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Flavors of Desires News

Steam Deck Compatible!

I'm happy to announce that the game just received official full compatibility with the Steam Deck! That also means other handheld devices should work well.

It took longer than I thought, you might have seen the recent few updates that increased UI font sizes. I also changed a bit in the way the game works so it runs through Proton this time instead of native Linux. But if it works - it works.

The game utilizes a full 16:10 aspect ratio for most of the time, but sex scenes are locked to 16:9 with black bars at the top and bottom of the screen.

Enjoy!

About using PlayStation controller

To see PlayStation-style icons when using an external PS controller, you should disable Steam Input.
Go to the settings [cog icon to the right], then "Properties...", go to "Controller", and in "Override for ..." select "Disable Steam Input". You can switch between controllers at any time - the game engine will handle the display of glyphs upon pressing a button.

Patch 1.1.1

1.1.1
- more adjustments for Steam Deck compatibility - mainly font size increase in some places

Version 1.1.0

1.1.0
- fixed incorrect scaling on Steam Deck native when choosing "Windowed" mode
- small UI adjustments to increase readability on smaller screens
- replaced 2D animation backend
- removed leftover, unused files
- ported to newer engine version... and reverted back - might cause new bugs

This back-and-forth + new backend caused the increase in the file size of the patch.
As always, let me know if you encounter any issues on the Steam Community Hub:
https://steamcommunity.com/app/3411490/discussions/

Patch 1.0.7

1.0.7
- changed card UID generation ranges, hopefully it will fix rare issue connected with deck when IDs overlapped
- added post-load fix that removes "null" value from deck - probably an item, no clue why it got this value
- added a fallback for some events not spawning on 3D map - you might need to reload or re-enter the map

I assume that when ID's overlapped, one of them got corrupted in some way - the engine could only perform one operation, but since there were two objects to work on, it messed up the other one.
I have no idea why certain event did not spawn, I assume a frame "didn't click" and function wasn't executed. I added an additional check if we queued the event to visit but it did not appear in map.

Patch 1.0.6

- redesigned controls and inner logic in fishing minigame to make it more intuitive and accessible, it now has additional keyboard controls and controller behaves more naturally ; it should remove an edge case bug where the frame did not move at all or "snapped" to edges and center

While it changes how this minigame works, I find it a tiny change overall, and probably you wouldn't notice it if you're in the middle of the game - except if you're using a controller, but now it's more intuitive, just push the joystick to the edge instead of fiddling with it.