OUTBUDDIES Build 1.45 is Live!

Hey buddies! Build 1.45 of [b]OUTBUDDIES[/b] is online now! You may need to restart your Steam Clients for this update to be registered. The first week for [b]OUTBUDDIES[/b] on Steam is coming to an end and the experience has been marvelous! We may not have huge numbers, but a dedicated and very supportive community is growing. We've had great reviews overall, but some stuff with the control scheme turned out to be over-complex and self-sabotaging at points. I've collected a lot of feedback in the discussions hub as well as on Discord. I hope those fixes will be a step in the right direction to make [b]OUTBUDDIES[/b] more accessible in the future. Plz let me know what you think, and - as always - try to break stuff. If you enjoy the game, please recommend it to your friends and write me a review. It's so damn important to stand a chance on Steam and stay visible! Thank you so much for your ongoing support! ❤️ Cheers! Julian [h1]CHANGE-LOG BUILD 1.45[/h1] New control schemes for gamepad modes XInput mode (default, made for modern gamepads with Right Stick & Shoulder-Trigger functionality) New button mapping. Xbox Gamepad. [X] = Fire weapon slot 1; Buddy Telekinesis [Y] = Shift slot 1 [B] = Fire weapon slot 2 [Right Stick] down = Shift slot 2 [Right Stick] up = Call Buddy. Coded large dead-zone to avoid accidentally shifting to Buddy. [A] = Jump; Scan with Buddy, Rotate selected stone with Buddy [RB] = Steam Button/ Dodge; Select object with Buddy, Build block on CoOp [RT] = Aim upwards, Strafe underwater; Rotate Buddy's keychain [LB] = Action Button: Interact, Talk, place Bombs; Accelerate Buddy [LT] = Run Button, Strafe underwater, Rotate Buddy's keychain (--> For XInput mode Run and Action buttons are now separated). [list] [*] [b]DirectInput mode[/b] (6-8 button retro-gamepads, no Right-Stick or Trigger functions). Changed default button mapping. DirectInput controls can be remapped in the [Input Mapping] tab. [*] [b]New movement abilities:[/b] Player is now able to aim downwards while jumping forward by pressing the joystick diagonal-down. Larger dead-zone for joystick-down input to avoid accidentally aiming down when jumping forward. [*] [b]Inputs for map scrolling are now inverted[/b] [/list] [h1]Design Fixes[/h1][list][*] [b]Buddy Telekinesis:[/b] Abandoned the push/pull mechanic in favor of pull only. A lot of players were confused or annoyed by the old implementation. [*] [b]Adjusted some key-rooms in the Toxic Swamps[/b] due to a high danger of soft-locking when venturing in that area without the proper equipment. [*] [b]More Treasure Medals were hidden in the game's last area (Sanctum)[/b], for a better chance to rescue all Wozan or use a resurrection batch in the last boss battle. [*] [b]Rebalanced drop chances[/b] to account for players low on health or missiles. [*] Rebalancing of some sound Fx volumes. [*] Improvements in the tutorial section. [*] Upgrade chains and Achievement unlocking should now be robust to heavy sequence breaks. [/list] [h1]Bugfixes[/h1][list][*] Fixed various typos and grammar errors in the dialogues. [*] Improved the jump-buffering readout [*] Rare animation bug when falling, corrupting the double jump input [*] Player was able to jump/ skyrocket while activating a teleporter [*] Player was able to jump after being killed [*] Fixed animation bug when respawning in a crouching stance [/list] [b]Upgrade chains and Achievement unlocking should now be robust to heavy sequence breaks.[/b]