Patch 0.11, Roadmap & Launch Summary

[b]Hello everyone![/b] It's time to take a look back at this release week. [h2]Release[/h2] First of all, [b]thanks to everyone[/b] who bought the game and support the development. We've been working on the world building for years and development officially began in [b]2022[/b]. Currently we're [b]three[/b] people working on the game, and that's a lot of work. The launch went rather well, for an early access! We read all the messages and reviews and we have taken note of [b]all your comments[/b]. Concerning the current state of the game, we're aware that the content is very light. Let's be transparent with you about this! Overall, the game works well (technicaly speeking, for a complete simulation game with time cycle and npc IA) and the foundations are very solid. Adding content is pretty fast. In fact, we've added a new soda topic with new dialogues in the patch. We know which road we are taking, and it's going to be a straight one! We've created a [b]roadmap[/b] so you can get an idea of what's to come. Once again, thanks to everyone who played the game. We're going to redouble our efforts to bring you a game that lives up to our ambitions and your expectations. The 3rd job/mini-game, the [b]Glory Hole[/b], is currently in development and will be available in the [b]next major update in autumn[/b]. [h2]Roadmap[/h2] Here's the roadmap for the end of the year. Given that feedback is mainly asking for sandbox content, we're going to focus first on adding interactive elements to the world. We'll also be putting in the final Monday routines for the characters. Everyone will have a [b]little NSFW scene[/b], so you'll have to follow the characters closely. For the second update, we'll be focusing on achieving the end of Chapter 1, and find out what happens to Steve... [i](And yes we're going to rework the horrible player moving system and add keyboard controls, I promise.)[/i] [img]{STEAM_CLAN_IMAGE}/44633738/da4445103b3184f48e2e7aea793f8d94794db715.png[/img] [h2]Patch 0.11[/h2] You may have had a surprise when you woke up this morning: we've made a small update to the game. We've added a few things and fixed most of the bugs you pointed out to us. Here's the list of the improvements: [h3]Content[/h3] [list] [*]New Topic Soda: [b]Exhibitionism[/b]. Discover 4 new dialogues for this 4-star soda! [/list] [h3]Bugs[/h3] [list] [*]Fixed a bug when you to lose $300 when giving an item to Dolores. [*]New line of dialogue to indicate that you need to speak to the secretary in the intro. [*]Adjustment of Coconut Shy rewards. [*]Fixed a bug that caused some npcs to stop walking after a ping. [*]Fixed a bug in the inventory, which sometimes required two clicks to open. [*]The Topic Sodas weren't saved. [*]Inventory items no longer appear in the log when the game is launched. [*]Fixed a bug where Dimitri, Dolores and Steve didn't reappear after the last cutscene. [*]Edit of the tutorial after the intro to include information on how the medium feedback works. [*]Fixed a bug that enabled Steve's glossary entry after talking to Dolores. [/list]