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🌈 $5 Tier: [Arch Toasty][Benedikt][David Martínez Martí]
After Our Secret Below, I wanted to take the time between launch and Halloween to push and get a fun little game out in time.
KOHATE
I decided The Subject was a great setting to be able to expand upon and built a new experience around the Kohat complex location from the game. Kohate is a, small, stand alone project with a single goal of having a fun time in a single sitting.
After I launched Our Secret Below in July, I looked at the calendar and thought it might be cool to try and get a short game in out in time for Halloween. I wanted to jump right into The Mortuary Assistant but figured a few months on MA would not be as impactful as a full new title!
So I started on Kohate. A spin-off of my first project The Subject, Kohate focuses much more on the survival aspect as apposed to the puzzle-heavy aspect of The Subject. It's short, fun, and filled with secrets, lore, and multiple endings.
I also have an updated planned with a fourth ending for October 22. Kohate launches today for $4.99! I hope you can go pick it up and be sure to leave a review!
[previewyoutube=7ihvX9E7_P8;full][/previewyoutube]
CHECK OUT KOHATE LAUNCHING OCT 15 >>>
I'm very excited to announce a new chapter in The Subject universe with Kohate. Return to BioMass Labs' mysterious complex with an all new experiment, a heavy focus on stealth, survival, and story.
Kohate is a departure from the puzzle-themed nature of The Subject that focuses heavily on the atmosphere and lore surrounding Kohate. Work your way through the complex to the completion room on the other side while collecting blood samples for processing.
[previewyoutube=7ihvX9E7_P8;full][/previewyoutube]
I'm extremely excited to be launching my second full solo project Our Secret Below. Nia Davis has been abducted and taken to her captor's basement. She will need to escape her cell and uncover her captor's past to unlock her future. [previewyoutube=m4rialMWnHA;full][/previewyoutube] Our Secret Below will be launching this Friday (July 10th) for $14.99 I'm very pleased to be launching this game. I've worked extremely hard for the past year and I'm happy with how it's all come out. I hope you get a chance to give it a look. There is currently a demo available right now on the Steam page! -Brian
I'm really happy to be bringing the Our Secret Below demo to steam finally! I originally had the demo available on itch for the Kickstarter project. Now that the Kickstarter is done and successful, I wanted to take the time to setup the demo for my main platform I'll be releasing on, Steam!
So now is your chance to get a taste of my next major project that I've been burning on and don't forget to wishlist it!
VISIT OUR SECRET BELOW STEAM PAGE
I'm very excited to have my next major project Our Secret Below reach its kickstarter funding goal! This means I will have the support to help bring Our Secret Below to a polished and finished state! By the way, you can wishlist Our Secret Below right now here on steam! WISHLIST OUR SECRET BELOW To celebrate, I am heavily discounting my very first solo title The Subject by 80% This is a project that I hold very dear to me being my first step into the indie world.
Fixed an issue where Vsync being off could cause a number of control issues. I want to thank those that posted about this issue so that I could dig deeper into it! -Brian
If you have had The Subject on your wish list - Now is the time to snatch up a copy! The Subject has been re-priced to just $5 on the heels of the new 2.0 release! Enjoy the new Twitch integration, casual mode (no monster), new puzzles, new mechanics, and more!
Fixed a bug where on some machines the screen would go black after resuming a paused game.
Some small fixes to twitch integration.
INFO VIDEO Happy to announce that I will be pushing a rather large patch for The Subject soon! All the details are in the video linked above but here is a quick list!
Fixed a reported issue related to jumping in the game. On a completely unrelated note, jumping has been removed as it holds no game play value at this time... New changes coming soon!
There was an issue where launching the game through steam on Linux would throw up an error stating that an exe could not be found. This issue has been fixed. Thank you for your patience and I hope you have lots of fun wandering the Kohate complex! -Brian
I've gotten a few reports of the linux build throwing up an error saying it can't find an exe which seems to be something that's happened before with other games. However, there is a workaround while I try to hunt down the cause of this issue assuming it's not on steam's end.
Hey all! I'm sorry it's taken so long but as you know, being a solo developer makes things take longer than usual. I'm happy to say that I have ported The Subject over to Linux! I have tested on my local Linux machine as best I could. I have successfully tested the game on Ubuntu 18.10 and have pushed the build to Steam. Now that The Subject is on Linux, support will slow down a tad for The Subject as I continue work on my next co-development title The Deallocation with Reflect Studios and my next solo project (an escape room yet to be announced) I hope you enjoy the game and thank you so much to the supporters who have purchased the game so far. Take care everyone! -Brian
This is a rather large overhaul to the control system and I highly recommend getting this patch before your next play session. - Controller support is now fully implemented. - Key Binding has been fully implemented for both keyboard and controller. This can be found in the main menu under options, or in the key binding option in the in-game menu. - New first person system experience. Lots of work has been done on camera smoothing. The most noticeable issue of camera stutter when strafing is now fixed along with lots of other polish. - Crouching now requires holing the button rather than a toggle. - You can now jump (this is not necessary in the current game but will be useful in the large content update in the future.) - Saving is now only done at Bio-Check stations. The save option in the menu has been removed. This is to better fit with the general perception of the game upon first play through.
- Various bug fixes - Fixed a number of locations the monster would get stuck - Fixed a bug where the end of long hallways may disappear - Key binding work started (not implemented)
- Fixed a bug where you could stand up through the wall at the door of the access tunnel hiding spaces - Fixed an issue where you would not be able to get the "beat the game without saving achievement" due to the new bio scan save system. (Save all you want and use the bio-scans, it now detects loading into a game instead of saving a game) - Fixed a lighting bug in the final area
Fixed an issue where you could only sprint with a controller and not keyboard. Both work now. Thank you for hanging in there. -Brian
- Full Xbox controller support - Bio Check-in stations now save in addition to resetting your timer (you can still save by pressing ESC any time you want) - Some extra visual cues here and there. The controller is in and working but there is no in-game map yet, so to help, I made a quick map. Controller Map
Small patch today before the Unity update. - There is now a warning when starting a new game if saved game data exists. This is to prevent accidentally removing a saved game. - Started work on Xbox controller support. If you have one, you can simply start using it however not all functionality is there so you wouldn't have an awesome time. However, feedback is appreciated if you decide to try it.
Fixed an issue where the monster showed up next to you some times right after completing the 1-6 buttons and killed you.
Larger change in today's patch - The ring lock puzzle with the ball has had a large change to answer some of the feedback it's received. - Fixed a scenario where the monster would run if you place if the player hid while being chased. - Some sound adjustments to not be so ear-bleeding in certain cases. - Maps may be found in various places in the complex
- Flashlight has a longer distance - some extra gating and order of activation - ease of navigation adjustments - fixed a bug where you could exit the ring lock room while solving and soft lock the game - fixed a bug with the number buttons where you could click an old number and accidentally reset - New loading screen
- Flashlight has longer life - Flashlight has low power indication - Fixed being stuck in the flashlight room if you saved there then loaded back in - Fixed a bug where the player would have their mouse sensitivity set back to 0 - Fixed a bug where the mouse sensitivity slider could adjust gamma - Some additional navigation friendly props and lighting
Working fast to address issues fount through early play through. Thank you again to everyone who has been playing! Your feedback, has helped mold the game and I'm grateful! - Faster monster - prop and variant work to help with navigation
Some quick changes have been made based on play through from folks along with bug fixes. + You will not lose your saved game if you die. (Starting a new game will still remove your saved game) + Puzzle elements in the open maze have been adjusted to be more localized + Starting maze experience has been scaled down to help ease players into things. Finding the flashlight will be easier. + Save notification when you save the game + Some additional propping has been done but will be completed in the 1.0 build for launch. The intent is to aid in identifying sections of the maze better.
I'm very excited to be launching my first solo indie title so soon! Right now, I'm hard at work on polish and bug fixing to try and get the best product out I can. I want to thank the members in my discord that test the game. You really help make sure people have a better experience. Anyway! As launch marches closer and it being such a large milestone for me and my video game development career, I thought I would share a post about myself for those that may be following the game but are new to me as a developer. Most don't know that I am a one-man development team, I have a 13 year history in AAA games, and I do everything for my projects from art to code. It's been amazingly fun. The most fun I have had in my career. If you want to get to know more about me, check out my blog post on the DSD site. https://www.darkstonedigital.com/blog/dsd-indie-team-of-one If you are reading this, thank you so much for following my project. It means a great deal to me and I hope you enjoy The Subject when it launches. Check back here for announcements, patch notes, and more as The Subject moves into a live product! Talk to you soon. -Brian
Hi everyone! I've been deep in development for a while now but a whole lot of new and awesome stuff is going to happen soon!
First, The Subject has been chosen for the Best Let's Play category at DreamHack in Atlanta this year!
Next, I have decided on a launch date that will be solid pending Steam approval.
November 30th
So we're only looking at about 3 weeks out! That means there is a LOT to do. I have a lot of polish and remaining work on the game, but I will be releasing a small demo for content creators to play a little before release.
If you would like to be a recipient of the demo, please contact me.
I will be making a lot of changes to the steam page, and all other sources where I have posts about the game. I have a ton of development work and a ton of social and word spreading to do. I'm super happy to be so close to the end of development and am already throwing together a list of post-launch features.
More to come very soon!
-Brian
Very excited to announce the subject has come out of the shadows and into the public eye! The steam page launches today along with the very first trailer! All footage is alpha and development has a ways to go but I'm very excited to see this next step happen! See you again soon! -Brian
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