Others Crisis Point: Extinction [v0.47] [Anon42]

4.60 star(s) 29 Votes

Rape Lord

where is GRIMHELM
Donor
Oct 16, 2018
58
71
Patreon won't allow it
literally got taken out because of Patreon, mod just puts some of it back in. It'll never happen.
yeah, this is cut content. it's VERY unlikely to ever return. Anon42 even had a discussion about it a while back. not the direction they want to go in.
adding a setting to change enemy interaction without explicitly calling it noncon would probably work.
 

Rape Lord

where is GRIMHELM
Donor
Oct 16, 2018
58
71
You're missing the point. Here, I'll emphasize it for you:
i read that post ages ago. dont assume im some wretch that only reads the latest comments lol. were it not for that post, i wouldnt have brought up the mod, and it wouldnt even exist.
 

bin g_

New Member
Dec 14, 2022
6
0
I just unlocked the hoverboots and wall jump. I'm stuck as to where to go now? I also hear that there's a debug menu I can access if anyone knows how
 

Kruggov

Member
Jun 8, 2020
123
87
I just unlocked the hoverboots and wall jump. I'm stuck as to where to go now? I also hear that there's a debug menu I can access if anyone knows how
It's in the summit - there are areas there that require hoverboots or walljump to get through. The debug menu unlocks once you reach the end of that. Do note that the debug menu unlocked is not saved, so you have to reunlock it on every game restart.

There are also two health ups that you can only get with infinite jumps debug option active, one near catacombs/green zone border, another in the sumberged area.
 

bin g_

New Member
Dec 14, 2022
6
0
It's in the summit - there are areas there that require hoverboots or walljump to get through. The debug menu unlocks once you reach the end of that. Do note that the debug menu unlocked is not saved, so you have to reunlock it on every game restart.

There are also two health ups that you can only get with infinite jumps debug option active, one near catacombs/green zone border, another in the sumberged area.
is it the one with the rising platformes and precision dashing? also how do i unlock the gallery for the bosses? did i have to lose to them before hand to unlock them in the enemy room at base camp?
 
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Elf Truck

New Member
Feb 1, 2023
9
7
It is, only the update speed is super slow. Other than the gameplay and engine (?) improvement patch from the last year there is hardly any new content in the last... few years :HideThePain:

Which is a shame, porn game platformers are usually awful, this is one of the few good ones. Hope they pick up the pace this year, but I wouldn't bet on it.
 

Dave1337

Newbie
Feb 7, 2018
93
53
Seems like I cant add enemies to the scenes in the camp.
I was fucked by three of these
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and yet if I go to the elevator to see my captives/ the gallery, I press W, Up, same on thhe controller but absolutely no added enemies. If I dl the Gallery, it works. But not on all of them.

And is the scene with
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replayable somehow?
 
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nless03

New Member
Feb 27, 2022
4
7
Hey there, does anyone know how to get this upgrade? It just seems impossible to jump upward from down there. The wall jump doesn't work either.
View attachment 2641921
For this specific upgrade, you have to use the stomp mechanic on the enemy that follows you around underwater (the one that you see in the screenshot). It's not that complicated, but it can get pretty annoying if you're not used to the game
I completed the game 100%, then I made a low% run in hard mode (without dying, without exploiting the hentai mechanic, so not a single enemy fucked Alicia, without upgrading the hp bar at all, and avoiding to kill as many enemies as possible, so they wouldn't show up in the gallery room), and let me tell you that this shit can be hard.

I think I even found a glitch in the 0.45 version that allows you to skip the third boss fight against the girl. I don't know how it happened, but it didn't trigger the battle, so I got the boots upgrade without having to fight her (I also did the fight legitimately in low% and it's a fucking pain in the ass, lol)

This is for the dev: If you see this, keep it up! This game is super fun. I hope you get better with all of the depression shit and stuff! Take some rest if you need it :)
 

-MK-

Newbie
Aug 24, 2020
67
56
Seems like I cant add enemies to the scenes in the camp.
I was fucked by three of these
You don't have permission to view the spoiler content. Log in or register now.
and yet if I go to the elevator to see my captives/ the gallery, I press W, Up, same on thhe controller but absolutely no added enemies. If I dl the Gallery, it works. But not on all of them.

And is the scene with
You don't have permission to view the spoiler content. Log in or register now.
replayable somehow?
have you tried walking left or right to see the other rooms? it's less an "elevator" and more "1000 rooms somehow compressed into 1"
 

Dave1337

Newbie
Feb 7, 2018
93
53
have you tried walking left or right to see the other rooms? it's less an "elevator" and more "1000 rooms somehow compressed into 1"
Sorry for being a bit unclear: I mean within the scenes. For example I cant add another sentry, nor the cockwasp.
If attacked I get fucked by up to three cockwasps. Control seems buggy in the gallery. Except BE, nothing works.
 

-MK-

Newbie
Aug 24, 2020
67
56
Sorry for being a bit unclear: I mean within the scenes. For example I cant add another sentry, nor the cockwasp.
If attacked I get fucked by up to three cockwasps. Control seems buggy in the gallery. Except BE, nothing works.
ah
I think the current gallery is a bit behind the game. not many enemies will have 3way animations available. most should have the BE though
 

lolproglad

New Member
May 12, 2018
10
4
Sorry for being a bit unclear: I mean within the scenes. For example I cant add another sentry, nor the cockwasp.
If attacked I get fucked by up to three cockwasps. Control seems buggy in the gallery. Except BE, nothing works.
Had same problem with noncon mod installed.
 

Anon42

Member
Game Developer
Jan 30, 2017
401
1,654
Hey folks, Anon42 here - the actual Anon this time, not Puffernutter. Sorry we haven't been posting updates here in a while; progress is still happening, slowly but surely. Puffernutter is dealing with a lot of her own mental health issues, so for the time being I'll be taking over on forums again.

I'll be completely honest: this isn't directed at anyone in particular, the VAST majority of people here on the forums are incredibly kind and pleasant, but the toxic 1% of comments, no matter how justified their criticisms are (and there are LOTS of legitimate reasons to criticize me) can make it really hard to want to keep up with forums sometimes. Because of that, I don't expect to be as active on here as I used to be, and I hope you can understand that. Still, even if I'm not in here responding to comments all the time, I want to at least be better about posting development updates everywhere, so y'all can keep up with how things are going!

We'll start here, with the links for the past few update posts - you can read these even if you don't have a Patreon account:

12-10-2023 (Medication, story rewrite progress, camera movement, zooms, and more!):
1-2-2024 (Happy New Year! Moving forward + v0.47 plans):
1-28-2024 (Streams, recolors, and cutscenes):

And today's post, which you can read at the link below if you want, but I'll also be posting the entirety of it here!




Hey everyone, time for another CPE development update! We're halfway through February now, and it finally feels like the pieces are starting to fall into place. Admittedly, most of the past few weeks was slow going, so this isn't going to be a huge update or anything - but the last week specifically I've been really picking up speed, and I'm feeling good about it!

Before anything else, I should probably address the lack of streams, yet again - I'm really sorry it keeps happening! I really do want to get back into it, the main problem right now is just my sleeping schedule. Basically, I've been going to sleep at around 8-10 AM, and sleeping through the daylight hours, which doesn't work great for streaming - especially since Orex is on the polar opposite schedule, so even if I did stream super late at night, he wouldn't be able to join me. Since 2024 started, I've tried to correct my schedule at least 4 times, and every single time, I end up back on the late night hours within just a few days. For those of you who don't know, I've always had intermittent insomnia; it's gotten a lot better as I get older, but it's still something I have to grapple with occasionally, and right now it's definitely been flaring up and making it difficult to control my schedule. Luckily, as someone who works from home this isn't an absolute dealbreaker, but it is obnoxious and I'm hoping to be able to get it under control again soon.



In any case, though, the lack of streams does not mean a lack of work! I finished up importing the new versions of all of Alicia's gameplay AND cutscene animations, so outside of H-scenes, pretty much all of Alicia's animations are recoloring properly. This also included a rewrite of the Blaster recolor shader, to make it work like Alicia's much more efficient recolor shader. We still need a proper UI for selecting which recolor to use (which I plan on adding to the menu options at a save point), but once that's done and all of the H-scene recolors are ready, the whole recoloring system will be finished.

Aside from that, I've been focusing on the cutscene improvements, and making my cutscene camera controls more robust while doing so. To facilitate the cutscene improvement work, I've also started the process of adding every cutscene in the game to the Gallery - which also means I'm working on making the Cutscene Gallery menu available again, since it was temporarily removed after the UI update.

Cutscene gallery.png

As you can see, the menu itself is nearly finished. All of the cutscenes are listed, along with a name and brief description, but any cutscenes you HAVEN'T unlocked yet will be unavailable (the image above is using an early-game save; don't want to spoil anything in a screenshot). Cutscene unlocks are retroactive, so if you have a completed game save, you should be able to rewatch all of them right away when v0.47 comes out. Now, it's just a matter of actually making each scene selectable - definitely the most technically complicated part, but since I still have my old code for starting gallery cutscenes, fingers crossed it shouldn't take too long.

After all of that's done, the rest of the update should come pretty easily: a new trigger type (that's already partway done), the updated HUD design, and new gun designs for all of the trigger types, and then that'll be an update! I don't think we'll make it for the end of February, but at this point I'm confident it'll be out in March at the latest. After that finally happens, I have sincere hopes that I'll be able to slide naturally back into the 2 month release schedule we used to have, and we can finally get some consistency back into this project!


I know the v0.47 update itself isn't the most exciting thing in the world, especially not for how long y'all have been waiting for it, but I really think getting an update out will go a long way towards making things normal again, and stuff like the recolors should make it a fun update regardless. And if nothing else, it'll serve as a reminder for me that I am still capable of doing this, and CPE isn't going to be dead in the water forever.

Like always, thank you all so so so SO MUCH for sticking with us. I've said it a million times by now, but I mean it just as much as I did the first time, if not moreso. I don't know what I did to deserve having such an amazing and supportive community, but I appreciate you all more than I can ever hope to describe. I don't directly respond to comments very often, but I see all of the love you guys send my way, and I really do think it's the main reason I'm still going. I don't want to disappoint you, especially after you all stuck with us through all of this, and I also don't want to let myself down by giving up on this dream.

All that to say, much love to you for reading this and for continuing to follow the development of CPE, through the good times and the bad. I think it's finally time this ship started sailing full speed again, wouldn't you? See you in the next update!






One last thing: since we didn't post the last few updates, I want to drop this gif from the previous dev update, showing off one of the most exciting features coming in v0.47: Alicia recoloring!
Alicia recolor preview.gif
Note this will only apply to gameplay sprites, NOT the high-res CGs; the animated pixel H-scenes will be affected though! Hope you're excited for it, I know I am!
 
Last edited:

JAvatar

Member
Mar 9, 2018
106
117
Hey folks, Anon42 here - the actual Anon this time, not Puffernutter. Sorry we haven't been posting updates here in a while; progress is still happening, slowly but surely. Puffernutter is dealing with a lot of her own mental health issues, so for the time being I'll be taking over on forums again.

I'll be completely honest: this isn't directed at anyone in particular, the VAST majority of people here on the forums are incredibly kind and pleasant, but the toxic 1% of comments, no matter how justified their criticisms are (and there are LOTS of legitimate reasons to criticize me) can make it really hard to want to keep up with forums sometimes. Because of that, I don't expect to be as active on here as I used to be, and I hope you can understand that. Still, even if I'm not in here responding to comments all the time, I want to at least be better about posting development updates everywhere, so y'all can keep up with how things are going!

We'll start here, with the links for the past few update posts - you can read these even if you don't have a Patreon account:

12-10-2023 (Medication, story rewrite progress, camera movement, zooms, and more!):
1-2-2024 (Happy New Year! Moving forward + v0.47 plans):
1-28-2024 (Streams, recolors, and cutscenes):

And today's post, which you can read at the link below if you want, but I'll also be posting the entirety of it here!




Hey everyone, time for another CPE development update! We're halfway through February now, and it finally feels like the pieces are starting to fall into place. Admittedly, most of the past few weeks was slow going, so this isn't going to be a huge update or anything - but the last week specifically I've been really picking up speed, and I'm feeling good about it!

Before anything else, I should probably address the lack of streams, yet again - I'm really sorry it keeps happening! I really do want to get back into it, the main problem right now is just my sleeping schedule. Basically, I've been going to sleep at around 8-10 AM, and sleeping through the daylight hours, which doesn't work great for streaming - especially since Orex is on the polar opposite schedule, so even if I did stream super late at night, he wouldn't be able to join me. Since 2024 started, I've tried to correct my schedule at least 4 times, and every single time, I end up back on the late night hours within just a few days. For those of you who don't know, I've always had intermittent insomnia; it's gotten a lot better as I get older, but it's still something I have to grapple with occasionally, and right now it's definitely been flaring up and making it difficult to control my schedule. Luckily, as someone who works from home this isn't an absolute dealbreaker, but it is obnoxious and I'm hoping to be able to get it under control again soon.



In any case, though, the lack of streams does not mean a lack of work! I finished up importing the new versions of all of Alicia's gameplay AND cutscene animations, so outside of H-scenes, pretty much all of Alicia's animations are recoloring properly. This also included a rewrite of the Blaster recolor shader, to make it work like Alicia's much more efficient recolor shader. We still need a proper UI for selecting which recolor to use (which I plan on adding to the menu options at a save point), but once that's done and all of the H-scene recolors are ready, the whole recoloring system will be finished.

Aside from that, I've been focusing on the cutscene improvements, and making my cutscene camera controls more robust while doing so. To facilitate the cutscene improvement work, I've also started the process of adding every cutscene in the game to the Gallery - which also means I'm working on making the Cutscene Gallery menu available again, since it was temporarily removed after the UI update.

View attachment 3367623

As you can see, the menu itself is nearly finished. All of the cutscenes are listed, along with a name and brief description, but any cutscenes you HAVEN'T unlocked yet will be unavailable (the image above is using an early-game save; don't want to spoil anything in a screenshot). Cutscene unlocks are retroactive, so if you have a completed game save, you should be able to rewatch all of them right away when v0.47 comes out. Now, it's just a matter of actually making each scene selectable - definitely the most technically complicated part, but since I still have my old code for starting gallery cutscenes, fingers crossed it shouldn't take too long.

After all of that's done, the rest of the update should come pretty easily: a new trigger type (that's already partway done), the updated HUD design, and new gun designs for all of the trigger types, and then that'll be an update! I don't think we'll make it for the end of February, but at this point I'm confident it'll be out in March at the latest. After that finally happens, I have sincere hopes that I'll be able to slide naturally back into the 2 month release schedule we used to have, and we can finally get some consistency back into this project!


I know the v0.47 update itself isn't the most exciting thing in the world, especially not for how long y'all have been waiting for it, but I really think getting an update out will go a long way towards making things normal again, and stuff like the recolors should make it a fun update regardless. And if nothing else, it'll serve as a reminder for me that I am still capable of doing this, and CPE isn't going to be dead in the water forever.

Like always, thank you all so so so SO MUCH for sticking with us. I've said it a million times by now, but I mean it just as much as I did the first time, if not moreso. I don't know what I did to deserve having such an amazing and supportive community, but I appreciate you all more than I can ever hope to describe. I don't directly respond to comments very often, but I see all of the love you guys send my way, and I really do think it's the main reason I'm still going. I don't want to disappoint you, especially after you all stuck with us through all of this, and I also don't want to let myself down by giving up on this dream.

All that to say, much love to you for reading this and for continuing to follow the development of CPE, through the good times and the bad. I think it's finally time this ship started sailing full speed again, wouldn't you? See you in the next update!






One last thing: since we didn't post the last few updates, I want to drop this gif from the previous dev update, showing off one of the most exciting features coming in v0.47: Alicia recoloring!
View attachment 3367626
Note this will only apply to gameplay sprites, NOT the high-res CGs; the animated pixel H-scenes will be affected though! Hope you're excited for it, I know I am!
Glad to hear from you again Anon, sorry that Puffernutter's having issues. For the recolors, I do have a couple questions: Is it mandatory, or do we get to keep classic? And is it all or nothing, or can we pick certain things, like keep original skin and clothes, but with red hair?
 

Anon42

Member
Game Developer
Jan 30, 2017
401
1,654
Glad to hear from you again Anon, sorry that Puffernutter's having issues. For the recolors, I do have a couple questions: Is it mandatory, or do we get to keep classic? And is it all or nothing, or can we pick certain things, like keep original skin and clothes, but with red hair?
Recolors aren't mandatory, so Alicia's original color scheme is still canon. This is more of a "for fun" unlockable bonus, with you unlocking more color schemes as you earn achievements and things like that. At the moment, the recolors are all or nothing, but I don't see any reason we couldn't incorporate a mix and match. That'll be a bit more technically complex, so it won't be in v0.47, but I could see us adding it eventually - maybe even as an unlock for doing something particularly challenging?
 

MidnightKing

Member
Jun 27, 2017
451
2,425
One last thing: since we didn't post the last few updates, I want to drop this gif from the previous dev update, showing off one of the most exciting features coming in v0.47: Alicia recoloring!

Note this will only apply to gameplay sprites, NOT the high-res CGs; the animated pixel H-scenes will be affected though! Hope you're excited for it, I know I am!
Having the pixel H-scenes be affected by the recolors is more than I would have expected tbh. I'm happy about it, neat feature!
 
4.60 star(s) 29 Votes