Release 1.20

Hobo: Tough Life

Hobo: Tough Life is an urban survival role-playing game where you play as a homeless person. Play alone or team up in online co-op. Explore the streets of Praslav, scavenge for food and supplies, beg, steal, and do whatever else it takes to survive the forthcoming winter.

[img]{STEAM_CLAN_IMAGE}/29994717/37f6fcf5c0a8e34e5e650bc759dbb1228fd01b05.jpg[/img] Hello, everyone! ːsteamhappyː Version 1.20 is now publicly available after more than a year of hard work since the release of the 1.0 update. Big thank you to all of our customers as well as people who were testing the new version of our game. [b]You are our heroes![/b] The update brings a lot of changes to the game, hundreds of fixed bugs and issues as well as some upgrades. If we were to list every single thing, the list would be way too long. Here is at least selection of the main changes in this new update. [b]Multiplatform support[/b] Starting today the game is also available on Nintendo Switch and Steam Deck. Xbox and Playstation versions are awaiting final certification from platform holders. [previewyoutube=Hvm43hovupM;full][/previewyoutube] [b]Networking and crossplay[/b] [list] [*] Cross-platform play support (Steam, Xbox One, Xbox Series, PS4 / PS5, Switch) [*] A number of synchronization issues fixed - fire barrels burning out too fast for clients, issues with player-to-player trading and more [*] Overall connection / disconnection stabilization (more robust system for handling unexpected situations - Internet failure, speed drop, etc.) [*] Possibility to kick, mute, and report other players [*] Steam backend replaced with Epic Online Services [/list] No external account is needed, everything works with your existing Steam accounts. The only thing that has changed from the player's point of view is the lobby system, which is no longer divided into public lobbies and private/friends' lobbies. The lobby system now consists of cross-platform lobbies (lobbies that can be accessed from any platform) and single-platform lobbies (for example PS4-only lobbies). Lobbies can now also be password protected. By setting a password for your game you will be able to connect with friends outside of your Friends list (eg. playing on different platforms) without strangers joining your session. [img]{STEAM_CLAN_IMAGE}/29994717/fe9f48e8d9f2336599b49c7ca1bed2e10183efc0.jpg[/img] [b]Gameplay[/b] [list] [*] Complete redesign of the player and camera control (fixed issues with stuttering, smooth movement without lagging, correction of screen tearing and many other problems related to camera and movement) [*] Complete rework of the save system to make it more stable and reliable [*] Fixed the Ritual of the Last Boozing and improved the overall function of this mechanic [*] Fixed the disappearing interaction icons [*] Fixes in the combat system (disappearing options, incorrect collision detection…) [*] Redesigned input system allowing for more unrestricted key rebinds [*] Improved controls during dumpster diving [*] Notification system improved [*] Fixed hundreds of smaller bugs reported by the community (in quests, conversations, UI…) [*] Some slight balancing changes, most notably increased spawn rates of some harder-to-obtain items, and small adjustments to help wean some hobos off of caffeine ;) [/list] [b]Graphics and optimizations[/b] [list] [*] Overall reduction of game requirements [*] Asynchronous GI (Global Illumination) and environment streaming (RAM savings) [*] Asynchronous NPC streaming (RAM savings) and redesign of NPC internal operation (CPU load reduced on average by 60 %) [*] Faster loading (especially on devices with HDDs) [*] Faster generation and rendering of dynamic reflections [*] Change of the default FOV from 60 to 75 [*] Fixes of various graphic bugs (glitched props, holes in models, artifacts…) [*] Fixed LOD dependence on FOV (render distance no longer decreases with higher FOV) [*] Redesign of HLOD switching system (hierarchical LOD, high-poly -> low poly…), which results in faster rendering and less noticeable pop-in [*] Hundreds of micro-optimizations in the code, removing remnants of the early access code. [/list][previewyoutube=nAy14PNoPbA;full][/previewyoutube] [b]Localization[/b] [list] [*] Fixed overlapping of texts and other visual issues with text [*] Fixes and additions in English, Chinese, German, Russian and Polish translations [*] Added new translations into Japanese, Spanish, and French. [/list] [img]{STEAM_CLAN_IMAGE}/29994717/820178281d8fb86d7166f88d50aa50efd9041c16.jpg[/img] [h3]What’s next?[/h3] We have already two new projects in development on Unreal Engine 5. In order to bring you the best possible quality we are continually doing reinvestment of acquired funds into our development. We have built our own mo-cap studio, own cloud infrastructure, team growth significantly (we are not indie anymore) and much more. We can't wait to show you more in Q1 of 2023 :) [img]{STEAM_CLAN_IMAGE}/29994717/d5ef91efdeb067d89e28da650d444c9d0253130b.jpg[/img] [img]{STEAM_CLAN_IMAGE}/29994717/c335578d33bddb32f9aa35881f57f3e3b8dce2f6.jpg[/img] - Perun Creative