https://store.steampowered.com/app/618990 
The Game includes VR Support
Into Oblivion Linux 64-Bit Depot [232.79 M]
Into Oblivion - Private Reserve
Legend has it that this mysterious marvel of engineering known the Pocket Brewer was invented by Dr. Cyrus Stansfield as a means of keeping the homeless away from his dental office's parking lot. Some say it was crafted by the government to subdue the masses of Starkham. Others say some highly motivated drunks cobbled it together when the Noose & Rafter briefly shut down for the summer. Regardless of how it happened, it has allowed the denizens of the town to easily make dangerous alcoholic drinks and hold all-too frequently drinking contents.
The game takes place in various seedy locations through the city of Starkham (prominently featured in our previous games) and against some of it's better known inhabitants. Players can customize their character as well as challenge friends in different multiplayer matches. Bet on your matches directly, or spectate on other people's match and bet, to gain money to buy upgrade, cosmetic skins, and items from the local Shady Merchant.
The game has the following features best laid out in list format with snappy phrases like:
- Face off against five different characters in story mode
- Various outfits, hair styles, and accessories
- Soundtrack by Macabre Gandhi and David Totten
- Online and LAN multiplayer up to 4 people
- Personal and global statistics on debauchery
- A leaderboard system of true alcoholics
- Over 50 items to mix, match, and drink
- Over 100 mixed drink recipes
- Over 15 temporary buffs to save your hide
- Over 15 Residues to sabotage your opponent
- Drink in various locations around Starkham
- Bet against friends and foes to acquire coins
- Upgrade and unlock gear at the Shady Merchant's shop
- 30 achievements to obtain
The game features online and LAN cross-platform multiplayer for Linux, Mac, and Windows so you can drink your buddies under the table no matter what operating system they use. Watch matches as a spectator and bet on the winner either through pot bets or side bets. Or get into the action yourself in one of four different game modes; each with a subset of rules.
Spectators can also rolls dice as they wait for a match to end or even try to influence the outcome through devious methods.
Similar to the "Street Loyalty" features of our last game, The Dope Game, there are some small bonuses for players of our other games. Mostly of the cosmetic variety. Each game played unlocks a different skin set to mix and match with the ones you have already. If you haven't played any of our previous games, fear not, you'll only have to spend a little coin to get them as well.
- OS: Ubuntu 12.04 LTS or Variants
- Processor: AMD or IntelMemory: 512 MB RAM
- Memory: 512 MB RAM
- Graphics: OpenGL 2.1+Sound Card: Only if you want sound
- OS: Ubuntu 18.04 LTS or Variants
- Processor: AMD or IntelMemory: 1 GB RAM
- Memory: 1 GB RAM
- Graphics: OpenGL 2.1+Network: Broadband Internet connectionSound Card: Only if you want sound
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