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PURE ONYX - January 17, 2022 Test Release!

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Hey everyone!

Due to the interruption at the beginning of the month, we're making this mid-month release available to all tiers :D.

This release returns H content to gameplay, with "under construction" animations as placeholders for the first segment while we rework grapple animations.

We've already almost finished the Chain Splicer H scene reworks, so all three of those should be in the end of month release, along with whatever else we finish.

AltairPL has also made a lot of progress in reworking the World Map, and has successfully achieved the same visuals in a much more performant way.  Low to mid tier systems can expect up to double the FPS during this scene.  In addition, Mr. Kittyhawk has continued his physics revamp, and among other things has added back in the ability for Onyx to nudge enemies aside by moving against them, this time in a way that gives us a lot more control of the parameters.  This should make it easier to avoid being cornered or ganged up on by a pack of enemies, but still has room for improvement -- especially in head-on collisions where Onyx can still be stopped.

P.S. I am in the middle of making a SubscribeStar account that will exist alongside our Patreon.  If you're among those who wish to voice your dissatisfaction in a productive way, I invite you to join us over there.  It will effectively be a mirror of our Patreon, in that we will still comply with Patreon's content guidelines, however you will not be giving a chunk of your pledge to Patreon.  I intend to make a post dedicated to this subject soon once the page is more complete.

Changelog

  • Added placeholder "Under Construction" grapple/foreplay animations for all H scenes and restored H scenes to gameplay while we rework necessary animations.
  • Greatly improved world map performance with no visual quality loss.
  • Onyx can once again nudge enemies around by moving against them, making it somewhat easier to move by packs of enemies -- now with (virtually) no jittering.  This will be improved for head-on collisions that can still stop Onyx.
  • Enemies can now collide with and nudge other characters aside.  Prevents behaviors such as enemies stacking.  Also still tweaking.
  • Removed crossfading from H scenes.  May have small artifacts during animation changes for now, but greatly reduces wonkiness when there are no transitions / when skipping animations.
  • Fixed a post-H scene issue that began after last month's H scene input overhaul in which Onyx couldn't move for a couple seconds after an H scene ended.
  • Fixed a lighting issue with the Splicer Thug during the Onyx with Thug + Runt H scene

Known Issues

Here are the newest/most relevant known issues.

  • There are a few issues with the player-enemy physics collision changes to clean up still.  Charger's Charge attack, for instance, can interact with Onyx while she's knocked down/standing up in glitchy ways.
  • Not happy with how Onyx can be pushed by enemies.  This will likely change.
  • Bat Bunny is missing her serving tray in her idle pose during actor selection in the H gallery.
  • Liquid pools in the air in the Bunny Girls' background H scene currently.  Need to fix some collider stuff.
  • In rare occurrences Onyx can be pushed beyond the map boundary by the Charger if he has her pinned and then repositions over her before she stands up.
  • Blocky shading artifacts appear on both FemCop and Onyx if they are covered in liquid while lit by FemCop's forcefield.  This is due to a shader conflict with the newly optimized liquid and the lighting technique used for the forcefield.  We're working on a fix ^-^.
  • Larva/Crawlers (and Vioreapers too) currently use humanoid bystander behaviors.
  • Crawlers' spit attack has a splash AoE where the projectile lands, but FX graphics aren't in for it yet, so it can appear as if Onyx is hit by nothing if she's standing nearby a landing spitball.
  • FemCop's force field doesn't emit light properly when the scene is mirrored.
  • It's possible for FemCop's forcefield to spawn on top of bystander enemies.
  • Splicer Thug needs new bystander animations before his section of the Chain Splicer's H scene.
  • At minimum zoom, you can see the incoming/outgoing Ball Drone used in the Runt's section of the Chain Splicer H scene before it's meant to appear.
  • Some of Wraxe's combat FX need to be updated to work with new animations.  Some may display as being rotated improperly or slightly out of position.
  • Charger's hitbox shifts slightly after he charges.  If he charges repeatedly this shift can add up to be significant.  It will soon correct itself however.
  • Liquid won't show on Onyx during the Thug's solo H scene.  This will be fixed soon.
  • The liquid spurt FX on one of the Thug's H scene finishers sometimes doesn't play.  We're aware of the cause and seeing if it pops up anywhere else before fixing it.
  • Infinite jabs are way overpowered against bosses right now.  Jab spam will be changed to a standing combo soon-ish (among other combat improvements).
  • Street Lord Wraxe sometimes blocks the view of H scenes with his big fat wraxe when he's a bystander.

Console Commands

The game isn't balanced that great yet, so some people have asked if there are ways to bypass bosses or get some help.  You can use console commands for this while the game is still rough around the edges. Press the  ` (backtick/tilde) key to open the console.  Type any of the commands below and press enter.  Press ` again to close the console.

  • godmode on/off - Makes Onyx indestructible and impervious to Exhaustion.
  • onepunchmode on/off - Gives Onyx the ability to kill anything with one attack.
  • setwave # - Sets the enemy wave to the number specified.  Changes will not be reflected in enemies until the current wave is wiped out.  If you want to fight Street Lord Wraxe, who spawns on Wave 20, then set the wave to 19 and wipe out the remaining enemies.
  • setgamespeed # - Multiplies the game speed by the number specified.

SYSTEM REQUIREMENTS

Currently only Windows 7/8/10 are supported. We plan on adding additional platforms if there is a demand. 8 GB of RAM and at least a 2GB graphics card are heavily recommended. If you get poor performance please let us know and post your system specs (or send to [email protected] ); we’re still in the early stages of gauging system requirements.

CONTROLS

Keyboard:

  • Walk = Arrow Keys
  • Dash = Double tap + hold Left or Right, or Hold L Analog Stick
  • Menu Controls: Confirm = Z, Cancel = X
  • Jab = Z
  • Power Attack = Hold Z
  • Punch Combo = Forward + Z > Z > Z > Z
  • Kick Combo = X > X
  • Stomp = Down + X (hits downed enemies)
  • Defend = Hold C
  • Jump = Space
  • Jump Kick = X while jumping
  • Zoom In = Left Shift
  • Zoom Out = Left Control
  • Skip Struggle / H Animation = X / Space
  • Skip Full H Scene = C
  • Escape = Pause Menu
  • F1 = Toggle Debug Overlay
  • F2 = Toggle Vsync (not recommended except for testing)
  • Quit = F12

Currently Supported Controllers: Xbox 360, Xbox One, Dual Shock 4.  PS5 DualSense controllers are currently only compatible in wireless mode.  **Note** The popular community made DS4 Windows drivers cause Unity to recognize a DualShock controller as an Xbox gamepad, and we can't tell them apart in code. This means that you'll be gifted with the untold joy of having your controller mapped by default with the wrong controls. You can fix it by rebinding the PS4 controller map, or removing the DS4 Windows drivers. (The latter is HARD, a simple uninstall isn't going to be enough)

BUG REPORTS

If you find a bug we haven’t listed in our known issues, please post the following with your description of the bug.

  • Operating System (if Windows, tell us 7/8/10, etc.)
  • Screenshot if applicable
  • Can the bug be reproduced? If so, tell us how!
  • OS language if different than English
eromancer PATREON 321 favs
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POSTEDJan 18, 2022
ARCHIVEDJun 10, 2026