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An update on updates: A sneak peek on what's next for It's Only Money

Hey everyone,

We hope you enjoyed the start of Chapter One, and thank you to all those who've expressed their excitement, helped us nail down on bugs and continued to suggest where they want the future of It's Only Money to go.

We thought now would be a good time to address updates and how we want to handle them post launch of Chapter One. Chapter One was a big update for our team of 5, which we developed simultaneously with over 30 weekly updates along the way throughout Chapter Zero. As you can imagine, not only was it a fairly full-on development schedule making new content, but equally time consuming packaging and testing those builds and quite often tearing it down and starting over when we found a bug (or 50).



While we're proud of our ability to rapidly iterate with lighter pieces of content while working on a more substantial larger chapter update simultaneously, however it also meant we had to scope specifically to hit a weekly target. That meant some of our more exciting ideas falling by the way side. A lot of the suggestions we get here on Steam, or in the Discord community align with where we want to take the game, however, some if not most of those suggestions would take more than a week, so naturally finding time to manifest those ideas can be tricky.

From today, we're going to address what we're working on ahead of time, with a larger picture of what the game should encapsulate by the time we arrive at Chapter 2 and beyond. We're going to release updates with new mechanics, features and content as we finish them, as opposed to holding them off for a larger update down the road. This'll lighten the burden on us as a team having to dedicate days to QA'ing a weekly build, and get content in the game faster. This is not to say we won't move immediately on crippling bugs, or throw in a lighter update here or there if we want add more Weiner badges, missions or clothing pieces. Our ability to rapidly iterate is a strength of the game and studio we don't want to leave behind.



Looking forward, our road to Chapter 2 is going to have a focus on improving the vehicular experience. A long standing request from the community is the ability to buy and customise vehicles. Additionally, we want to add new types of vehicles to drive, better and more robust driving behaviour from AI, including police chases. We want to overhaul the way the vehicles respond to crashes with a new damage system, and improve the ways you can steal vehicles and give you more reasons to care about doing so.

So, let's look at the first portion we're working on: Purchasing Vehicles and Garages

Several garages will become available to purchase in Rockhaven and doing so will be essential to store a huge fleet of vehicles. From anywhere in the city, you'll be able to use a new application on your phone, "Valet", to have any one of your vehicles delivered to you. Be sure to tip the delivery driver, as the more you do, the more his service will improve, and of course, you'll be in for some sweet rewards.





So, where do you get vehicles? Dealerships, of course. Different dealerships throughout Rockhaven will offer different vehicles and vehicle types for purchase. Big O's might have a sensible sedan for the family oriented criminal, while 4 Real Automobile is more than happy to sell you a lawnmower. Customisation will come in a later update, but at the very least, you can select a sweet paint of your choice to start off with.





We're happy with how the system is shaking out, and as soon as we've polished it up with some sounds and fancy feedback elements, we'll put it out with some accompanying general improvements, missions and other minor additions. Then we'll talk about what's next in a blog post like this, shape it up and ship it out to everyone.

Infact, we've already started prototyping out the next phase: Bikes and other two wheeled vehicles. The results? Doing a bunch of sweet stunts through Rockhaven.







Keep the suggestions coming along the road to Chapter Two, and we'll keep you posted along the way.





Hotfix #12 Now LIVE

Hey everyone,

Just another small hotfix to address some issues raised to us over the weekend. We expect to ship out another one either later today or tomorrow to continue attacking several issues we've managed to reproduce.


FIXED:

- Abduction minigame fixes for clients (UI/Handling/General game logic)
- Fixed client controls not responding in Gorb Rush
- Several fixes for Vacuum Cleaner item
- Several fixes for Homies pathfinding and logic when following a player
- Fixed nearby MOVR trucks despawning when a player is close
- Fixed Takeover marker from constantly appearing while doing other content
- Fixed Healing Robot not healing friendly homies
- Added appropriate collision to "Weiner Trophy" so it can be manipulated in AsbestOS
- Dr Powicks upgrades should now replicate properly in Multiplayer sessions

KNOWN ISSUE TO BE ADDRESSED TODAY:

- Sometimes upon completing an abduction mini-game as a client, all Australian Spy Balloons may pop. This seems to happen most frequently when launching the minigame from the Undercity. We expect to have this fixed by the end of today.

Hotfix 11 NOW LIVE

Hey everyone, just a small hotfix coming in to address a few issues with the Chapter One launch!

Fixed:

- Markers should now wrap around the screen
- Toilets removed from the inaccessible prison
- Zeta points should now save between sessions
- Added ability to disable force feedback/vibration

It's Only Money Chapter One Begins



Hey everyone,

As of now, Chapter One is deploying and going live. This is a major milestone and update for our team and for the game itself, but the train doesn't stop here!



The start of Chapter One includes:

- New combat moves available at the Dojo
- New Missions
- A new UFO repeatable minigame with exciting rewards
- An overhaul to the Homies system, which allows them to follow, fight and contribute to your misdeeds in the streets
- New properties
- A new Crookbook game that can be played singleplayer against your AI homies (or with friends online!)
- Dr Powick brings player upgrades to the Undercity! Expanded wallet capacity? More carrying capacity? Teleports to your friends? You got it.
- And our first Takeover mission, including a boss fight against Maude, the first of the Mayors lieutenants.
- Various performance improvements across the hardware spectrum

And more!

Again, this is the start of Chapter One. We're settling right in on new content, bug fixes and of course, attacking the ever shifting performance target. To give new players an idea of how we approach It's Only Money, here's a quick summary of what we achieved and added throughout Chapter Zero (or you could check out our update history!) :



Our game and community mean the world to us, and we're going to keep on cracking. Shortly after the launch of Chapter One we're expecting to ship a few hot-fixes to alleviate any issues we missed while testing, then it's straight back into building and releasing more content.

We plan to post a new blog about how we're going to better approach our content pipeline going forward, and we think you'll all be excited for what we've got in store.

Thanks for waiting and if you're just joining us, Welcome to Rockhaven.

It's a weird place, and it's only going to get more bizarre in 2024.

- The Usual Suspects team

It's Only Money Chapter One Begins in January



Hey, everyone!

We've been working away on the Chapter One update, and we're pleased to announce that we'll be dropping it mid January.

While we wanted to get it out in time for Christmas, our team recently had an outbreak of Covid and despite our best efforts to push through, there's still a few bugfixes and improvements we want to make before letting the update roam free. Additionally, we want to be on deck when the update goes live incase there's any issues that need immediate fixing, so January made the most sense.

Before we preview what's coming in Chapter One, we wanted to say another round of thanks to those who joined us on our journey through Chapter Zero. It meant a lot to have such great feedback, reports and suggestions from the community who've found the game, and working together we pushed a significant amount of updates to the title, especially for our team size and resources.



The updates ranged from light to significant, and we hope y'all will continue to help us guide It's Only Money to be the best game it can be throughout Chapter One and beyond.


So let's talk about what's coming out the gate with Chapter One:



Takeover Mission:

Off rip, the most major portion of the Chapter One update is your first strike against the Mayor. The first Takeover mission, Eternal Pastures, requires you and your homies to infiltrate Eternal Pastures: A communications center disguised as a retirement home, ran by Maude, one of the Mayors most trusted lieutenants.

This is our largest mission yet and features multiple types of gameplay, including using a turbocharged vacuum cleaner to destroy Eternal Pastures from within, culminating with a boss fight against Maude atop the structure itself.

Player Upgrades:


One of the most highly requested features from the community was a way to upgrade things like cash and carrying limits. The Undercity's newest resident, Dr Powick, has constructed a machine below to handle these requests and more. The first slew of upgrades you can purchase allow you to teleport to friends, increase limits and more!


Homies Refactor:

In Chapter Zero, your Tenants that you freed and housed did little more more than hang out at home, but with the launch of Chapter One tenants become AI Homies. You can ask your Homies to follow you around, do missions, play crookbook games and more. The more you hang out, the more EXP they'll earn, with each level providing a statistical benefit. Additionally, decorating their homes will provide bonus points into one of the three categories. We're looking forward to utilizing the Homie refactor in future gameplay mechanics including businesses, but there's no need to wait, you'll need to pick your favourite homies to accompany you when you raid Eternal Pastures.

New Combat Moves:

Return to Awesome Dragon with the launch of Chapter One and experiment with the new moves that await including:

- Snail Tank 5000: A technique that summons a Mecha-Snail that fights on your behalf
- Wee-Wee Scream: Unleash a primal scream that stuns all enemies in an area and causes an unfortunate accident
- Healing Robot: Deploy a modified portable vacuum cleaner that heals all friends within range
- Magna-Thief: Pull out a massive super magnet to rip weapons from the hands of enemies straight into your grasp for immediate payback.

New Crookbook game, Gorb Rush:

Meeting Gorbin and completing his mission will unlock Gorb Rush, the new CrookBook game where you and either 3 friends online or your AI homies (Yes, if you don't have friends to play online with, you can play the new CrookBook game!) are suspended atop a tower in Gorbs, fighting to see who's the last one standing on an ever shrinking platform.

Meet Ebe, and abduct people for him:

The newest unfortunate resident of Rockhaven is EBE, an Alien who's crashed his ship thanks to one too many whiskeys. Help him in a new minigame abduct the citizens of Rockhaven, and be rewarded with interstellar goods as you complete his shifts.

But hey, take a look for yourself:


[previewyoutube][/previewyoutube]

The above and more are just the start of Chapter One, and we're excited for everyone to get their hands on it - and yes, just in-case it needs clarifying: Chapter One is FREE. You've already paid your entry fee to all content by joining us on this Early Access journey, and we can't thank you enough.

As we move closer to release and beyond, we'll outline our plans for content going forward and how we plan to deliver it, as well as keeping an eye out for interesting community suggestions that we can reasonably work in, too.

Have a great and safe holiday everyone, and let's hit the new year running.

- US Team.