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Here's another patch addressing the issues players found at Super MAGFest 2025. - Fix to stopped progress in Ch4 train sequence of events due to vanguard characters not parented to the train causing a bad walk path. - Fix to stopped progress when starting a new game and pressing / holding in any direction while the ch1 comic cutscene is playing. - Fix to mini-map random appearances in credits screen in the end game.. - Fix to possible freeze where if a player pushes an NPC while trying to interact with their attached cinematic. - Fix to various layering glitches. As always, we welcome all feedback and bug reports to us directly in our Discord. We have a bugs-and-feedback channel where you can communicate your feedback about the game and detail out any issues or bugs you're encountering so we can fix them for you and put out a patch asap! Thanks for playing! Hope you enjoy!
Here comes another patch, have a look! - Fix to spawning point in Downtown's hospital save point. This causes situations where if you save in there you load in black space causing bad save data. - Added battle positioning points in various scenes to prevent players from escaping room colliders. - Fix to detaching party for various scene transitions in Downtown, Sprawls, and Industrial District. - Fix to Shade's Hellhound's Revenge summon where sometimes it's use can freeze battles. - Fix to Personal Demons case where instances of Lady Tempt cinematics were causing in battle freezing AND where party members stay detached from party follow. - Fix to keycard item glints returning to tents in Armory yard in the industrial district after Shotmaker battle in the Armory. - Fix to the rare possibility of player movement control in battles. - Fix to various layering glitches. As always, we welcome all feedback and bug reports to us directly in our Discord. We have a bugs-and-feedback channel where you can communicate your feedback about the game and detail out any issues or bugs you're encountering so we can fix them for you and put out a patch asap! Thanks for playing! Hope you enjoy!
Fixed up some small issues here. Check it out. - Fix to pathfinding for NPCs that may get stuck walking in place on an obstacle's colliders. - Preventing toggling of fullscreen / windowed mode in options menu for Steam deck which can cause UI to get out of alignment. - Fix to bad room transition in Eastern area of the Sewers scene. - Fix to the possibility of Shade getting stuck on ladder in events in Towers scene. This could cause soft-locking for some players. - Fix to nightmare scene events that was causing an instance of effects going away temporally while transitioning into the last event in the sequence. - Fix to various layering glitches. As always, we welcome all feedback and bug reports to us directly in our Discord. We have a bugs-and-feedback channel where you can communicate your feedback about the game and detail out any issues or bugs you're encountering so we can fix them for you and put out a patch asap! Thanks for playing! Hope you enjoy!
A very big long awaited patch has been released!?!? -GTFO....!!! Let's get into it! - Pathfinding has been totally overhauled! We stripped out the old system and implemented a new one which will end the issues with any studdering, delays or freezing. This also optimizes all walk paths / cycles characters inside / outside of event cinematics. Also resulting in better ladder climbing to account for this new pathfinding system AND any issues with rooftops causing freezes or weird glitches with the layering of objects in a scene. - Enemy downed response / get up time has been adjusted to a 30 seconds instead of anything lower than 15 seconds before this patch. Along with that, once you've defeated enemies that popped out from behind buildings or walls, they will now wait to respawn before popping out again when the player leaves a room and comes back before popping out again. - Optimized loading when transitioning between scenes, so the next scene loads faster. - Implemented framework for Spanish localization (This will be patched in eventually -TBA). - Implemented saving CRDTech card attributes, so they no longer change every time a tCRDTech match starts. Cards now have permanent attributes but they will differer from new game to new game. - Fixed enemies that would run away into another room then if respawned would stay faded out. AND fixed enemies fading out during room transition and stay faded out. - Fixed bug where Shade and V-Money would sometimes start at level 1 now correctly start at higher levels. - Fixed reload menu showing no bullets when the Detective or Deuce dies / characters who use guns in battle. - Fixed police station events respawning in Docks late in ch7 which caused a loop where it can stop the player from progressing. - Fixed max item being exceeded when having 99 of an item then picking up another item in the field allowing the player to break the 99 item limit. - Fixed rare instances where battles can softfreeze for unknown reasons. - Fixed all known outstanding layering issues..... ...And various small polish edits game wide... As always, we welcome all feedback and bug reports to us directly in our Discord. We have a bugs-and-feedback channel where you can communicate your feedback about the game and detail out any issues or bugs you're encountering so we can fix them for you and put out a patch asap! Thanks for playing! Hope you enjoy! Now, to begin porting to Nintendo Switch! ;)
ANNNOOOOTHER UPDATE!!!! We Fixed::: - After police station events in Ch7 de-spawn old event cinematic- players could repeat these events from Docks which can cause freezing. - Locked door to apt where Odd Couple case ends because players could repeat closing out the case. - Detached party members at Phil / intro to CRDTech cinematics in Junkyard - More events and scene colliders that result in soft-freezing due to a character not being able to get to their walking destinations. (ie: Boardwalk Black market guy running into building) - Added inventory check for 99 candy bars in lauroundtwo ch2 cinematic. Taking into account New Game + inventory - Statsheet edits for many higher level enemies. Still to fix.... - Sometimes after parade events in ch7 going into Uptown will freeze on black screen (team is still trying to reproduce the issue) - In rare instances battles can softfreeze for unknown reasons (we are working on this) - CRDTech cards changing attributes every time the mini-game loads As always if you have a bug you want to talk directly to the devs about please join our discord server and tell us about them. It's fun, it's interesting and it's helpful to us having you the players contribute the QA process!
Wait, what- another update!? WHAAAA!?!? We Fixed::: - A few events where character circle colliders may cause walk path soft freezing. - V-money as guest party member in late ch6 freezes battle if she dies. - Enemy encounter rates. Some players had complained that enemies appear too often so we made the likelihood an enemy will not appear after spawning into a scene 20%-40% vs 20% and below before this patch. This edit has been applied to every appropriate scene except the Sewers. - Skill point notification window glitch. - Added Controller Map help to Walking Encyclopedia NPC. - More typos! Still to fix.... - CRDTech cards changing attributes every time the mini-game loads - the further someone is in the game the longer the game loads (ie: in new game +) - Sometimes after parade events in ch7 going into Uptown will freeze on black screen (team is still trying to reproduce the issue) As always if you have a bug you want to talk directly to the devs about please join our discord server and tell us about them. It's fun, it's interesting and it's helpful to us having you the players contribute the QA process!
Hey Pixel Noir fans, are you going to the Too Many Games convention in Oaks, PA next week? Well we are! From June 28th to June 30th we will be showing off the game and selling Pixel Noir t-shirts and physical CDs of the arranged album. Steam's Summer Sale starts at the same time for one week where we will be selling the game at a 10% discount. This will be a great time to pick up the game if you haven't already. So if you're around drop by our booth and chat with us, we hope to see you there! Too Many Games Official Website Too Many Games Steam Event Curation Page
Another update comin'atcha!! We Fixed::: - More events and scene colliders that result in soft-freezing due to a character not being able to get to their walking destinations. - More fixes to path finding to help prevent potential crashes. - More fixes applied to not being able to collect certain trophies. - The Underground Facility's boiler room switches could be interacted twice if they are hit then you leave the Facility and come back. In this case you're re-locking the boss room doors here stopping you from progressing. - Personal Demons case's Tempt becoming invisible / starting a battle with no enemy causing a soft-freeze. - Added highlighting for dialogue that is either inner narration / thoughts. - Various object layering glitches. Still to fix.... - CRDTech cards changing attributes every time the mini-game loads/ - When you have the map toggled on then teleport to another scene, the map goes away, But if you talk to someone (any intractable) the map comes back/ - Some inaccurate mini-map/map indication (player vs location) - the further someone is in the game the longer the game loads (ie: in new game +) As always if you have a bug you want to talk directly to the devs about please join our discord server and tell us about them. It's fun, it's interesting and it's helpful to us having you the players contribute the QA process!
Another update comin'atcha!! We Fixed::: - Many of the events that result in soft-freezing due to a character not being able to get to their walking destinations. - Push-able NPCs - Minimal load time optimization chipping away at the further someone is in the game the longer the game loads (ie: in new game +) - Fix to all ladder climb speeds to make sure they're all consistent - Attempts to fix unable to collect certain trophies. Please report if you think you should have received a trophy from this version foreword. If you haven't received a trophy from save data before this update you won't automatically get the trophy. Only in starting a new game or actually getting the trophy for the first time after this patch or not is valid and it's what we are looking for to make sure this bug is fixed - Attempt to fix the further someone is in the game the longer the game loads (ie: in new game +) - Various object layering glitches. - Typos! Still to fix.... - CRDTech cards changing attributes every time the mini-game loads - When you have the map toggled on then teleport to another scene, the map goes away, But if you talk to someone (any intractable) the map comes back As always if you have a bug you want to talk directly to the devs about please join our discord server and tell us about them. It's fun, it's interesting and it's helpful to us having you the players contribute to the QA process!
Today, we are releasing two digital albums through Steam for $11.99 The Pixel Noir Orginal Soundtrack (OST) containing all 60 tracks of Pixel Noir's music! If you've already bought Tales From The Beta ,a smaller album here on Steam during our Early Access, you'll get this one for FREE! The Pixel Noir Arranged Album contains select music from the game remixed by various acclaimed artists including Hiroki Kikuta, Mega Ran, Wilbert Roget, Danimal Cannon and many more! It's such a great companion to play the game with! You can even buy both of these albums on Itunes, Bandcamp, or Amazon! We hope you are enjoying the game and will pick up these collections of awesome music!
The long wait is over for this patch! Here's what we got for ya... We Fixed::: - Some dungeon mechanics not carrying over from patch versioning. - Sometimes equipped weapons won't carry over to New Game + if the player character has a weapon equipped when completing the game (because of course you do!). The game was trying to read two weapons being equipped because of the auto beginner weapon equipped through cinematic command in the beginning of ch1. - If the player character dies against Tornado and then Woof revives him, he auto re-equips his weapon (gun) after fighting barehanded to begin with. - Edits to enemy encounters game wide- changed Delay Before Getting Up from 8sec to 15sec. Gives the player more time to get away from enemies in dazed states. - Combo between Shade Deuce and the player character making them stay in the combo's location and direction after it has ended making the rest of battle play out a little strangely. - Added "Required" learning note to yellow manuscript descriptions. This gives the player the prerec skill name in order to learn a yellow manuscript skill. - implemented ability to equip bullets from Main Menu / Gear-- not just by the Reload command while you're in battle. - Implemented page scrolling in selection menus using L1/R1 or R/P on keyboard. - Added SFX to saving data confirmation and deleting data. - NPCs pushing player in walk cycles. - Escalators in the mall acting funny- too fast or too slow or party can't get off. - Hugging walls slowing down character speed. - Various object layering glitches. - Typos! Still to fix.... - Can't collect certain trophies - CRDTech cards changing attributes every time the mini-game loads - When you have the map toggled on then teleport to another scene, the map goes away, But if you talk to someone (any intractable) the map comes back - The further someone is in the game the longer the game loads (ie: in new game +) As always if you have a bug you want to talk directly to the devs about please join our discord server and tell us about them. It's fun, it's interesting and it's helpful to us having you the players contribute to the QA process!
A small one before our next big one. There were players having an issue specific to the White Tiger Little Shanghai alley fight in ch3 that lead to the White tiger confrontation in the Junkyard. Choosing 'Handing over the reigns' would lead you to the Junkyard where the White Tigers weren't there. We made that small fix here! Enjoy!! As always if you have a bug you want to talk directly to the devs about please join our discord server and tell us about them. It's fun, it's interesting and it's helpful to us having you the players contribute to the QA process!
Hey, Look! another update!!! We Fixed::: - There is a ladder in the Towers scene where you can hit a fall collider and ladder climb collider which can get characters stuck in the climbing position. This doesn't break the game because you can just move up to trigger the climbing collider again to fix the issue. - Lab 4's switches have trigger events that return but if the doors are already open the triggers do nothing. - Vanessa starts at level 1 ---she should start at level 30 - Write save data to file on save to prevent losing data on crashes - SceneLoader remove actions destroying objects it shouldn't (fixes ch1 police teleport on save versioning) - Tempt / enemy encounter interference in Sprawl - Thechase / sheng spawning back into little shanghai alley after events - Draw outcomes added to CRDtech - broken location title ref in industrial_alleys teleports - various layering glitches - typos Still to fix.... - Sometimes equipped gear doesn't carry over to New Game + - Some ladder's climbing speeds can be slower than others. - Hugging walls severely slows down character speed. - When you have the map toggled on then teleport to another scene, the map goes away, But if you talk to someone (any intractable) the map comes back. - combo between shade deuce and the detective makes them stay in the combo's location after it has ended - When Detective dies against Tornado, and then then Woof revives him, he auto re-equips his weapon after fighting barehanded to begin with. As always if you have a bug you want to talk directly to the devs about please join our discord server and tell us about them. It's fun, it's interesting and it's helpful to us having you the players contribute to the QA process!
Annnnnnnd here's another hefty update! BOOM!!!! We Fixed::: - More progress has been made with versioning to make sure data is safe when patching. - Paper / rolling can object's 3d audio immune to sound settings- Mute All or Sound Effects volume. - BGM volume can decrease if going in and out of interiors - BGM volume can increase while toggling investigation mode on and off repeatedly in certain areas. - Coffee Break skill timed hit not working if healing another ally in battle. Other stuff non-list related that we fixed.... - white boxes for button graphics in battle while using generic or unrecognized control schemes - All good skill not healing for the 80% amount as told in the description - enemies dying because of a status effect freezing battles - Not being able to use the boat at the Docks after the Armory events - bad room transition in NW sewers - various layering glitches - typos Still to fix.... - Sometimes equipped gear doesn't carry over to New Game + - There is a ladder in the Towers scene where you can hit a fall collider and ladder climb collider which can get characters stuck in the climbing position. This doesn't break the game because you can just move up to trigger the climbing collider again to fix the issue. - Some ladder's climbing speeds can be slower than others. - Hugging walls severely slows down character speed. - When you have the map toggled on then teleport to another scene, the map goes away, But if you talk to someone (any intractable) the map comes back. - Lab 4's switches have trigger events that return but if the doors are already open the triggers do nothing. - Vanessa starts at level 1 ---she should start at level 30 - combo between shade deuce and the detective makes them stay in the combo's location after it has ended - When Detective dies against Tornado, and then then Woof revives him, he auto re-equips his weapon after fighting barehanded to begin with. As always if you have a bug you want to talk directly to the devs about please join our discord server and tell us about them. It's fun, it's interesting and it's helpful to us having you the players contribute to the QA process!
In comes Spring which means you get 10% off (if you're buying the game for the first time) and a hefty update! BOOM!!!! We Fixed::: - More work has been done with versioning to make sure data is safe when patching. BUT there is still an issue around missing party members in the events at the end of the Armory yard events and the end of the Armory events before you fight the Shotmaker--- we are still trying to sort that out but it's got us baffled at the moment. - Enemies chasing you / pushing you into corners can cause soft-locks in rare instances. - In the Personal Demons case in Chs6-7 after leaving the Towers if you fight Lady Tempt at one of the places she's causing trouble. Then the battle ends and then you go to trigger the same fight again she won't show up causing a soft-lock in battle because she doesn't reappear in the scene. - Carrying 99 of an item and being able to break the 99 cap by getting a treasure in the game you already have 99 of. This also causes weirdness in shops when trying to sell items over the cap. - Adding mods to weapons can sometimes give an incorrect stat result. - Mod icon can disappear from V-Money's knives when adding it to her weapon from the Upgrade menu in shops. - In CRDTech mini-game very rarely when two abilities trigger it can soft lock the game. - PS5 controller icons show up as a generic controller icon. - Door marker in investigation mode can be seen in other rooms from the one you are currently in. - odds and ends- directional changes for walking characters / item balencing / enemy stat balencing / enemy encounter fixes / edits for typos Still to fix.... - Sometimes equipped gear doesn't carry over to New Game + - There is a ladder in the Towers scene where you can hit a fall collider and ladder climb collider which can get characters stuck in the climbing position. This doesn't break the game because you can just move up to trigger the climbing collider again to fix the issue. - Some ladder's climbing speeds can be slower than others. - Hugging walls severely slows down character speed. - Paper / rolling can object's 3d audio immune to sound settings- Mute All or Sound Effects volume. - BGM volume can decrease if going in and out of interiors - BGM volume can increase while toggling investigation mode on and off repeatedly in certain areas. - When you have the map toggled on then teleport to another scene, the map goes away, But if you talk to someone (any intractable) the map comes back. - Coffee Break skill timed hit not working if healing another ally in battle. - When Detective dies against Tornado, and then then Woof revives him, he auto re-equips his weapon after fighting barehanded to begin with. As always if you have a bug you want to talk directly to the devs about please join our discord server and tell us about them. It's fun, it's interesting and it's helpful to us having you the players contribute to the QA process!
The update you've all been waiting for has arrived! Here's a list of things we've fixed and what we have been working on from that list of known bugs put out on Feb. 26th. We fixed---- - Save data from 1.5 and before once and for all!!! (...or so we hope we are still going to be testing and updating this.). Alot of time has gone into this one because since launch it's been the game's biggest issue. - Pathfinding has been optimized to use less RAM. This was causing the crashes and lagging the FPS for many players. - The various issues from the Shovel Knight arena have all been fixed! - Various freezes when enemy skills would occur. - Stat balancing with various enemies and their attacks. - A few typos. We are still working on--- - Enemies chasing you / pushing you into corners can cause soft-locks in rare instances. - In the Personal Demons case in Chs6-7 after leaving the Towers if you fight Lady Tempt at one of the places she's causing trouble. Then the battle ends and then you go to trigger the same fight again she won't show up causing a soft-lock in battle because she doesn't reappear in the scene. - Carrying 99 of an item and being able to break the 99 cap by getting a treasure in the game you already have 99 of. This also causes weirdness in shops when trying to sell items over the cap. - Adding mods to weapons can sometimes give an incorrect stat result. - Mod icon can disappear from V-Money's knives when adding it to her weapon from the Upgrade menu in shops. - Sometimes equipped gear doesn't carry over to New Game + - In CRDTech mini-game very rarely when two abilities trigger it can soft lock the game. - PS5 controller icons show up as a generic controller icon. - There is a ladder in the Towers scene where you can hit a fall collider and ladder climb collider which can get characters stuck in the climbing position. This doesn't break the game because you can just move up to trigger the climbing collider again to fix the issue. - Some ladder's climbing speeds can be slower than others. - Hugging walls severely slows down character speed. - Paper / rolling can object's 3d audio immune to sound settings- Mute All or Sound Effects volume. - BGM volume can decrease if going in and out of interiors - BGM volume can increase while toggling investigation mode on and off repeatedly in certain areas. - When you have the map toggled on then teleport to another scene, the map goes away, But if you talk to someone (any intractable) the map comes back. - Coffee Break skill timed hit not working if healing another ally in battle. - When Detective dies against Tornado, and then then Woof revives him, he auto re-equips his weapon after fighting barehanded to begin with. - Door marker in investigation mode can be seen in other rooms from the one you are currently in. As always if you have a bug you want to talk directly to the devs about please join our discord server and tell us about them. It's fun, it's interesting and it's helpful to us having you the players contribute to the QA process!
Hey everyone! As it's kinda slow going on the patches because we are a small team, we figure we would put out a known bug list out here so you players know what we are fixing and what to look out for. Later on this week when we put out another patch we will use this list to show you what we've fixed. - Save data from 1.5 and before will likely be bugged. But from 1.5.1 on there shouldn't be any issues with using data from this version on. You may run into events that repeat or NPCs reappear on rare occasions but nothing from stopping your progress like in earlier versions. We are still testing and making improvements to this. - Game FPS lags sometimes leading to crashes have been reported. This can likely happen due to not enough RAM for computers or lowered FPS settings on the Steam Deck. It's also because of how path-finding is calculating as you're moving through the game. - Enemies chasing you / pushing you into corners can cause soft-locks in rare instances. - In the Personal Demons case in Chs6-7 after leaving the Towers if you fight Lady Tempt at one of the places she's causing trouble. Then the battle ends and then you go to trigger the same fight again she won't show up causing a soft-lock in battle because she doesn't reappear in the scene. - In the Arena (run by the famous Shovel Knight) there can be matches where when you defeat a group of enemies they won't de-spawn from the scene as you go to the next match. This has been known to cause soft-locks in or after battles. - Carrying 99 of an item and being able to break the 99 cap by getting a treasure in the game you already have 99 of. This also causes weirdness in shops when trying to sell items over the cap. - Adding mods to weapons can sometimes give an incorrect stat result. - Mod icon can disappear from V-Money's knives when adding it to her weapon from the Upgrade menu in shops. - Sometimes equipped gear doesn't carry over to New Game + - In CRDTech mini-game very rarely when two abilities trigger it can soft lock the game. - PS5 controller icons show up as a generic controller icon. - There is a ladder in the Towers scene where you can hit a fall collider and ladder climb collider which can get characters stuck in the climbing position. This doesn't break the game because you can just move up to trigger the climbing collider again to fix the issue. - Some ladder's climbing speeds can be slower than others. - Hugging walls severely slows down character speed. - Paper / rolling can object's 3d audio immune to sound settings- Mute All or Sound Effects volume. - BGM volume can decrease if going in and out of interiors - BGM volume can increase while toggling investigation mode on and off repeatedly in certain areas. - When you have the map toggled on then teleport to another scene, the map goes away, But if you talk to someone (any intractable) the map comes back. - Coffee Break skill timed hit not working if healing another ally in battle. - When Detective dies against Tornado, and then then Woof revives him, he auto re-equips his weapon after fighting barehanded to begin with. - Door marker in investigation mode can be seen in other rooms from the one you are currently in. As always if you have a bug you want to talk directly to the devs about please join our discord server and tell us about them. It's fun, it's interesting and it's helpful to us having you the players contribute to the QA process!
Listen to SWDTech Games' Co-founder / Creative Director Len Stuart and Lead Programmer Leo Riveron's experience developing and launching Pixel Noir! https://youtu.be/Z28-a0BDbVM
Hey all, v1.5 build is finally live!!!! - Some layering issues have been fixed around the game. - Stomped out some typos. - An attempted fix make to some achievement markers not working. - Missing ATB heads for white squares. - Made it a little easier to win at the casino games. - Levels reverting -this shouldn't be happening anymore but if it is please let us know. - The chapter #s in the data menu when saving, you'll just need to load then save again and you'll see your chapter number. - And of course the most major thing that this update fixes (and the reason why we took so long to get this out) is the save versioning system!!! Now any fixes we did to things in the story past the point you might be at in the game will update correctly. However, please let us know if you reach a point in the story where you can't continue on and where that may be so we can fix it in the next update.
SWDTech Games' Creative Director Len Stuart talks about all things Pixel Noir with the guys from the Up-N-Up podcast! Listen to the interview on Apple podcasts!
Yep we are still fixing this and that, so let's get into it! - Fixed the annoying skipping in shops / Gear menu - Player character sliding when interacting with non pausing cinematic events - issue with save data -we are still working on this but some progress has been made - battle HUD level positioning - broken cinematics in ch1 police station - Sewer monsters anims causing soft locks - gate door in ch2 still blocking the way when loading save data after completing Needle's case
The Pinnacle City Police Dept. is on the lookout for ten new elite detectives! The mission is clear: Find Shovel Knight. Flex your sleuthing skills & enter our Shovel Knight x Pixel Noir contest! Ten winners will receive a Steam Shovel Knight Dig key, digital OSTs for both games, and a digital copy of Pixel Noir's arranged album! Contest Details: ->Identify the elusive blue burrower in Pixel Noir & take a screenshot ->Share the screenshot on X, Facebook, or Instagram and tag with #PixelNoirCompetition Go get em!!
We fixed some of the annoying issues that players have been reporting.... Here's a list. - Reviving a character who has a status effect stopping on the ATB causing soft-freezing. - Running then dying in battle causing freezing or other weird effects. - Player showing as the younger version of the detective in ch3 with mostly grayed out main menu choices - Resolved issue with hit rate. You won't be missing all the time now! - Character gear and stat inconsistencies between saves and update versions. - Various layering issues. - Dialogue grammar issues. We also found a big problem with save data we will be trying to fix between today and tomorrow. We will be fixing that soon since that seems the most critical at the moment. A longer issue with frame rate to even crashing due to path finding calculations still remain but we are working on it. Man, just when you think things are problem free new problems crop up out of nowhere... Please believe we are doing our best to keep the game from doing these annoying things to you. Thanks to all the players helping us in reporting these bugs.
Hey all, Len here again! We heard you and we fixed alot of the popular problems that you the players were running into in today's update. Here's a list... - Corrections made to spelling / grammar and punctuation use in dialogue game wide. - In Ch1 the branching dialogue while talking with the widow and Cold where if you choose fingerprints the dialogue results in a soft lock. - In Ch4 when you choose Deuce's Plan from the branching dialogue then going into another scene or going back to save data then reload resulting in no way to progress foreword in the game. - Rabble Rouser achievement has been removed from Junkyard random enemy encounter (players are supposed to get this in ch4 after the events on the subway train). - Sitting inmate in Ch2 cafeteria displays dialogue key instead of actual dialogue. - Fixed various layering issues in Historical District Past scene in Ch1 - Player character name input extended from 9 to 14 characters - You can now change the player characters name at any time in Ch3 onward by interacting with the computer in his apartment. There are still some outstanding issues we are still working on including frame rate skipping due to path-finding calculation, battle soft-locking, enemy stat balancing, hit rate, certain skill use not being accurate (ie coffee break), delays for item receive notifications, item cap 99 being exceeded, and more... Thanks to all the players leaving found bug threads in our Steam community forum and Discord. This makes our job so much easier to get you a better gaming experience. We are going to try to be more frequent with bug fixes and their announcements this week. Thanks for playing!
Hello all, I'm Len, the Creative Director behind Pixel Noir, and today is the day we finally put this full game out for everyone to enjoy! It's been a long road to get here, and I want to thank those who have supported our dream of a noir JRPG all these years! Thank you, thank you, and thank you! [previewyoutube=Uko0zgpbTwk;full][/previewyoutube] For this release, we concentrated on two things: that the game was as polished as possible and that we could do it justice in the marketing campaigns. This project was always a labor of love and high ambitions as we at SWDTech persevered through many hard years of development. For those who missed the discounted Kickstarter or Early Access price, the game is 20% off on Steam for its first week! Before we get into our patch notes, I want to emphasize that you should start the game with a fresh save. As I clarified in another thread on the subject, over the years, we made changes to give you features like New Game+ and highlighting dialogue choices from a previous playthrough to the New Game+. Your old save from Early Access may not work. Hopefully, you'll enjoy the polished content in those first few chapters! Much has changed over the years from Early Access and today's full release, so I'm not going to provide a complete list of technical back and front end-wise, but I will give you a highlighted list of features we've either fixed or added. - First, most of the bugs highlighted by our community have been fixed, including any freezes or soft locks posted in the community section. We even improved stability on Steam Deck and made the load times WAY shorter than during the Early Access days. - In Early Access, you had about half the game to playthrough, whereas now you have the full game AND the before-mentioned New Game +. There are multiple ways the story can go and end, making New Game + a fun way to go through the choices you didn't make in your first play-through. We even highlight your choices from your previous play-through, giving you a newer experience in your second go-around! - We added more items, gear, and skills of course! - Skill points are a rare commodity in the game as you only get them for completing cases. You can spend your skill points to upgrade skills and grant skills new strengths and bonuses. There is a set number of skill points in the game, so I advise spending your skill points wisely. - Entourage member's 2-way and 3-way combos have been fully fleshed out and are now the most powerful attacks in the game. - The CRDTech mini-game has been fully fleshed out! Many cards have unique abilities to help you take down your Pinnacle City rivals. You can even bet a set amount of cash on some of the matches you play! - Lots of sidequests have been added.Where can you find them? Well, some clients will call the detective randomly later in the game when he visits his apartment. And others you'll either bump into or have to hunt for yourself. There's a variety of them and some were even drafted by our Kickstarter backers! - More Black Markets - a one-time stop for rare or powerful gear. Once you buy from them, they'll take off like the wind, so you better have your cash stashed before making a deal with these shady fellas. - More Traders - NPCs that will trade you an item for another item if you have it. - More Grifters - NPCs that will sell you a great piece of gear if the price is right. - Shovel Knight Arena - a place you can access later in the game that pits you against the toughest mofos you can find for some sweet prizes. - Bounty Hunts - At the Bail Bonds office, you'll meet a Max Cherry-like character willing to pay you to hunt down some bounties for good pay and skill points. - Summons - Shade has facets she can call upon in battle. You'll usually get these abilities through the natural course of the game while they are in your party. There are some super rare ones out there if you can find them. - Timed hits and blocks have been retooled to make them more accurate and have more of a payoff. Instead of a 1.5 for a successful timed hit, the character will attack again for around the same damage. - Super secret Easter egg stuff has been added... That's all I'll say about that. That does it for this announcement. Enjoy the full game everyone!
We hope you all are having a great summer! We're excited to bring you another update into the latest developments on your favorite detective RPG, Pixel Noir. Let's dive in!
This is going to be a bit of a rollercoaster of an update. We're going to laugh together, cry together, and probably end up in a pottery class together. But before we jump into it, we wanted to let you all know that a few of us are going to be at PAX East this weekend! Look out for the 30-something-year-old nerds in Pixel Noir T-shirts and say hi if you see us!
It seems like ages since we were at a con! We won't have a booth this time around, but we'll be floating around!
Hey Everybody!
As you can probably tell from each successive Kickstarter update, we've been posting fewer update content. That's because we're in the process of finally closing out our development cycle! While you'll continue to see polish and bug fixes up through release, we'll be transitioning from development to porting and localization over the next few months. Let's jump into the rest of the update!
Its been a busy couple of months here at SWDTech!! Weve got a lot to share with you, so lets jump right in!
Hey everybody,
This is Len Stuart, creative director behind Pixel Noir and co-founder of SWDTech Games. I decided to personally come out and give you a brief summary of how I see things at the moment to let you know what's happening at this stage of development.
You can't see it from this picture, but yes I am chained to my desk. :D
While implementation is complete, a lengthy polish/bug extermination phase has been underway in these last four months to increase stability. In parallel, we are continuously testing to make the game balanced via player/enemy character stat and gear tuning, while also factoring in collectables/skills. It's a large game for as small as it is... (if that makes sense? -may only make sense to me!)
Have a look at our funny but frustrating bug collection...
Surfs up..?
What are you doing Shade!? Why can't you climb a ladder like a normal sprite!?
Party poopers...
We even have our own version of that truck sliding down the street in Texas!
For those asking about a release date, although we are very close to finishing from a development standpoint, were not yet ready to predict a release date. Its because this last leg of the journey is fraught with new bugs and balancing difficulty hurdles we are continuously jumping. We want to put out a nicely polished game upon release because Pixel Noir is a project that has always focused on the quality of our game instead of profit. Not only that, but for as long as we all have been working on this project (and all the time you all have waited), we firmly believe it's worth putting in the effort at this point to make sure we can all be proud of the game we brought to life--dev, backer, and fan alike.
Now more from the bug collection...
I think the clerk is in on it!
This band is horrible but I can't leave- the eternal struggle...
She... walks her own path.
...Don't ask...
With all that said, let me remind you of the things we are currently working on at the moment with Pixel Noir:
2020 gave us a lot of... stuff: Covid-19. Murder Hornets (remember those?). The Cyberpunk 2077 launch...
Cyberpunk!!
But not all of it was bad! Pixel Noir grew by leaps and bounds this year! We started off the year with a battle system in need of a serious revamp, environments still needing to be implemented, and over half of the main story still not in the game. As we stated in our last update, we're in the process of polishing up and transitioning to post-production, so it's been quite a journey this year! But for now let's take a trip down memory lane!
Hi everyone! In the midst of the global pandemic, we continue to make great progress on Pixel Noir. We have some great dev news this month, so let's not waste any time and jump right into it!
::coding intesifies::
As of tonight we will have just put out Patch v.200, where we've continued to crush several bugs and added several needed features: What's New
Sorry for the wait! Here's what we fixed up in patch v.197. What's New - Loading times severely cut down!! - Added MANY new NPCs!!! - Controller type indication icons added to title screen and main menu. - Updated Spanish localization! - Polished various aspects of the UI. - All UI aspects now sourcing from localization. - Added Icons to map / mini-map (helping with finding save points / various shops / places to rest...etc.). - Fixed not being able to see skill slots when in "Plan" mode from Main menu / Skills (Spanish Only). - Gas N Go Interior in Industrial District is now a shop. - Added Old Garage interior to Southside. - Fixed repeating events after save/loading (Ch1). Known Issues - Various FPS issues resulting in lag in various places mostly when running. - There can be a slight delay when starting the game application. - Cutscene videos play at full volume despite set audio setting options. - Stool disappearing under Bar Regular when interacting in Memory Bar (Ch1). - Detective may not be shown on couch asleep before dream sequence (Start of Ch3). - Sometimes the Detective's adrenaline gauge won't fill completely in prep for Combo tutorial (Ch3). - Able to solve Ballad Of Two-Strings case again after save/loading after already solving case (Ch3-4). - After getting the clean trenchcoat from the laundry place in Southside if you save/load the item glint returns but you can't get another trenchcoat (Ch3-4). - Soft lock may occur at random battle by Stretch's in Southside. (Ch3-4) Thanks to everybody who gave us bugs to squash! -Team SWDTech
Happy Wednesday everybody, Last night we pushed a patch where we fixed a bunch of bugs. Thanks to each and every one of you that have been posting bugs or suggesting recommendations--we take your thoughts into consideration with each new sprint. Keep 'em coming! Here's the skinny on what was patched with v.181: What's New
Hi everybody, This is our first patch since the EA public release this past weekend. We fixed a bunch of open bugs so that things play smoother: What's New
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