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Showing posts from October, 2020

New Release: v0.151!

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  Happy Halloween, everyone! This latest release continues to polish and improve and fix all manner of things (half of which have been plaguing me for well over a year), and I hope you find it cozy and stable and enjoyable in time for your holiday weekend. I'm also excited to announce that we're working with a new, incredibly gifted artist ( https://twitter.com/ShapeIsReal ) to bring a number of scenes to life and to rework some of our old scenes that we feel no longer fit in well with the style of the game overall. You'll be seeing evidence of that soon, I'm sure. Best wishes and enjoy your spooky weekend, Nym New to the game? Check out the public build or become a patron here: https://www.patreon.com/indoorminotaur Version 0.151 - 10-30-2020  Updated more maps for improved visuals and tile diversity Qel landing spots now only appear while flying Fixed a parallax issue in the siege cove Fixed a parallax issue in the pre-siege cove Fixed some passability issues Fixed so

New Release: v0.150!!!

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What the HECK, version 150! This week's build continues last week's optimization efforts and extends the visual upgrades to a number of maps across the game, but perhaps more excitingly, it also begins a brand new side-story set in all-new explorable territory! This side-adventure prominently features everyone's favorite innkeeper, Leite,  but it also promises to reveal some more fairly deep game lore about a couple of other mysterious characters, so I hope this catches your attention. The area is fully explorable now and already contains some new lore, but's still a WIP, so there's a lot more to come. If this wasn't exciting enough, we are going to have another big announcement coming soon, so stay tuned. - Nym Version 0.150 - 10-23-2020  Added a new large, explorable region to the game (WIP) Added the beginnings of a major new optional side-chapter that will reveal a lot of hidden lore Updated a number of maps across the game for improved quality, performance

New Release: 0.149!

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  Hi everyone, happy weekend! As is tradition 149 times in a row, I have a new release, carefully baked just for your pleasure. Except this time, due to a number of total overhauls, the build is guaranteed to be a wild and crazy ride, and I will not be held responsible for what happens if you play it. ...Enjoy! New to the game? Public build and patron details at https://www.patreon.com/indoorminotaur Version 0.149 - 10-16-2020  Updated a number of maps all across the game for improved quality and tile diversity Rebuilt all the cove maps from the ground up using the new image layering system to improve performance Fixed an issue where Holden could appear in the cove inn prematurely Fixed an issue where Mercy could enter the Danforth Crook bandit camp by ship Fixed an issue where Moon could return to the cove from her room prematurely Adjusted a number of entryway graphics for better continuity and clarity Adjusted some lighting to improve performance Fixed an issue where trying to enter

New Release: v0.148 (Alpha & Weekly!)

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  Konbanwa, comrades. We have made considerable strides (finally) with a new system for overhauling the game's overlaying image systems, which will hopefully improve performance quite a bit in builds to come as well as make maps look more interesting and dynamic in the process. This is a work in progress, so parts of the game have these new improvements and parts of the game remain how they were before. In addition, I've got some cool new fishing features launching this week and a million other bug fixes. Hope you enjoy! Play the public build or become a patron at https://www.patreon.com/indoorminotaur Version 0.148 - 10-9-2020 Added a new, super-rare and extra challenging fish to the game, along with a reward for catching it You can now get a unique reward from a new NPC who appears in Newlight for catching an especially large seabear Added the remainder of the cove residents back in to the post-siege cove areas Added new dialogue to the Gertrude’s workstation if she died, and

New Weekly Build: v0.147!

  Hey everyone! This week's build is pretty lightweight, and it's uploading now. We just have some small graphical updates, tweaks and bug-fixes, all of which you can learn more about in the notes below. We've finally had a couple of weeks without any substantial bugs, which is a great sign. We're all polished and ready to get on with the fun parts. What I'm working on now is adding a bunch of new title and animation improvements & diversity so more interiors and "clutter" feel unique instead of recycled, but I think it'll look good when it's done. Most of that will be seen next week. After that, here's my sort of upcoming plan for the next couple of weeks/months: 1. Refine and flesh out the cove systems: morale, sustainability & health 2. Add new scene art & potentially replace old art that doesn't really fit in anymore 3. Experiment with ways to display NSFW scenes. Some games just have dialogue at the bottom while alternating