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ProtoCorgi News

Update 1.1. The Mutator Update has been released!


Hello Everyone,

Mission Control here!
We are pleased to announce that ProtoCorgi version 1.1 is out!. This patch is composed of new features and improvements to the common issues we spotted in the game. Thanks to all of you for your feedback!. This patch has over a hundred fixes!. Here are the highlighted changes:

New Content:


[h2]Change gameplay rules with Mutators![/h2]
Do you want to play against the time for score, a pacifist mode with his own rules, shoot only bark instead of using a turbo control, disable or revert features from the patch 1.1?, Mutators does that.

[h3]Caravan Mode Mutator:[/h3]
[previewyoutube][/previewyoutube]
Bullet has a timebomb that will explode!. Adds time limit to the game. When active, add the timer to Campaign stage, Training Stages and ProtoCorgi Maker stages. This combined with the Training power up selection and abilities mutators, creates interesting short score runs. Default value is OFF.

[h3]Unstoppable Caravan Mutator:[/h3]
If activated, stop time doesn’t stop the caravan timer. Default value is OFF.

[h3]Pacifist Mutator:[/h3]
[previewyoutube][/previewyoutube]
Disables damaging abilities from the player. Default value is OFF.
Overhaul of the pacifist mode, now it's a real gamemode. Changes the following rules:
  • Absorbed bullets give 10000 points.
  • Absorbed bullets reduce the boss timer by 1 second for each one.
  • Increased enemy bullets speed.
  • Changes bosses patterns.
  • Forces the game to one continue.

If the game is completed in this mode, the pacifist achievement is always awarded.
As a recommendation, unlock all abilities before trying this mode, use absorb to reveal hidden chests and don't be ashamed to lower the difficulty.

[h3]Bark Only Mutator:[/h3]
[previewyoutube][/previewyoutube]
Players can only bark and use animal spirit/absorb/stop time/bombs. Default value is OFF.
Changes the following rules:
  • Hold shot replaced by a turbo bark.
  • Forces the game to one continue.

This mutator is aimed to help users to unlock the Bark only achievement and collet 500 fruits achievement.

[h3]Hyper Bark Mutator:[/h3]
[previewyoutube][/previewyoutube]
When the BARK bullet hits a chest or a fruit, the BARK powers up, increasing its damage and size. This can be chained. Default value is ON.

[h3]Auto Bomb Mutator:[/h3]
If the player has a bomb without use, that bomb is automatically used on death with a bit of invulnerability time instead of dying. Basically bombs are an extra life. Default value is ON.

[h3]Score Extra Lives Mutator:[/h3]
Get extra lives from the score!. Extra lives at 500000, 2000000, 5000000, 10000000, 25000000, 50000000, 75000000, 100000000 points and then for every 100000000 points. Default value is ON.

[h3]Fruit Extra Lives Mutator:[/h3]
Get extra lives for every 100 fruits!. Default value is ON.

Here is a video showcasing Auto Bomb, Score Extra lives, Fruit Extra lives and the new game over screen:
[previewyoutube][/previewyoutube]

[h3]Animal Spirit Mutator:[/h3]
Enable or disable the animal spirit without resetting the game. Default value is Enabled.

[h3] Absorb and Stop Time Mutator:[/h3]
Enable Stop Time and absorb/Enable absorb/Disable. Changes the absorb/stop time state without resetting the game. Default value is Enable Stop Time and absorb.

[h2]New Features![/h2]
[h3]Sound Test Mode:[/h3]
Bullet is hosting an intergalactic Party and you are invited!
At this party you can relax listening to the ProtoCorgi’s music and sounds!


[h3]Improved Game Soundtrack:[/h3]
Inspired by the warm reception, Francisco Cerda has achieved the seemingly impossible by enhancing ProtoCorgi’s soundtrack!. To hear a preview of the improvement, check out this video showcasing a comparison between the old and new version of the High Scores song:
[previewyoutube][/previewyoutube]

[h3]Power Up training selection:[/h3]

Select the starting power ups before a training stage!

[h3]Improved accesibility:[/h3]
Revamped Pause menu! We know that some people have been confused by the original ProtoCorgi pause screen. To remedy that we decided to made a new redesigned pause menu. We changed the color of the message tooltip to brown and the possibility of modifying some options without the need to leave a session.
[previewyoutube][/previewyoutube]
One of those new options is brightness support. This change aims to make the game more accessible, as we heard some players had trouble distinguishing enemies, bullets and the background. We hope this can fix some visual problems on ProtoCorgi.
The new options are:
Hitbox minimum opacity = how visible is the player hitbox when it is far from danger.
Background brightness = self explained
Effects brightness = brightness on explosions, particles, full screen explosions, etc
Snack brightness = brightness of the snacks that orbit around Bullet’s combo
Ally bullet brightness = brightness of player shots
Score brightness = brightness of the score texts that come out when you get points

[h3]Code for State and Options of the game:[/h3]
The game offers a code visible all the time that represents the state and options of the game, this was implemented for debugging purposes, but we exposed it for streamers and score runs.

The code visible in the picture (C221000HASFAS-LP-) means a setting or achievement state for each letter.
Here is the list of possible values:
Letter 1: is Tutorial (L),is Training (T), is Training section (S), is Campaign (C), is a ProtoCorgi Maker Level (E)
Letter 2: Difficulty level, a number from 1 to 9, where 1 is easiest mode and 9 is the hardest.
Letter 3: Starting lives, a number from 1 to 9.
Letter 4: Starting continues, a number from 1 to 9.
Letter 5: Unstoppable caravan mutator enabled (U), Disabled (0)
Letter 6: Pacifist mutator enabled (P), Disabled (0)
Letter 7: Bark Only mutator enabled (B), Disabled (0)
Letter 8: Hyper Bark mutator enabled (H), Disabled (0)
Letter 9: Auto Bomb mutator enabled (A), Disabled (0)
Letter 10: Score Extends mutator enabled (S), Disabled (0)
Letter 11: Fruit Extends mutator enabled (F), Disabled (0)
Letter 12: Animal Spirit mutator enabled (A), Disabled (0)
Letter 13: Stop Time and Absorb mutator enabled (S), Absorb only mutator enabled (A), Disabled (0)
Letter 14: Bark achievement state: (-) waiting for bark, the user should bark at least one time to unlock the bark achievement. (B) Bark achievement active. Red cross over the letter means the achievements have been lost.
Letter 15: One Life achievement state: (L) achievement active. Red cross over the letter means the achievements have been lost.
Letter 16: Pacifist achievement state: (P) achievement active. Red cross over the letter means the achievements have been lost.
Letter 17: Finish the game in a specific difficulty achievement state: (-) difficulty too low for the achievement. (H) corgiest difficulty achievement active. (I) ultra nightmare difficulty achievement active. Red cross over the letter means the achievements have been lost.

[h2]Fixes and Balance:[/h2]
  • Change side is unlocked from the start and it's faster.
  • Increased the invulnerability time and improved the visual effect. Shows a shield animation when the player has respawned or an auto bomb has been triggered.
  • Improved the power up attraction algorithm
  • Improved power ups clarity, icons better represents each power up type, the player has visually different satellites for each power up and spawn an informative text with which power up has been picked up.
  • Added input buffering for the Bark bullet, this fixes the feeling of "losing input" when mashing the Bark.
  • Absorb can reveal hidden chests, this creates a way to get chest fruits in pacifist mode.
  • Absorbed bullets award 100 points. It's more a tool for showing how many bullets are absorbed than a score feature. In pacifist mode this score is 10000 and is one of the ways to get extra lives.
  • Game uploads the high score and fruit score from the best continue instead of the last one, and the pause menu shows the current best continue score.
  • Bark customization is available from the start.
  • Increased the power of the Player missiles, options and bombs. This fixes the feeling of being weak with certain power ups combinations.
  • Bosses have a timer per phase and score per phase instead per battle. This makes pacifist runs more fun to watch and open more scoring options.
  • Bosses and big enemies have overall less health, but they are more aggressive, and some boss patterns have been changed.
  • Stage 1 Section 2, Stage 2 Section 4a and Stage 2 Section 2 reworked because of the power increment of the player.
  • Fixed repeated highscores in the leaderboards.
  • Added support for the visible inputs for the smaller hud.

There are hundreds of fixes and changes, if you want to read all of them, they are available here:
ProtoCorgi 1.1 Full Patch Notes

This concludes today’s transmission. However, remember that we have an official ProtoCorgi FAQ on our website, which we update periodically. For the latest news about ProtoCorgi, follow us on our official Twitter and Facebook pages, and if you want to meet the ProtoCorgi community, we’ve got you covered with our Discord channel and our Steam forums.

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*Mission Control, signing off. Over*

ProtoCorgi wins the Best Audio in the EVA 2023 awards and more Surprises!



Mission Control here!

First we wanted to thank all of you who contributed to the victory of Bullet in the Best Audio category in the Eva 2023 awards. A special shoutout goes to the incredible team behind ProtoCorgi, with a special nod to the musical mastermind responsible for the soundtrack, Francisco Foco.
Watch the award-winning moment here:
[previewyoutube][/previewyoutube]
Remember, the official ProtoCorgi Soundtrack is available to purchase here:
Official ProtoCorgi Soundtrack
This version features unique and enhanced renditions of the game's themes. In some songs, such as DogEscape, virtual instruments have been replaced by live studio recordings of Rhythm Guitars, Violins, Trumpet, French Horns, Flutes and Piccolos. Please keep in mind that you are welcome to use ProtoCorgi’s themes in your streams, as long as you give credit to the game and Francisco Cerda.

But hold your Corgis, because this transmission is far from over! As congratulations for your support, we are happy to announce that in Patch 1.1, we’re introducing two new features focused on the soundtrack:

[h3]Sound Test Mode:[/h3]
Bullet is hosting an intergalactic Party and you are invited!
At this party you can relax listening to the ProtoCorgi’s music and sounds!


[h3]Improved Game Soundtrack:[/h3]
Inspired by the warm reception, Francisco Cerda has achieved the seemingly impossible by enhancing ProtoCorgi’s soundtrack!. To hear a preview of the improvement, check out this video showcasing a comparison between the old and new version of the High Scores song:
[previewyoutube][/previewyoutube]

But that’s not all. With the release of ProtoCorgi Patch 1.1, we will be resetting the highscores on PC platforms. Don’t worry, your highscores aren’t lost, the top valid scores will be displayed on our website. This is your golden opportunity to submit your best runs on Twitch or Youtube, share them while linking to Kemono Games social networks, and secure your place in ProtoCorgi history!, If you’ve already recorded a top run, feel free to share it with us too!.

This concludes today’s transmission. However, remember that we have an official ProtoCorgi FAQ on our website, which we update periodically. For the latest news about ProtoCorgi, follow us on our official Twitter and Facebook
pages, and if you want to meet the ProtoCorgi community, we’ve got you covered with our Discord channel and our Steam forums.

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*Mission Control, signing off. Over*

Bullet’s journey to version 1.1


Hello Everyone,

Mission Control here! first of all we want to thanks to all of you who has purchased and supported ProtoCorgi. The game was released in july 15th and since them the reception of the game has been mostly positive, and we’re really happy and proud for that.

So, we are working on the version 1.1 of the game. This patch will be focused on improvements and solutions to the common issues we see looking at the livestreams and comments of the game. This is a sneak preview of what we’re working.

The first big change is the revamped Pause menu! We know that some people have been confused by the original ProtoCorgi pause screen. To remedy that we decided to made a new redesigned pause menu. We changed the color of the message tooltip to brown and the possibility of modifying some options without the need to leave a session.
[previewyoutube][/previewyoutube]
One of those new options is brightness support. This change aims to make the game more accessible, as we heard some players had trouble distinguishing enemies, bullets and the background. We hope this can fix some visual problems on ProtoCorgi.

The new five options are:

Background brightness = self explained
Effects brightness = brightness on explosions, particles, full screen explosions, etc
Snack brightness = brightness of the snacks that orbit around Bullet’s combo
Ally bullet brightness = brightness of player shots
Score brightness = brightness of the score texts that come out when you get points
[previewyoutube][/previewyoutube]
Probably the biggest change is in the BARK shoot: the original bark is designed as a neutral, low power, safe shoot, just in case the weapon upgrade picked is not the best. The bark can be used to pick fruits and reveal hidden chests. The bark is also consumed in this action, as we placed the chests in a way that they should not block user shoots from approaching enemies. Still as we have multiple difficulties with level designs changes, this is not easy doable and there is still missing places where the user can get killed by the chests or fruits consuming bark bullets.

The most offending place we can think of is the one shown in this video in pup/puppest difficulties:
[previewyoutube][/previewyoutube]
So we could balance the whole game by moving the chest in different difficulties to fix the problem or we could redesign the bark in a way that this doesn’t happen.

We choose the second option. We plan to implement the HYPERBARK mechanic, when the Bark bullet hits a fruit or a chest, instead of consuming the bark, the bark gets powered up, increasing the size and the damage and this can be chained.
[previewyoutube][/previewyoutube]
We think this is the best solution for the problem that creates new strategies and open for better level design ideas with the chests.

There is also some small changes and some surprises that we don’t want to reveal right now, but those are by far the most important. Of course we are open for feedback if you want to suggests some ideas, and please don’t forget that we have an official ProtoCorgi FAQ in our website that we’re updating from time to time. For our latest news about ProtoCorgi we have our official Twitter and Facebook sites. Also if you want to meet the ProtoCorgi community we also have our Discord and our forums on Steam.

Once again thanks for your support! let’s keep spreading the love for Bullet!


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*Mission Control, signing off. Over*

ProtoCorgi Soundtrack Released!



[h2]Greetings Everyone![/h2]

Mission Control here!

Our dear composer Francisco Cerda has released the long awaited soundtrack for ProtoCorgi on Bandcamp.

You can get it on the following link and support his work, while also enjoying extended versions of the game's music with additional bonus content:

https://franciscocerda.bandcamp.com/album/protocorgi-original-soundtrack



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*Mission Control, signing off. Over*

ProtoCorgi 1.0.437 Patch - Crash Fix and Hats!

[h2]Greetings Everyone![/h2]

Mission Control here!
Bullet friends has been working tirelessly to address some of the issues discovered in the release.



ProtoCorgi has been updated to the version 1.0.437.
Here are the most important changes:

[h2]Fixed Achievement Related Crashes:[/h2]
We have resolved the most frequently reported issue in the game, which involved crashes ocurring after defeating the Boss in Stage 1 (Nick Justice). This crash affected all achievements of the game. The problem was traced back to a recent update to the Steam's GUI, which caused an error in our Steam implementation. This explains why this issue slipped through our rigorous Quality Assurance process. Rest assured, the problem has been fixed and Bullet can now continue his journey without any interruptions.

[h2]Hat Modding Support!:[/h2]
Bullet can now wear hats!

Initially an exclusive feature in the PC Closed ProtoCorgiStreamerVersion, designed to customize the build for streamers, we didn't want this feature to go to waste. Therefore, we have incorporated it into the full game, allowing you to modify Bullet with your favorite hat. Because this feature was used internally by us for customize the build for the streamers, the implementation is very rough, but in short place a PNG file in a predetermined path within your save folder, and the image will appear on top of Bullet!.
We have prepared detailed instructions to use this feature for PC, please refer to the following link:
ProtoCorgi hat modding guide.zip

[h3]Steam ProtoCorgi Patch Notes 1.0.437[/h3]
  • Fixed crash related to Achievements.
  • Merged Hat Modding Support.
  • Fixed pup being harder than puppest at stage 2 section 2, due to an incorrect setup flag in The Mola Mola rails.


If you have any questions about Bullet’s mission or spot a new crash in this version, ask away on the forum or on our Discord channel! We here at Mission Control are always happy to help.

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*Mission Control, signing off. Over*