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Subverse DEV Diary #11

Hello from the Subverse dev team!

Welcome folks to 2022! The team had a refreshing Christmas back and they’re all excited to be back to working on Subverse. Our goal is to release the much-awaited Taron chapters in early March. We’re working our asses off to make this happen so the team is here to share some of the stuff they’ve been working on this month! Take a look:

[h2]ANIMATION[/h2]

[h3]Moneyshot[/h3]
I've been dusting off Lilys machine that some of you may remember, and she's putting it to the test on the next girl in line: Killi.
It sports some new specs, and high enough speeds to start a fire, but thankfully it is cooled down by lube.



[h3]Manski[/h3]
Work continues in lip-syncing and finalising Pandora animations. This week, I'm taking over and finalizing an Elaisha Premium animation that needs a final pass. This is a special Kickstarter-requested animation from one of our spacewhales, so I’m taking extra care with it. I was also asked to introduce rougher breast play to it along with overall improvements to jiggling and motion.



[h3]Massimo Decimo Meridio[/h3]
I am powering through more Pandora scenes, finalizing some facial animations, as well as adding a new one from scratch because we were short 1 from the Ela set. Lesbian fans rejoice! And I’m sure Ela will enjoy Taron’s licking skills :P



[h3]Yagskie[/h3]
Typhoon Rai/Odette, paid me a visit during December, which means that unfortunately my focus has been to be able to get back online and fix the roof and windows in my house…

[h3]Mendez[/h3]
Faces and hair!
That's what I'm focusing on the most right now. The voice actresses really knocked it out of the park once again and I'm doing all I can to capture every little detail of their performances. Every little roll of the eyes, twitch of an eyebrow or tremble of the lip counts.

Also, I think I'm falling in love with Tarons fangs…



[h3]Brunka[/h3]
What if I told you that if you're smart enough, you can create your own living toys? Well, Lily jumped on that particular bandwagon and here she is, enjoying the time of her life.



[h3]Attila von Fock[/h3]
I’ve just finished some alone time with tentacles. Suffice to say, it was one of the more challenging scenes…one tentacle is difficult enough to coordinate but when there are multiple ones in the scene then things get super interesting!

[h2]PROGRAMMING[/h2]

[h3]Hungry JJ[/h3]
Hi there,
Since the last update, the primary focus has been on Taron’s unique stealth space combat mission, amongst the other tasks around the project. In this mission, there will be a few additional mechanics introduced such as stealth, some noise detection, interactable objects and rooms locking down. With these new additions, we are also looking into ways of re-using these mechanics in other parts of space combat to add more variety to the regular space combat encounters. Here are a couple of screenshots prototyping the mission.



[h3]Prof. Bang Dev[/h3]
StudioFOW is famous for their quality in videos, so to me, to a mere mortal, it's an honor to help them with some cinematics.
I'm working on the effects for a very important scene, trying to make it look powerful - I have no eyes for beauty, but I can create some good looking destruction and gore - worthy of the StudioFOW name.

Last block we used Unreal Engine 5 for a few cinematics where ray traced lights (Lumen) and hyper detailed surfaces (Nanite) was needed, and who knows, maybe we'll use it here too - we'll see.



[h3]Mrs. Mankrik[/h3]
I've mostly been making sure that all PANDORA scenes are working, no waifus are swapped, and no bones are freaking out. I'm also taking care of all the fluids that are coming out of various appendages and orifices. It's nice to see all the porn coming together for this release.



[h3]Timmeh[/h3]
Last time I mentioned I was working on giving users more control over the NSFW content, the core technology behind this is now complete and we have a prototype scene working with it. With that huge undertaking out of the way, I've been focusing on optimizations, bug fixing, and implementing some quality of life changes that have been approved.



[h3]HentaiKouhai[/h3]
I've been working mostly on fixing bugs and random scenarios tuning to give you guys a better gaming experience. I also worked on something new and exciting that I know will be appreciated by the cultured men (and women) out there. So be sure to.. uhh.. squeeze in some game time for the next update.



[h3]Claudine Coquine[/h3]
At the moment I am starting to prep the next Act, laying out, posing and blocking the next round of cinematics to give the team a head start on the near future of Subverse!

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

I've been putting time into the sound design itself. Creating various slaps, smacks, and slurps, making sure they're the right amount of dry or wet, warm or bright, depending on the nature of the scene. "How much distance is there between the characters and the camera? How lubricated are they? How much is that butt jiggling?" These are the questions a professional has to ask themselves.

Aside from Pandora, I've brought back some familiar names for this block's batch of side quest characters. Our cast is truly filled with chameleons, and they continue to impress me with the wide variety of roles they can play!

[h2]ART & MODELING[/h2]

[h3]WTX[/h3]
As I continued to work on the cinematic sets for the next Act, I had the chance to put together this particular research facility set in an icy planet, entombed by snow. Cant wait for you guys to find out what mysteries are hidden here!



[h3]Portsman[/h3]
Everyone loves bunny outfits.



[h3]ErinTheSketchy[/h3]
This was a month full of UI updates. Some of the highlights are PANDORA's visual additions, starting with the loading screen. The quest log went through a massive makeover as well, not only appearance-wise but on a functional level too! We’re also adding a new filtering system that will hopefully enhance your mission experience.



[h2]Juniors[/h2]

[h3]Tibor[/h3]
Thank you very much for being so supportive and I hear your concerns about my internship status, but in fact the very good news is that I was promoted from intern to junior code pre-analyser.
On a serious note, I am making a good progress in learning the details of Unreal Engine by mainly focusing on C++ development. I have delivered some code already. Now I am prototyping the dating system, branching dialogue and a skills tree. It is really exciting and I can't wait to show it to you guys very soon.

[hr][/hr]

See you in a few weeks time!

Bis bald,
Till Eulenspiegel

Subverse DEV Diary #10

Hello folks!

Happy holidays from everyone at the team, and to celebrate I will continue with the new dev diary format where you get to hear directly from them! So let’s hear what these distinguished perverts have to say about their daily struggle of working on titties and ass for a living.

[h2]ANIMATION[/h2]

[h3]Moneyshot[/h3]
As part of my research on how to further improve handholding content and give the player more contextual and interactive introductions to our characters, I have been retrofitting some smut to test the waters.

I’ve also made a simple 360 viewable loop and hoping it is something you, the players, want to see more of. Since these would take more time than our usual scenes it is something we'd want feedback on before committing fully to them.














[h3]Manski[/h3]
Right now I'm assisting with lipsync, quality control and polishing our completed Pandora animations.

Lipsync for Pandora is manually animated, as opposed to being generated by an algorithm. As usual in our process, I receive audio files containing edited voice actors' performances. I listen to the audio on loop as I animate the characters' mouths as well as their facial expressions. I find working in stages more efficient: first I animate the mouth across the timeline to open and shut according to the audio file. Then I tackle the lip corners to get basic "Ah's" and "Oh's" mouth shapes. Afterwards, I handle the upper and lower lips to further shape the mouth to fit a vowel, consonant, hiss, inhale, exhale, etc. This process is accompanied with gradual addition and polish of facial expressions. All these manual lipsync animations are also providing our programmers with valuable data to eventually develop an automated lipsync system custom designed to work with our models. This should give more variation to the interactive scenes.




[h3]Massimo Decimo Meridio[/h3]
Right now I’m deep into facial animations for Pandora animations - my latest and current one is Taron with one of our large friends.

Since November I've rebuilt 2 animations, one xeno and one footjob, and both went well!
I also created from scratch a doggy style POV animation having 3 actors in the scene, Lily, Killy and Elaisha, and from what I heard, its one of the first of its kind.
I also animated the lipsyncing with the audio tracks in a couple of Taron animations this block. We are now up to 9 Taron animations in total.
So as you can see, I'm fully immersed into Pandora animations.




[h3]Yagskie[/h3]
I’m still chained up in the basement creating gangbangs, so not much has changed in these last 7 years…


[h3]Mendez[/h3]
I've done some re-targeting and animated a little scene idea of my own between a few of our beloved waifus.

I'm currently working on a solo scene for one of our premium Kickstarter backers. Any sword-master should be as intimate with their blade as possible, and Killi seems to have a pretty unique approach…

This is the first time that I'm doing animation for a scene this complex so I'm pulling out all the stops to make it as juicy as possible.




[h3]Brunka[/h3]
Recently I've completed some animations, including a premium of Lily which you had a glimpse at during the last dev diary.
Now I am back on catgirl duty with our lovely feline waifu, Taron. As we finally received the audios from our talented Voice Actress Milly Stern, I can now focus on her facial animation. Starting with some cuddles with tentacles, and continuing with a pawjob, we are on a sacred mission to deliver to you guys even more Pandora content!




[h3]Attila von Fock[/h3]
Every animation I worked on will have a starting pose, which focuses on strong posing, camera angle, and good composition. We try to find the best frame for the shot, rather than try to make it perfect at every angle, so we can create a "movie-like" game animation. This decision helps us to deliver more animation in a short time, and give them the best artistic look as possible. Once we finish the full set of these, we will research on how to expand and improve upon this system but right now we are focused on getting content out that we know we can make.



[h2]PROGRAMMING[/h2]

[h3]Hungry JJ[/h3]
Hello,
Today I would like to share what I have been working on recently. With each main character release usually comes a main quest space combat mission associated with that character. As you may know from a previous dev diary post, this mission will take place inside a large temple. The biggest difference between this space combat mission and everything else is that it will take place indoors as you traverse through the corridors of the ancient Temple of Defilement. The goal was to make this mission feel like no other in the game so establishing the atmosphere is important. This mission will have obstacles that trigger booby traps and or imperium reinforcements.







[h3]Prof. Bang Dev[/h3]
We made a new level for a special PANDORA scene. It's much more complex than our usual scenes in the nice and cozy Captain's quarters, so I had to be a bit more creative when it came to optimization. I think I don't have to tell any one of you that video games are fake. Coming from that logic, everything in videogames is also fake, even the methods to achieving something. Insides are outsides, there's no pipe and we're all in the matrix. Keep in mind we are still prototyping, so it might not make this next release.

Now, because we wanted to have a ship flying in a tunnel, we obviously didn't want to make the actual ship move. So the only way is to make the world move, not the ship. This is nothing new obviously, most games do that, but we here need a lot of optimization to make our girls move smoothly, because we want to use the resources on them, not on the environment. We made it work by cutting the ship to parts, so we only have to render the parts that are on screen, not the whole ship; and made the inside more spacious so there is more space for the action.

For the environment, I used an inside-out cube, made it long enough to make it look like it's a tunnel, added a panning texture that gives the false sense of movement, and moved it with vertex shaders. Vertex shaders are like pixel shaders, but on the surface's vertices. So I can offset vertex positions and make a surface "move" without actually moving the object. It's precise, and as a function can be applied to different materials – they'll move at the same time, in the exact same way. With this method, I made the outside tunnel and everything in it move together, imitating the ship's movement in the tunnel.

The bricks on the walls are just particles, spawning and disappearing out of sight, moving at the same speed as the texture panner does on the wall. Moving lights on the surface of the ship are also just a material trick that is in sync with the actual directional light that lights up some parts of the ship. I also added several little touches, like moving thrusters, flickering interfaces and such to make it more believable.

But I'm sure that y'all will be very busy looking at the actual action in the scene, and I can't blame you.







[h3]Mrs. Mankrik[/h3]
I have been working on creating Gallery poses from Taron's dialogue animations, and customizing physics to each of the poses. You can look forward to some floppy cat ears on her!

I've been working on interactive PANDORA elements too, like grabbing, pulling, stroking and such. For these features, we're making blend spaces, and simulating momentum with code based on the cursor's position. Basically, we're coming up with ways to implement breast-play right now, which is as fun as it sounds like.

We needed three blendspaces for the breasts. One for position offset – it includes squishing and stretching too, as the breasts move on the ribcage –, one for rotation, so they can actually move like there's a hand grabbing them –, and one for pressing and pulling.
Combining these and giving them momentum calculations was not an easy task, and as we go forward we'll have to adjust them for different situations and scenes.
We hope that you'll have at least the same amount of fun playing with them as I had developing them!



[h3]Timmeh[/h3]
A lot of my recent work has been looking into giving users more control over the NSFW content, it’s also an attempt at bringing the story and the recruitment scenes together. These sorts of interactions and camera movements will need to be configured for scenes and characters individually, this does take a lot of time so unfortunately we are not likely to have interactions like this for our current scenes with the release of the next block.

[h3]HentaiKouhai[/h3]
Recently, I've been working on implementing and tuning Taron's abilities. She's a melee character that moves fast, jumps around, and packs a punch with her pounces and scratches. She scales pretty hard as a fight goes on so she should be a beast on later rounds during missions, provided that she survives.

Aside from that, there were also tuning and bug fixes for all of the new units and a very special boss fight that I can’t talk about yet.





[h3]Claudine Coquine[/h3]
For this block I have been working on laying out the shots and posing the characters for the cinematics.
Before the characters are animated, the shots need to be layed out and timed, and the characters posed, ready to be brought to life.
I am also going to be working on how to improve Subverse´s Dating system to make the experience more immersive for you guys.





[h3]Samantha Flowers[/h3]
Hello everyone, it's been quite awhile since you've heard from me! Some of you may remember I started working on Subverse as a simple (not simple at all) casting director. For awhile now, I have since been upgraded to a sound designer and engineer, meaning I must handle both the creative and technical side of audio for the game.

This includes pulling the selects for all VO files, integrating them into our sound system engine's always expanding library (FMOD), and creating sound events where necessary in Unreal Engine.

I'm sure you're all very familiar with my home land: The visual novel scenes! The place where our VA's take center stage in the game! Not only do I set up the sound in this area, but the choice in visuals as well. (Admittedly, sometimes I make a mess and Mrs. Mankrik has to help clean it up.)

Like most technical things, talking about the setup process of it all is easily considered dull for most people, so at this point I can't help but just want to hurry and share the stellar work our cast has put forward. While they're doing the heavy lifting at the front of our sound stage, it's part of my job to make them shine as bright as possible.

I fell in love-at-first-read with Subverse's script, and I know our cast has too, because it really shows in their performance and their drive to make the characters sound organic and real.

After much demand, here is a Christmas special - the much awaited return of blooper reel!

[previewyoutube][/previewyoutube]

Also here are some images from me.






[h2]ART & MODELING[/h2]

[h3]WTX[/h3]
With most of the mantic dicks taken care of, I spent the last few weeks focusing on some of the upcoming cinematic sets, which include establishing shots for some of the new locations we'll see in the main story.



[h3]Portsman[/h3]
I'm not very good with words. These are clothes for the girls we have worked on, and there's more coming. They're still in the middle of testing and implementation. All these are subject to changes of course.




[h3]ErinTheSketchy[/h3]
The Graphic Design department is on fire and on a mission to please you! We’re finally updating our interfaces and improving their elements!

I'm currently working on loads of small custom artwork for the new characters' icons and UI visual design for DEVA, grid combat, space navigation, P.A.N.D.O.R.A. and more!

So, what should you expect to see? Skill icons custom-made for the new characters, improved interface layouts and new UI elements are the essentials. A+ to everyone who spots them all!

One of those elements is the victory badges that we show after a successful encounter. The badge can be bronze, silver or gold, so we needed three different versions. I designed several iterations and the general idea was to incorporate sci-fi and epic elements to the design. I wanted the final result to have a strong and clean form while also preserving its artistic feel. The badges are made with extra care and every single light and shadow of the stars is digitally drawn to enhance the 3D feeling, even before the technical part kicks in.

As for the visual effect, we added a few shaders to the icons, so they look even more interesting. To achieve the surface shine, we even 3D modeled the badges, so the surface lights can move believably on it, even though the image is actually in 2D.

We also reused some of the hologram effects that we're using in the dialogues, giving it more of a hologram-like look. We're well on the way to elevating most of the interfaces in the game, so we hope you'll like what you see!

Space nav


Grid combat design


New icons


Bronze badge


Silver badge


Gold badge


[h2]Interns[/h2]

[h3]Tibor[/h3]
Following my epic failure and my colossal downfall as the international ambassador of Subverse in East Asia, as some of you might remember I was dismissed from the project lead position. As Alexander Graham Bell once said: "When one door closes, another opens". Well I am happy to report that now I am a junior Unreal Engine developer on the Subverse project.

In terms of career progression it is a rather unusual path as some of the senior developers could be my grandchildren - that’s how old I am.



But I am ready to fight for the project!



To add insult to injury, I am not only a junior developer right now, but I work as an intern. That means my salary is null. Which does make sense from a project resource standpoint as being new to Unreal Engine, exactly zero dollars per month is what I deserve at this moment in time.

Although having said that, I do have over 30 years C, C++, and a quite reasonable DirectX and OpenGL experience. So I expect to be productive in Unreal Engine relatively quickly. I have already started to experiment with a few things and coding some stuff. I am getting familiar with the C++ layer of UE and with Blueprint too. Since I love the team, I like the project, I respect very much our players who support us, I am on a personal mission to make the game better. If I make the game worse, I will be fired again and deployed as the mascot of Subverse to promote high-tech artificial vaginas of Demi on the next adult show in Tokyo. So please wish me luck with my new assignment. Then I can maybe avoid any further humiliations.

My aim is work on the following items in step one:

  • Dating system and Minigames: assist with the Dating system and several minigames. These will allow romantic, intimate but at the same time dynamic relationship building between the player and their favorite waifus. We always wanted to do those minigames as we understand there are gaps between the story, the missions and the adult content. By implementing minigames the story will make more sense and we will be able to contextualize many adult scenes.
  • Review and re-assess the reward system and the replayable missions. We understand there are design issues with the rewards and there is a room for improvement in the replayable missions.
  • Research the possibility of implementing a reputation system (copyright Halfpint ). This system is in an early brainstorming design phase, but I expect quick progress in the implementation phase once we agree on a solid, robust and scalable design concept.
  • Work on cutscene loading using some proprietary, new codecs to mitigate the video scattering issue

We are at 0.3 and I am genuinely convinced that we will have a really fun, high quality and enjoyable game once we deliver Subverse 1.0.

I wish you all a happy and peaceful holiday season, and I hope you all can stay safe from this new Omicron virus.

[hr][/hr]

…and that’s all for this entry, my friends!

May your holidays be full of warmth and cheer! Wishing you a new year full of peace and joy!

Fare thee well!

Bis bald,
Till Eulenspiegel

Version 0.3.201 (12/3/2021)

Bug Fixes
  • Fixed issue where receiving a bronze rank while playing a Space or Grid Combat mission would result in no experience or items dropping even though they would display on the endscreen.
  • Fixed issue if the user was due for a trophy to drop based on a character’s specified level on the endscreen but could not or did not transition to the next game section they would see an additional trophy added to their inventory-if the action was repeated there could be several. The user would not actually be able to have multiple trophies of the same kind on the wall, only see them in inventory multiple times.


Save Patches Applied
  • If a user is stuck on the Killi key fetch quest due to keys that did not drop, the missing keys will be added to the save file. Note: When continuing the game, anything that causes a gameplay event will trigger the next section pending that you were supposed to encounter next. Therefore, clicking the interact button on a planet, an interactable on board the Mary Celeste etc will cause the intended transition to progress to the next section.
  • Adds missing catalyst to create mantic if it did not drop.
  • Adds completed sections rank to save file if missing.
  • Removes excess trophy icons in inventory.


Notes

As stated in the bug fix section, the bronze medal bug caused several issues. Here is a list of the following areas that would have been affected; XP, Devotion, Pooter Points, Mantic XP and giftable items dropping. If you received a bronze rank from an initial playthrough of a mission (meaning not played again from the captain’s quarters) post the feature update, there is a chance you were affected by the bronze bug. Due to this, there are a couple of options to remedy the situation:

1) With each game update, a backup save file should have been created. If the file was created successfully and you still have it, it can be found here.

C:\Users\[Username]\AppData\Local\Subverse\Saved\SaveGames\
Example Save Game Slot 1-Backup-Dec 2 2021 1_55_03 PM-Version_ 0.3.0.sav
(Look for 0.3.0 as this was the save prior to where the bug was introduced on 0.3.2)

Backup any existing saves and make a copy of the save file associated with the 0.3.0 version and remove everything after the slot number so that you can restore your save prior to the update if you made progress. As a side note, you can change the numeric value from 1-3 as there are 3 defined slots in the game as of now and this will allow you to overwrite the correct one.

Example - Save Game Slot 1.sav

2) If the first option is not feasible, we will be providing save files for various points of the game so you are ready to go for the Taron’s block (which is next). These can be used if you notice that you are missing resources to unlock all the content or you would rather start from one of these points. You can place the save file here:

C:\Users\[Username]\AppData\Local\Subverse\Saved\SaveGames\

The saves will be provided in the bug-report section of the StudioFow discord channel.

If you feel you didn’t miss anything, you can simply resume playing the game.
Our ultimate goal is to of course ensure that everyone who owns the game gets to experience it without issues. We always aim to maintain the integrity of progress, but the risk of these kinds of things happening is a reality of Early Access as we tweak and add new features on the way to a 1.0 release. Our sincere apologies to anyone that was inconvenienced, and we will be extra vigilant in the future to spot these potential bugs. Thank you for your continued support!

December 2021 Q & A

Good tidings to all of our Subverse fans around the globe. It is once again your good friend Till here to provide some answers to some of the most frequently asked questions regarding the development of our very special space-titty project.

Q: What is the state of the Taron update and when can we expect a release? Sent from user Sprite

A: As previously announced, our goal is to increase the production of the game to the point where you have a new block of content every 3-4 months with a level of quality that such distinguished perverts as our customers deserve. We are happy to announce we are very confident we will hit that goal with Taron’s release!

Q: Can you provide some clarification regarding what is happening with localization? Has work already begun on this process? What about languages other than Chinese? Sent from many users

A: We can see there is some significant confusion over this process, so indeed - let’s clarify!

We want to be clear that we do not have an in-house localization team, so we need to rely on external support for this task. That is why we previously announced teaming up with one of the most experienced teams to provide Chinese localization.

We also have intentions to work with all of the wonderful communities that are laying the groundwork with their fantastic fan translations of the game. Community engagement helps a lot to speed things up a lot, so languages that have received support will be much easier for us to translate.

We are continuing to explore our options to deliver localization, but please note the members of our team researching this process are dedicated to a totally different part of the project than our game developers. That means, regarding localization, no time has been taken away from producing the game at all.

Also, we are committed to finishing the game first, before undertaking the challenging process of translating obscure sci-fi parody dick jokes into other languages.

Concerning other languages - here’s an alphabetical list that includes (but is not limited to) our planned localizations:

  • Chinese (Simplified)
  • Chinese (Traditional)
  • French
  • German
  • Italian
  • Polish
  • Portuguese
  • Russian
  • Spanish

As we alluded to above, if you do not see your language listed here - don’t worry! We will provide updates as our research continues and we find ways to meet the requests of all our fapping fans.

To reiterate, please rest assured we have heard your concerns about development potentially being impeded by this localization process, but due to the resource allocations that it has not changed our schedule at all.

Q: Can you explain the reasoning for the waifu release order thus far? Sent from user VincentValen

A: What a good question! Answering this is complicated (and proper elaboration would certainly require spoilers), but here’s what I can say without the team punishing me with many lashes to my bottom (though they have unfortunately already learned such discipline has the opposite effect on me):

DEMI had to come first as she is the mainframe of the Mary Celeste and the most “bro” of all the waifus. Also, her established history with the Captain makes it so she can serve as the best introduction to his romantic interests.

And here you can see the Captain being a total bro in return by making sure her outlets get the acceptable level of maintenance:



As the “Mother of Monsters”, Lily had to come second so we could introduce manticores into the game (and thus grid combat). Since she is also one of the more, ahem, easy to please waifus, it made sense that it would take less time for the Captain to earn her…trust.

Killision was chosen to come third for two primary reasons - she was a polar opposite in terms of personality and temperament to both Lily and DEMI, providing more variety for the player early in the game. Also, her pirate treasure map quest made for a perfect match when it came to introducing the navigation system of the game.

Ela was fourth because at that point in the narrative we wanted some major lewd event of rebellion to occur that would put the Mary Celeste on the radar of the Imperium, and Celestina/Kasidora in particular. We had always planned for her galaxy-wide broadcast of “Supreme Interspecies” to be part of her recruitment quest, so it was another perfect match.

All I can say about Taron is that while her quest to retrieve a brilliantly-designed dildo from the Imperium might seem narratively simple, it is actually one of the most important in the game.

The consequences of her recruitment will completely change the stakes of the story. You will just have to wait to see why!

Q: Loving the story, characters, and lore so far. Once the game is complete with a 1.0 build will the studio explore more with this universe and characters in any other forms of media, like more doujin or StudioFOW movies? Sent from user D-Scythe911 (N.T.)

A: That has always been the plan! We’ve already had talks about traditional Studio FOW movies that take place in the Subverse universe, or even doing more doujin in the future - though we are not announcing anything for certain now.

At the same time, we want to remind all of our fans that they can get lots of information about the Subverse universe right now in the game’s official wiki!

https://subverse.wiki/wiki/SubWiki



Our dedicated wiki team has done an amazing job with it, and even our developers and writers have been impressed with how accurate and detailed it has become. Please check it out and consider contributing if you feel like diving deep into the game and writing up lore-accurate paragraphs describing the genitals of each Subverse species.

Q: In the casting call for the Huntress, you specified wanting a non-American accent. In the end you chose to go with something neutral, basically TV-English. What led to that decision? Sent from user Ribonizer

A: That’s an interesting question! We had an initial concept in mind for all of the characters, but sometimes auditions happen and change our minds, or changes are necessitated by other technical reasons. In this case, it was both!

When the extremely talented Aria Lynn came on board, we found that her natural voice was such a better fit for the Huntress. She embodied the character so well, and it was much easier to understand and feel the intentions behind her threats of evisceration through the modulation filter utilized by the mask of her Hydrosuit.



Artwork by Dzung Phungh Dinh

https://www.artstation.com/artwork/ykwlW3

Q: Could you provide more details about what the "next evolution of the Pandora system" will look like?
Sent from user naanbread

A: Oh, the curse of game development! So many glorious ways to defile our daughters in the pipeline, so little ability to discuss them…

All I can say regarding this is that we have heard your feedback loud and clear. The changes are already in progress, and you can expect to read more details in another Dev Diary soon.

Q: Will we be getting more scenes with multiple girls in them? Sent from user thew0rlds

A: Yes! The more the merrier, after all.

Q: Can you include some kind of damage indication that matches physical and energy attacks to shields and armor? It’s frustrating to read every single unit’s details to correctly deal damage. Sent from many users

A: Great news - we already have this on our radar and are implementing a change to make sure that when you launch a weaponized wad of hot manticore cum at an enemy unit, you know it will be super effective. Expect to see this update soon.

Q: Will you include more difficult, tactical battles in the future? Sent from user Vitocast

A: Certainly, we will. There are optional encounters in the pipeline to become available as the game progresses that will be far more challenging than your typical recruitment or planet quest. They also include upgraded versions of the current enemy units. You will start seeing these battles soon.

Q: When will Johnny Sins be added to the game? Sent from user Lord Alubambe the 3rd

A: Mr. Sins already had his chance to fuck in space. Unfortunately, his crowdfunding was not as successful as ours.



Thanks again for your support of the game! We will see you again couple of weeks later for the holiday update.

Bis bald,
Till Eulenspiegel

Version 0.3.2 (11/24/2021)

New Features
  • Replayable Missions (Found in the Captain’s Quarters on the tablet next to the replayable dialogue sequence archive tablet.)
Tweaks
  • Added additional log prints to game on start to help determine cause of game crashing on startup for some users.
  • Spaced out distances between planets in Syf-iliz. Was possible for the player to end up inside both interaction areas and leaving one prevents interaction with the second in Navigation.
  • Made the anomaly scanned icon on the anomaly call out label more apparent in Navigation.
  • Additional optimizations were made during this patch to assist with the blurry textures during dialogue sequences and in general throughout the game.
Bug Fixes
  • Fixed issue where ability upgrade tiers were not accurately assigned to main characters in Grid Combat.
  • Fixed issue where clicking the help prompt during dialogue sequences triggers the game to save.
  • Fixed issue where if the player attempted to abort or restart a mission just before failing a mission in Grid or Space combat, this action could result in an infinite loading screen.
  • Fixed issue if gamepad lost connection or the joystick inadvertently pushed could cause cursor to disappear during PANDORA mode or during the dialogue sequences.
  • Fixed issue where on rare occasions two waves could spawn in at once in Grid Combat (Verris Dhalan & Ryoiki).
  • Fixed issue where on rare occasions if an enemy spawned in on top of an ally the enemy would die resulting in a Fatal Error crash in Grid Combat (Verris Dhalan & Ryoiki).
  • Fixed issue where the long laser beam’s movement could travel at a much higher than intended speed towards the player during the Kloi Armada Run mission in Space Combat.
  • Partially fixed issue where objects would not render in Kloi Armada run due to drop in frame rate at specific areas in Space Combat.
  • Fixed issue where explosions on small ships would have low res textures in Space Combat.
  • Fixed issue where in some areas of the game such as Gallery, the user could not see resource values exceeding 4 digits on board Mary Celeste where resources are displayed.
  • Fixed issue where Treni in App-Veger shows wrong faction on card in Navigation.
  • Fixed issue where Staging Post XYR-78 in App-Veger shows wrong faction on card in Navigation.
  • Fixed spelling error in CODEX entry Lanncunians in Navigation.
  • Fixed lore text error in Galactic Shopper in Navigation.
  • Fixed event text error in Xana in Navigation.
  • Fixed lore text errors in Marmani in Navigation.
  • Fixed punctuation error in T-51420 in Navigation.
  • Fixed event text error in Gault-57 in Navigation.
  • Fixed lore text error in Nebulast in Navigation.
  • Fixed lore text error in Halcyonaera in Navigation.
  • Fixed event text error in Halcyonaera in Navigation.
  • Fixed lore text errors in Veris Dhalan in Navigation.
  • Fixed lore text errors in Oshry’s Diner in Navigation.
  • Fixed event text error in Aeleria in Navigation.
  • Fixed event text error in Kuriualo in Navigation.
  • Fixed text error in Archives for Killi’s Vengeance (this also fixes the text error if this section was loaded from the save slot) on board Mary Celeste.
  • Fixed text error for Killi’s pose in Gallery.
  • Fixed speech bubble text, now reads, vagometer.
Known Issues (Does not include all issues)
  • A specific sequence of skipping during the end screen can cause the continue button to not show up. Possibly when the rank medal is spinning.
  • Some users have reported that If you delete an image that was posted in Captains Quarters, it defaults to the UV placeholder image instead of updating the pictures on the wall.
  • Framerate drop can cause Marcy Celeste to shoot out of jump-gate in Navigation.
  • Bridge projector fails to update color scheme throughout Mary Celeste consistently with the addition of Hydra Nebula.
  • Physics on dangling pieces such as tentacles or hair (i.e. Huntress or Killi) may clip through the character's body.
  • Yellow/White screen flashing artifact during space combat when using FXAA aliasing method. Most likely due to the lens flare.
  • On rare occasions, 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.
  • Hovering tool-tip text is covered by Subverse cursor.
  • Hovering tool-tip text for “Use Background Images” has the incorrect description.
  • Elaisha has some weightpaint-related issues in some of her Dialogue Scene idles.
  • Lily’s toes in the Full Throttle scene need tweaking.
  • Animation blending in You’re Mine now scene needs finalizing.
  • Cinematics Subtitles disabled for this release.
Notes
  • Replayable Missions: Due to this being a new system, existing saves will not be able to retrieve ranks but going forward ranks will track starting with version 0.3.2. By default, existing saves prior to this patch will be issued a bronze rank next to the replayable mission selection field. Although visually the previous acquired ranks won’t be seen, all resources (bio, tek, credits) acquired on the existing save will remain intact. With that said, if you improve your rank, you will receive the difference in resource amount-capping at the max of a gold rank. So once gold is received, no additional resources will be issued if replayed. Note, save files prior to this update may provide you the opportunity to gain a bit more resources by replaying missions if you had already received the rewards from a silver or gold rank. XP, devotion & items will not be affected by this since these are consistent regardless of rank during the initial playthrough of a mission. Therefore, no additional XP, devotion or items will drop when replaying a mission.
  • Optimizations: The goal is to make some more impactful improvements on the next content release which could not be achieved on this patch.