2024-04-28 14:20 UTC · Community Announcements · kotowate
"Tasks", the endless mode is now available. Making "tasks" happen required lots of changes in the game and engine. The actual content (including tasks) was just a part of it. For most of the fixes in the main branch, I tended to write them down and have the list as actual as possible, but I did not include into the release notes the changes done on "endless mode" branch. Therefore, the list below contains almost solely content changes: - added endless mode (tasks) - tasks available: - exploration - interface box search - item hunt - hacking interface boxes - data core retrieval - system stabil
2024-04-22 09:43 UTC · Community Announcements · kotowate
The endless mode is coming soon. If you're looking for it in the game, it is called "tasks". You can switch to it without finishing the story but I strongly recommend playing the story first. The endless mode took a bit of time to develop as it required significant parts of the game to be modified to support the idea of missions/tasks. As it is now, it is a playable framework that will be extended in the future. Having "tasks" in the game makes it possible for me to have more and smaller content updates. Just add an enemy or two. Weapon nodes, new weapon types, EXMs, devices, items. I sometime
2024-03-26 10:23 UTC · Community Announcements · kotowate
I wanted to have some devices to operate for the endless mode. The problem is that I wanted to avoid adding completely new stuff that would not be seen in the already familiar locations. That's unless I would add that there as well. I needed something that could be reused for various purposes or could just work as a decoration. Enter interface boxes. These are devices that hang on walls. If they're important for the task, they will open automatically if required. This is all justified by the narrative/lore. The first tasks you are given are about reconnaissance. You wander around the place, au
2024-03-15 11:35 UTC · Community Announcements · kotowate
The endless mode is going to be divided into, what I initially call, chapters. The idea is that chapters are completely different parts of a bigger story. And each should end with some mini story arc but the core of the chapters are going to be tasks. As I'd like to avoid just a pure mix of various tasks, I came up with a system that helps the game to choose which tasks to offer to the player. The basic idea is that the player should start with simple tasks that narratively provide some knowledge about places to visit and things to do, then they may choose to do these more complex/advanced tas
2024-03-07 13:55 UTC · Community Announcements · kotowate
As I am working on the endless mode for Tea For God, I'd like to share some details describing the initial release and plans for the future. The current mode will be still available as "story mode" and it will be possible to switch between the two. My main idea about the initial release of the endless mode is to setup a main loop for a mode that can be worked upon. With all the basic elements in place, it will be possible to provide more gradual updates more often. New weapon nodes, new EXMs, new enemies, new places. Some of the new content may appear in the story mode but most will be unique
2024-01-05 22:39 UTC · Community Announcements · kotowate
changed sound volumes to have more even soundscape added compressor for sound effects channel only (before was only a general compressor that was affecting all the channels) modified some sound effects that had discomforting crackling sound fixed bug when some samples were played too loud for a brief moment fixed sound crackling fixed restarting the game from a chapter where the game was interrupted fixed pause when starting the game
2023-12-19 12:24 UTC · Community Announcements · kotowate
fixed no distance updated when using smooth locomotion changed "A文" to make it more clear that it is a language selection added "or" between image-based and text-based input prompts (for open overlay info) tweaks for recentering view fixed game switching to demo for older builds
2023-10-23 10:46 UTC · Community Announcements · kotowate
I went to Poznań Game Arena recently with Tea For God. I wanted to check if it really won't affect the sales and it didn't. But I decided to make a prototype to test if there would be some interest in a non VR game. I called the prototype "Subspace Scavengers" as I decided to reuse the gameplay idea from an abandoned project. If I would to make it into a game, I would at least know what to avoid now and what to focus on. The prototype itself was also made to test new features I've been adding to the engine. The two most important things added is a different way to create rooms/world and an ani
2023-09-18 11:31 UTC · Community Announcements · kotowate
added fail-safe for lost arm past "up" fixed creating the same map cell twice when loading particular game saves fixed crashes on loading fixed no enemies when loading a save in "outer rim"
2023-09-05 18:01 UTC · Community Announcements · kotowate
restored "corrosion showers" in "beneath" fixed loading save games at the initial section of "beneath" fixed cases when the player could get embedded into ground when using smooth locomotion
2023-09-01 11:35 UTC · Community Announcements · kotowate
I took some vacations recently that I was looking forward to for a long time. This is the reason why there were no updates for the game. For the next few weeks I should be mostly focused on porting the game (submissions). During the waiting time I don't want to start any bigger tasks for Tea For God but I should be adding some small content (EXMs, weapon nodes, enemies). Most of that will find its place in the main story for time being. But the main reason for adding them is the next big task. And for that I decided to focus on the endless mode. I want it to be the main thing (once you go thro
2023-09-01 10:16 UTC · Community Announcements · kotowate
- added a blinking effect on shield when it has low level of energy - exit in beneath is visible from a greater distance - enemies pause for a moment when the player should look at the elevator in "up" - player is reminded about the elevator in "up" after a while - fixed horizontal scaling preview - the grid in options always shows how it would look like with the currently selected horizontal scaling - fixed missing collision at the train platform in prelude - fixed incorrectly ending tasks that could lead to a crash - fixed crash on checking if a path is valid when part of the world got remov
2023-08-12 20:35 UTC · Community Announcements · kotowate
This is a quick update with one important change (+ a few smaller ones): fixed a few never-ending level generation cases fixed proximity mines and shields attached mid-air (where doors appeared) fixed turn counter rendered in the place of real time fixed typo for dock screen One thing that I often do mention are crash fixes. Mostly because they would be dry "fixed some crashes" and I only mention them when they were something really specific.
2023-08-10 12:27 UTC · Community Announcements · kotowate
Another update mostly about fixes but there are some other changes as well. The most important change is proper preparation of play-area size that is based on boundary points. It works now on SteamVR/OpenVR and OculusAPI. I will be investigating OpenXR as well. Other non-fix changes are related to some gameplay mechanics. Hitting (melee) is now easier as the speeds were lowered. You can get health and ammo from hitting small robots to make it consistent with hitting other objects. If the last hit is a kill and you have appropriate EXM installed, it won't give extra bonus for a normal hit. Also
2023-08-10 12:11 UTC · Community Announcements · kotowate
added preparing play-area when playing on Quest on PC this workaround works currently only for SteamVR and OculusAPI fixed "mean machine" modifier fixed some game scripts running when exiting game and starting new (or loading game state) fixed bringing permanent EXMs through "another chance" chapter fixed metal pilgrims in burial scene to move based on location, not time fixed flashing door to repair hangar in "prelude" fixed horizontal scaling preview ammo/health for hit is given only if not given for kill improvements for melee easier to hit, particle effects on getting ammo/health on every
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