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Subverse DEV Diary #21

Dear Fans,

Things are progressing smoothly on the next release of Subverse’s Early Access, which will feature the Huntress. Testers are currently helping us polish the two boss fights contained in this patch, and we’re going to announce the release date as soon as we feel ready.

[h2]ANIMATION[/h2]
[h3]Moneyshot[/h3]
Huntress foreplay on the menu!

This was a fun one to make, the dynamic switching tickles the imagination and problem solving to make it work. After the animation was done, making the lighting work for her tricky materials/shaders was really rewarding.

Other than that, I was polishing up more cinematics and the postprocessing for her chapter’s final release!



[h3]Manski[/h3]
I've been working on future storyline cinematics this month, some tasks revolving around animation, others around building or lighting the scenes themselves. Aside from that, I've been doing final animation passes, lip syncing and lighting on Pandora scenes, too.



[h3]Massimo Decimo Meridio[/h3]
This month has been focused on some additional Elaisha content! There are some new very exciting lesbian animations coming up too, to fill that niche.
There’s also a solo sexy toy machine animation and moving into new challenging works with the cinematics for the end of the story :D


[h3]Yagskie[/h3]
For this month, I'm doing some premium POV animation scenes to give some already-released girls more content. In one scene, Fortune uses Cap's pipe as a straw to drain his lifeforce.


[h3]Mendez[/h3]
Been doing a lot of hard work to help boost the amount of upcoming Pandora scenes, especially for the final recruitable waifu. Can't wait to have them in the game for your viewing pleasure! It’s been a long time coming!

While we wait, here's a little peek at Taron helping out Lily's all-important research.




[h2]PROGRAMMING[/h2]
[h3]Hungry JJ[/h3]
Hi,

Since the last post, I have been working on several areas of the game now that the game flow of the next release is in place. I have worked on Grid Combat/Space Combat story based missions, integrating the next set of PANDORA scenes and gallery poses and existing Mary Celeste activities associated with the next character.



[h3]Samantha Flowers[/h3]
Hello everyone,

This month I've been submerging my ears into the sound design for this block's batch of cinematics. Let's just say I am a big fan of where this chapter takes place!

In addition, I’ve had the honor of pulling selects for Aria Lynn’s performance for Pandora! She really wowed us with an incredible variety of titillating takes, and handled all of my direction notes tremendously. I’m super excited for all our Huntress' fans, the light at the end of the tunnel is nearly here for this beloved squid girl.




[h2]ART & MODELING[/h2]
[h3]WTX[/h3]
I continued working on the final batch of grid combat maps for the game. It’s really interesting to explore locations other than the usual sci-fi fare. For instance, I got to put together this vile, disgusting, repugnant alien insect hive for a particular devotion quest. It was quite fun actually.




[h3]ErinTheSketchy[/h3]
Hi guys! Here we are again to share our favorite bits of our internal game-making process with you!
Before every release, we always devote some time and energy to check the new content and assure that both performance and game-play balance are in place. So, this month is all about testing for me and our dedicated testers. Then, after a good first check, we also welcome our volunteer testers to join the process. We are thankful to say that they are always eager to provide their critical eye and passion for this game!




[h3]Fowchan[/h3]
Hi lovelies!

I just wanted to let you know that for the Fowcade, the first thing we are aiming to get running is the Plexiglass modpack via FTB launcher! It's a little bit of a slow process in terms of setting stuff up, but I can't wait to have it available for you all to come together as a community and play! ♥


See you next month!

Bis bald,
Till Eulenspiegel

Subverse DEV Diary #20

Dear Fans,

We hope that everyone had an enjoyable holiday season spent with your favorite waifu (or waifus)!

2022 was a year filled with adversity for us all, with COVID, health, family, and recruitment issues putting a lot of pressure on the production of the game.

On the plus side, we managed to make quite a bit of progress on the game and its underlying systems, but the lack of available AAA-talent willing to work on an adult title like Subverse puts a huge strain on our recruitment efforts. In 2023 we hope to power forward and finish the main storyline and then start revamping the game's core systems. The aim and commitment is to get Subverse ready to claw its way out early access.

We promise you that the team will not give up despite the challenging circumstances, and we will keep fighting and grinding to honor the support shown by those that have purchased the game.

In fact, the studio has been back at work since January 2nd and we're balls-deep into production of the next juicy chapter of the game! Check it out:

[h2]ANIMATION[/h2]
[h3]Moneyshot[/h3]
Hope that you guys had a great Christmas and a Happy new year!

This cold dark month has been filled with a concoction of variety as usual. Learned even more about VFX, pandora scenes and cinematics, very fun physics animations.

But the magnum opus of this month has been a very VERY VERY huge penis, doomed to end all of us and the Captain, if you are not careful.



[h3]Manski[/h3]
I'm working on more animations for game combat video overlays. If there is a flair to describe the way The Huntress operates, I think of the 'Nothing Personal, Kid' meme.



[h3]Massimo Decimo Meridio[/h3]
Aaah January, this wonderful month all my skills have been mostly sent to the Huntress, with a variety of new animations idealised and created from scratch!

We also have a new entry animation for Taron, with a very creative scenario, but I'll still keep all the info for this a secret so that I don't spoil anything!

The month isn't over yet, so I guess some other new surprises are yet to come!

Hope everyone had a great Christmas and thanks to all for enjoying the Fortune update!



[h3]Yagskie[/h3]
Happy Lunar New Year for all our asian fans! For this month, I finished animating a project about the 2 Mantics manhandling a petite Huntress.

My next scenario was a bunch of clones of the Captain gangbanging Taron and hopefully will be done by tomorrow.



[h3]Mendez[/h3]
My tasklist was more animation for Pandora, more ideas for Pandora and more work on a brand new mantics grid combat animations.

I've recently been able to get some pretty substantial upgrades to my work-space/battlestation as well, including new monitor arms, mouse and chair. I feel I've improved my animation skill a little more over the past month as well which feels pretty neat.

Full steam ahead! Hope you all had a wonderful holidays!



[h2]PROGRAMMING[/h2]
[h3]Hungry JJ[/h3]
Hi,

Now that Fortune’s main quest is complete, we will be moving on to the next character, Blythe! Or was it the Huntress? Anyway, like before, we will go through the process of taking the script and creating an activity diagram for the team as a guide to follow. This is always helpful for us to review quickly which events will take place and when. This includes items unlocking, quest availability, character recruitment, onboard activities and more.

Another area that I have been involved with lately is creating and assisting with some of the space related environments for the next upcoming cinematics. I enjoy doing this as it provides a change of pace from the usual development task. With each character release, the amount of assistance required on this matter varies.

Lastly, I have been reviewing some of the issues reported based on Fortune’s release to see what we can address in the next update.





[h3]Samantha Flowers[/h3]
Hello everyone,

This month I've been finalizing and exporting all the necessary VO files for the next recruitment mission into FMOD. Thankfully, for once I'm ahead of schedule, so I'm even getting a head start putting all the assets together within DIS. Setting up DIS has become a guilty pleasure of mine, since it's really all about making the actors and actresses shine, and moving the story forward in a hopefully visually engaging way.



[h2]ART & MODELING[/h2]
[h3]WTX[/h3]
This month I got the opportunity to model my first waifu outfit, which is this sick dark armor for Killi. Bit of a challenge but I think it turned out alright, and all it cost me was my sanity. : )




[h3]ErinTheSketchy[/h3]

Hello folks!
New block, new fascinating characters to befriend and encounter! As always, first thing I do is their graphics and portraits before I proceed to engine side tasks, only this time I'm doing it with lots of little lights blinking around!




[h3]Bangkok ( ͡° ͜ʖ ͡°)[/h3]
[SPOILERS] Due to the playtesting nature of this past month, the design - playtest - feedback - design loop took most of my time when ensuring that the Huntress Boss Fight and the PrimeMega Boss Fight met our standards and expectations. Additionally, designs for other areas of the game, including a very spicy Space Combat Mission, were either prepared for post-0.6 release or finalized.


[h3]Fowchan[/h3]
Hey cuties!

This month I’ve worked on refining our Discord. A new awesome feature has been added, onboarding!

When you get invited to the server, or have friends invited to the server, they will be prompted with a quick two or three page survey asking what kind of content they are interested in, the backend will do the rest!






See you next month!

Bis bald,
Till Eulenspiegel

Version 0.6.0 STORY UPDATE (12/19/22)

New Features


[previewyoutube][/previewyoutube]











NEW WAIFU – FORTUNE
The enigmatic Fortune reveals herself to the crew of the Mary Celeste at long last! Join Fortune as you try to complete the most high-stakes mission yet!
NEW FORTUNE NSFW SCENES
The Fortune update comes with 22 new Pandora scenes for the young hacker. She is also available in Gallery mode!

NEW NEBULA – GRIFFIN
All of the Griffin nebula is now accessible for exploration including the Solar colony systems. Discover more about the history of humanity in this harsh galaxy.

NEW MANTICS - ITCHY & CICALO
Two additional mantics have been added for players to discover and recruit to the team. Itchy is an insect-like assassin while Cicalo is the latest in hybrid organic/machine technology.

NEW FACTION – THE REQUITAL
General Blythe has finally moved her pieces on the galactic board which can only mean one thing: It’s time to face off against the Requital! Take on this biomechanical terrorist organization in both grid and space combat and pit your tactical wiles against the General.

NEW SIDEQUESTS
Help even more wacky characters in the Griffin nebula with various sidequests.

NEW ONBOARD DIALOGUES
All your crewmates have new dialogue onboard the ship to reflect the major happenings in this chapter’s story.

Tweaks and Improvements
  • Optimizations made to dialogue sections by reducing how frequently the game checked for a codex drop (most problematic when fast-forwarding or skipping a dialogue sequence).
  • Optimizations to PANDORA scenes.
  • The PANDORA cards scroll-box now resets to the top when switching between characters.
  • Reduced emissive brightness on Scoundrel faction ships in Space Combat.
  • Improvements to DEVA mode logic and balance.
  • Grid combat balancing changes.
  • Health packs now scale with selected character progression in Grid Combat.
  • Updated Rekall’s ability “Synaptic Strike” description to inform the player that the effect is dependent on proximity to the player.
  • Imperium unit Golem now has the mechanical trait.
  • Scoundrel unit Artillery Drone now has the mechanical trait.
  • Reduced blank space on Trophy UI within Captain’s Quarters aboard the Mary Celeste.
  • Removed text stating “Right click to see details” during the date selection screen. Currently no details are available.
  • Gallery physics improvements.

Bug Fixes
  • Fixed issue where pausing the game and resuming during Sova's drinking minigame would make the mouse cursor disappear.
  • Fixed issue when waifu’s were in DEVA mode, they could not interact with health pickups.
  • Fixed issue where characters in the DEVA cocoon were vulnerable to knockback when they shouldn't, causing them to be placed on the next tile invisible in Grid Combat.
  • Reduced or eliminated fatal crashes when skipping or fast-forwarding during dialogue sequences.
  • Fixed issue where the Anti-Stun passive did not display on the character info panel in Grid Combat.
  • Fixed visual bug where Lamarse’s drool was rendered during the character placement phase in Grid Combat.
  • Fixed issue where the attack strength icon was not updated based on damage type when viewing the Laboratory or Locker room UI. Now shows the lightning bolt icon for characters who deal energy damage.
  • Fixed issue where Killi’s DEVA hologram rendered a white box when hovering the cursor over tiles for the move action in Grid Combat.
  • Fixed issue where Lamarse’s “Victimizer” passive dealt double damage if an enemy had any shield or armor in Grid Combat.
  • Fixed issue during Sova’s TFC match fight where the player could only rank bronze in Grid Combat.
  • Fixed issue where Lily’s mouth was moving when Captain was speaking during the “Current Status” dialogue option once Sova is recruited.
  • Updated particle timing on Pervedilo’s primary attack so it doesn’t look like two separate attacks in Grid Combat.

Known Issues (Does not include all issues)
  • Clipping issues during dialogue sections for some newly introduced characters in Fortune’s release.
  • Some characters' animation pose transitions are not in place yet during dialogue sections for Fortune’s release.
  • If multiple enemies are stunned, when it is their turn, the arrow above their head still renders even after their turn has passed in Grid Combat.
  • Visual bug, when a mantic reaches max level of 40 a white icon will appear the first time you enter the lab, as if there were more levels but goes away after selecting another mantic.
  • Mission log filter inconsistency if you filter out finished missions, then filter out on Nebula’s, the filtered Finished missions will be in the list again.
  • Waifus active, passive and ultimate icons do not always render in the same order from Locker room to selection screen.
  • Visual bug, unlockable abilities/passives not showing up or showing as locked in the Laboratory or Selection screen after the character has reached required level (some known characters Napholeon & Chodestool passed level 30).
  • Character upgrades based on level are not fully implemented for all characters.
  • While Fortune is in DEVA mode, the icons clip into the border.
  • Imperium’s Shocktrooper Purify status remains on character after Shocktrooper is killed.
  • Visual bug, if a unit has shield and armor and receives damage while the preview damage animation is happening on the health bars, there’s a chance it will show shield or armor remaining on the bar when there is not after the attack (In most cases remaining shield but in the character info it will show zero shield as intended).
  • Alt-Tabbing potentially can cause the game to crash, especially during areas of the game where high loads take place.
  • Report stating Rekall's passive can cause a softlock if an enemy counters with low health and dies from Rekall’s passive.
  • Low texture resolution rendering for some users during dialogue sequences throughout the game.
  • Some users reported odd textures when loading Ela and Taron in PANDORA and Gallery.
  • Framerate drop can cause Mary Celeste to shoot out of the jump-gate in Navigation.
  • Bridge projector fails to update the color scheme throughout Mary Celeste consistently. This will be fixed in later builds once all nebulae are unlocked.
  • Physics on dangling pieces such as tentacles or hair (i.e. Huntress or Killi) may clip through the character's body or rapidly vibrate during dialog sequences.
  • Yellow/White screen flashing artifact during space combat when using the FXAA aliasing method. Most likely due to the lens flare and or high bloom values.
  • On rare occasions, an unintentional song plays during some areas of the game.
  • On rare occasions, clicking the ‘Help’ button in the dialogue section of the game can remove the help text but can't be re-enabled until restarting or starting a new scene.
  • Potential stuttering when playing back cinematics for some systems. Note there is an option to disable 4k videos from the graphics tab under settings. This has improved performance for some users.
  • Reports of performance issues on some Space Combat random scenario maps.
  • Animation in You’re Mine Now scene needs finalizing.
  • Replay icons and navigation icon concepts are a work in progress, inconsistencies are known.


Notes
  • More groundwork has been laid for the eventual implementation of the Devotion system
  • Equippables for characters in Grid Combat are a work in progress and may not work as intended. In addition to this, we are considering moving the equipable items menu to the character selection screen where choices can be made right before battle.

Subverse DEV Diary #19

Hello folks,

The Fortune release is now in the hands of the internal testers, who are churning out daily feedback sheets. After this process is complete, we will be ready for release. Touching on the previous update, we are setting the release date of the Fortune chapter to December 19. Originally we were targeting November but the team is still operating at less than half the manpower we started the project with. Finding new people with the level of talent required for a project of this scope before the holiday season is proving challenging, so we are rolling with what we have for now. This means delays are inevitable, and it will continue to mean delays into 2023 unless we are able to bring industry-proven talent on board. Whilst operating with a skeleton crew is not ideal, the core animation team continues to carry on the torch from the StudioFOW days, making good progress on the sex scenes and cinematics. Ultimately these long-time team members are ensuring the most important parts of the game receive loving treatment.

[h2]ANIMATION[/h2]
[h3]Moneyshot[/h3]
The cold darkness of November is only safe with Blythes warm embrace.

Been hopping between ending cinematics, some spacewhale Pandora scenes and helping out with some VFX shenanigans. Sometimes you get a scene that you dive deep into that claims a piece of your soul. The result is a piece of art.

[h3]Manski[/h3]
At the time of this Dev Diary entry, I'm working on finishing up the videos of Fortune's Ultimate Attacks to overlay during ground combat. Her moveset implies heavy amounts of hacking.In order to convey this, the attacks involve a lot of VFX and somatic moves to perform her “spellcasting.”



[h3]Massimo Decimo Meridio[/h3]
This month I had an outstanding opportunity to create an animation from scratch based on my personal taste! And here it comes a combination with the Huntress and the Captain! But I won't say too much ;)

[h3]Yagskie[/h3]
For my November's animation work, I did some 2-on-2 tag team action! We are trying to use more combinations in Pandora, and this was one of them.

[h3]Mendez[/h3]
I've been finishing up some proof of concept stuff and got to try my hands on in-game combat animations for one of the new mantics.

Also spending time setting up some more ideas for possible scenes whilst admiring Blythe's abs on a regular basis.


[h2]PROGRAMMING[/h2]
[h3]Hungry JJ[/h3]
Hi,

Lately I have been focusing on finishing up the Grid Combat Requital units and new Mantics by finalizing the characters abilities, passives and triggering VFX. In addition to this, we have entered a testing phase, so I have been working on reported bugs.



[h3]Samantha Flowers[/h3]
Hello everyone,

This month I have been working on finalizing sound work on Pandora, and the new upcoming mantics, Itchy and Cicalo.

Behind the scenes I've also been compiling VO assets and laying the ground work for the main story mission's script for engine integration for a later block.

Not to be overlooked of course, I have continued working on the visuals and lighting of DIS. Yes, the bloom is getting reduced. More importantly, we can see the characters now have black outlines, similar to what you're used to seeing in Pandora.

[h2]ART & MODELING[/h2]
[h3]WTX[/h3]
Bit of a blast from the past, this month I got to flesh out and expand on some previously seen locations. What will happen there, stays there (but I'm sure we all will find out eventually).





[h3]ErinTheSketchy[/h3]
Lights! Lights everywhere! So many little lights!
Almost there though *:) The VFX for the new characters should be ready any time now and although I see lights everywhere, it was a nice experience and I might have discovered a new passion.
Did I say lights?



[h3]Bangkok ( ͡° ͜ʖ ͡°)[/h3]
I did a breakdown of the remaining design tasks for Subverse to get it across the finishing line. From it, I've focused on a couple of important ending boss fights that are key to the overarching story and on mechanics centered around the core gameplay. I want to continue fixing and polishing the core gameplay while still dishing out sex-related content for your viewing/playing pleasure.



[h3]Fowchan[/h3]
Hello my darlings!

I have more news from the community & happiness front - we are currently looking into the much requested merch! We are targeting things like T-shirts, hoodies, posters and stickers along with partnerships with various big artists for character designs in the like. We’ll make another announcement when we get closer to launch. ♥


[h3]Tibor[/h3]
Hello distinguished Subverse users. If you are interested what I am up to, I have summarized a few things in a blog post at https://tibor.blog/2022/11/30/mini-q-a/.


See you next month!

Bis bald,
Till Eulenspiegel

Subverse DEV Diary #18

Happy Halloween everyone and stay safe out there!

Please check out our new features overview video for an indepth look at what’s coming up in Subverse’s next major content patch in November!

Video Update SFOW

Without further ado, here’s what the team’s been working on during spooky season:

[h2]ANIMATION[/h2]
[h3]Moneyshot[/h3]
I’ve been honing my predatory skills and can see in blue, green and orange.
Lighting, post process and optimizing Fortunes pandora scenes so that even the mushiest potato can witness the greatness. Enjoy!



[h3]Manski[/h3]
Animation is currently one release ahead, so this month I've returned to Pandora duties, tackling scenes for the 0.7 and 0.8 updates. Going into it would spoil future content, so here's a graphical asset from the game for serious and objective consideration.



[h3]Massimo Decimo Meridio[/h3]
I finished a bunch of grid combat animations during October and I moved back to Pandora to work on some future waifus!



[h3]Yagskie[/h3]
For this October, I've finished a space whale sex animation! The next phase is to add some voice over before lip synching and lighting.

My next project for this month is another threesome scene of Captain, and Elaisha sex animation.



[h3]Mendez[/h3]
I've been working and lurking behind the scenes experimenting and working on a few proof-of-concept things for some ideas that we're playing with. Apart from that I'm also about to get my hands dirty with in-game character animations for the grid combat game play for the first time.

I've been wanting to try my hands with fight scenes for a long time so getting to do a few combat animations is pretty exciting to me. I was tasked with Cicalo’s kit and I managed to finish it up this week.




[h2]PROGRAMMING[/h2]
[h3]Hungry JJ[/h3]
Hello,

Since the last update, I have been learning and working on more areas of the game. Primarily I have been focusing on character integration during story sequences, PANDORA scene integration and Grid Combat gameplay.

With the addition of 2 new mantics, 2 new GC missions, the Requital faction, sidequest characters and Fortune, I have been able to work with some members on the team more and some that I hardly cross paths with workwise. Gratefully, everyone on the team past and present have been supportive by providing documentation or scheduling a quick meeting to assist get a grasp on these new areas.



[h3]Samantha Flowers[/h3]
Hello everyone,
I have been hard at work re-adjusting the post processing and lighting for all the visual novel scenes from THE VERY BEGINNING of the game, all the way up to our latest upcoming update. It has been a new learning experience for me, which is great, since it feels like it's been a long time since I last learned new things about the engine! Please check out our end results. I hope this might inspire some of our players to revisit their unlocked scenes in their archive menu!





[h2]ART & MODELING[/h2]
[h3]WTX[/h3]
This month I worked on a couple of interactive maps, most of which will be an integral part to the devotion quests. Among them is this cool underwater scene which I had fun putting together.




[h3]ErinTheSketchy[/h3]
The graphic design needs for this block are already covered, so this month I've had the opportunity to work more on testing and VFX creation while I'm getting more familiar with the back-end processes of the game development! #creatingmagic





[h3]Bangkok ( ͡° ͜ʖ ͡°)[/h3]
While keeping up with the implementation of designs that revolved around a few boss fights, I worked and still working on the finalization of the Waifu-oriented devotion quests gameplay flow. I will be finalizing many of my designs in the upcoming month as I enter the final run.

Some of these designs include:

  • Grid and Space Combat Updates
  • Dating System Updates
  • Reputation System Updates




[h3]Fowchan[/h3]
We are excited to announce the Fowcade will be returning in it’s previous glory sometime late November! We are launching with Valheim (lots of requests for this) - All other servers will be done on a popularity basis! If enough of you ask - We will do! (PVE Ark sounds fun, amirite?)




[h3]Tibor[/h3]
To keep it short here and if you are interested in more details about what I am up to I created a blog post at https://tibor.blog/2022/10/31/start-working-on-the-devotion-meter/


See you next month!

Bis bald,
Till Eulenspiegel