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

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Captain Crash

Member
Oct 19, 2017
428
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I'm a bit confused as to how versions are being released here. 0.44 got released several months ago now but we're still on 0.42, and the demo available on itch.io seems to be an earlier version than that.
 

Anon42

Member
Game Developer
Jan 30, 2017
401
1,675
I'm a bit confused as to how versions are being released here. 0.44 got released several months ago now but we're still on 0.42, and the demo available on itch.io seems to be an earlier version than that.
F95 is a piracy forum. There are no versions of the game being officially released here, ever; it gets updated when someone uploads a pirated link of the game. The demo on itch.io is the only version of the game legally and officially available for free.
 

tjsaft

Newbie
Sep 15, 2020
48
33
(The following is (mostly) a copy-paste from our If you like what you see, If you enjoy the game, We couldn't make this game without our supporters!)

Hey everyone. This week was an okay one, it's been a bit of a mental/emotional rollercoaster but productivity was decent.

To start off, I need to talk about streams. As some of you may know, I held one stream for a few hours earlier this week. Whenever it's been a really long time since I've held a stream, I always get a lot of anxiety leading up to one. This time was no different, but normally when I finally do build up the nerve to stream, the nerves go away after the first hour, and I end up having a great time. The unfortunate thing is.. that just didn't happen this time. I was nervous for the entire stream, and it stuck with me for a while after, as well. I don't know why; maybe it's because I'm already not feeling 100%, or maybe it's because I used to use streams a lot when I needed to crunch to get updates done in time, but regardless of the reason why, it felt awful.

I'm really sorry for anyone who was looking forward to streams; I was too, knowing how well they had gone in the past, I was hoping they'd be able to help me be more productive, but for the time being, I'm going to have to put a pause on streams. I might try another one after Puffernutter is back and things are back to normal, but if that doesn't work out, then I don't think I'm going to be able to stream regularly until I figure out something for my mental health.



With the stream talk out of the way, me and Orexius spent this entire week on H-scenes. I've finished implementing almost every xray scene Orex animated, along with some various H-scene updates - although we're holding off on the slime animation, since he'll be updating that scene soon to add more details and more frames and the xray will have to change along with it. We also decided that we're going to give blowjob xrays a shot; we had decided to go for penetration xrays only before, but some oral scenes feel like they should have them, so we're going to give it a try and see if we can make it look good. If we do include them, I'll include separate toggles for all the different kinds of xrays so you can turn off any you might not like.

I also worked on implementing the new Edovex H-scene animations, which I can't remember if I've talked about before? I think I've mentioned it, but there are several more Edovex scenes being added this update. In general, even though this update is taking a long time, there's a lot to look forward to as far as H-scenes go.

That's pretty much all we spent time on this week, but as a final treat, here's another preview of the Poison Alraune BE H-scene, but this time, animated!
View attachment 1523321

Orex finished the first loop as you can see above, and has nearly finished the second loop now; after that is the climax which shouldn't take long.

I took stock of the update's overall progress this week, and the good news is that there's more done than I thought there was, though we do still need a bit before it can be finished. I probably won't try to add any new areas to explore in this update, and just focus on the other things so I can get it out sooner. It'll be a very H-scene heavy update, along with a lot of polish for existing stuff, like the ledge vaulting, xrays, improved special effects, some improved enemy animations, etc. Once this update is released, I'll put all my focus towards the level editor, then use that to try and get a bunch more rooms implemented in the next update.

Alright, that's all I've got for today. Thank you for reading and supporting us, and sorry again about the stream situation; I hope it will improve soon and I can go back to streaming like we used to, but until then, I'll continue keeping you as up to date as possible with these weekly updates.
Is the new update 0.45v hard to release yet? When do you think the whole game will be completed?
 

runnergunner

New Member
Aug 19, 2021
8
4
I wish the game can give tips on where to go next. Spent hours trying to look for the next area in the second level, was getting insane from it.

While I'm having trouble getting used to the gameplay(very used to using mouse to aim) the game is very fun, it helps that it is smooth, same goes of the animations, which are all well made. But I gotta ask, is it planned to animate the CG's or keep them as is?

Either way, great game. Wish I can support it in Patreon, but I don't have a job, and 10 dollars in my country is in the hundreds. Though, I have told some of my friends about this game, so they might go and support the game instead!
 
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Anon42

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Game Developer
Jan 30, 2017
401
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Is the new update 0.45v hard to release yet? When do you think the whole game will be completed?
v0.45 isn't ready for release yet, I'm still working on getting my mental health in order so I don't just go straight back into the depression and burnout that plagued me for years, so things are moving slower than I'd like right now. It's my hope to be able to release it before the end of the year, though.

As far as the whole game is concerned, I'm not willing to share any estimates at the moment. I probably won't announce a release window until the game is only a few months away from completion, to make sure we can make that date and not have to issue a delay.

I wish the game can give tips on where to go next. Spent hours trying to look for the next area in the second level, was getting insane from it.

While I'm having trouble getting used to the gameplay(very used to using mouse to aim) the game is very fun, it helps that it is smooth, same goes of the animations, which are all well made. But I gotta ask, is it planned to animate the CG's or keep them as is?

Either way, great game. Wish I can support it in Patreon, but I don't have a job, and 10 dollars in my country is in the hundreds. Though, I have told some of my friends about this game, so they might go and support the game instead!
Adding progression hints from Rodriguez is on my todo list, sorry you had so much trouble finding the way forward. I don't want hints to be intrusive, so I'll never force them upon you, but I plan to make it so you can go back to camp and talk to Rodriguez at any point for advice on where to go next.

Animated CGs aren't really in the cards right now, we just don't have the manpower/funds to make it happen. Right now we can only afford two full-time people (myself and Orexius), and outsourcing animation is expeeensive - between the two of us, I'm not an artist, and Orexius has too much sprite animation work to do. That said, I'm not completely against the idea of animated CGs if it's ever feasible for us to do it, just don't get your hopes up.

Thank you for spreading the game around! I understand not everyone can pledge monthly, no hard feelings there, all I ask is that if you enjoy the versions you play here, please do consider buying the full game once it comes out if you can afford to
 

runnergunner

New Member
Aug 19, 2021
8
4
Adding progression hints from Rodriguez is on my todo list, sorry you had so much trouble finding the way forward. I don't want hints to be intrusive, so I'll never force them upon you, but I plan to make it so you can go back to camp and talk to Rodriguez at any point for advice on where to go next.

Animated CGs aren't really in the cards right now, we just don't have the manpower/funds to make it happen. Right now we can only afford two full-time people (myself and Orexius), and outsourcing animation is expeeensive - between the two of us, I'm not an artist, and Orexius has too much sprite animation work to do. That said, I'm not completely against the idea of animated CGs if it's ever feasible for us to do it, just don't get your hopes up.

Thank you for spreading the game around! I understand not everyone can pledge monthly, no hard feelings there, all I ask is that if you enjoy the versions you play here, please do consider buying the full game once it comes out if you can afford to
No rush. I can also imagine the time spent on recording the voices, or what hints to give out, because there are many places and areas that players, both old and new, will have trouble with, from getting lost, to what to do next, and etc.

I also had a feeling animated CG's are a no go from what I read in this thread. Still, from the slutty vibes that Alicia gives, is it possible that there's also two CG's for each enemy? Because her personality and dialogue implies that she constantly comes back for more 'experimentation'. That, and I kinda want to hear more of Alicia's thoughts on the situation, because hey, Alicia is one of the few female MC's that I find interesting in Hentai games.

And don't worry, I'd buy the full game if it comes out! If I have the money that is... Hell, if I really have money, I'd already support this project by now and maybe throw extra donations. The quality of this game, from the visuals, gameplay, voice acting, and story is one of the best out there, so of course its worth supporting.

Keep up the good work!
 
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Anon42

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Game Developer
Jan 30, 2017
401
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No rush. I can also imagine the time spent on recording the voices, or what hints to give out, because there are many places and areas that players, both old and new, will have trouble with, from getting lost, to what to do next, and etc.

I also had a feeling animated CG's are a no go from what I read in this thread. Still, from the slutty vibes that Alicia gives, is it possible that there's also two CG's for each enemy? Because her personality and dialogue implies that she constantly comes back for more 'experimentation'. That, and I kinda want to hear more of Alicia's thoughts on the situation, because hey, Alicia is one of the few female MC's that I find interesting in Hentai games.

And don't worry, I'd buy the full game if it comes out! If I have the money that is... Hell, if I really have money, I'd already support this project by now and maybe throw extra donations. The quality of this game, from the visuals, gameplay, voice acting, and story is one of the best out there, so of course its worth supporting.

Keep up the good work!
Multiple CGs per enemy is extremely unlikely, if we ever have the resources to do that I'd rather spend them making brand new enemies and new CGs :p I'm glad you like Alicia's personality, though! There aren't enough female MCs in porn games that actively enjoy and seek out sex while still being actual characters, imo, so I wanted to lean into that with Alicia, while not making her just a sex doll. I'm glad it's paying off! And thank you for all the kind words, as well :)
 
Jan 18, 2018
142
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If anyone else wants to run this on Linux (or I guess macOS) with WINE, you have to grab a package with winetricks first, run: winetricks d3dcompiler_43
not working for me :(
could you possibly try running it in a fresh wine install? (WINEPREFIX=~/.wine_test wine ./Crisis\ Point\ Extinction.exe) or something

or maybe my version of wine is just too new...? (while it sounds like it wouldn't be a problem, in very new versions of wine they recommend using mono instead of .NET - and that may be the problem. i'm not sure though)
 

tobeyr007

New Member
Nov 18, 2020
11
21
I just got to the Summit Center and they told me they upgraded my clearance to get past the red doors however when I shoot the door nothing happens. This is extremely frustrating and I am at my wits end and I don't think I can reload a previous save and I sure as hell am not starting the game over.

What do I need to do to get past this red door?

1639347217278.png
 

Uzur123

Member
Jan 23, 2020
133
76
I just got to the Summit Center and they told me they upgraded my clearance to get past the red doors however when I shoot the door nothing happens. This is extremely frustrating and I am at my wits end and I don't think I can reload a previous save and I sure as hell am not starting the game over.

What do I need to do to get past this red door?
As far as I remember, it was required to teleport to the home base after the earthquake, and only then get the key to this door.
 
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Anon42

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Jan 30, 2017
401
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I just got to the Summit Center and they told me they upgraded my clearance to get past the red doors however when I shoot the door nothing happens. This is extremely frustrating and I am at my wits end and I don't think I can reload a previous save and I sure as hell am not starting the game over.

What do I need to do to get past this red door?

View attachment 1542578
Like Uzur mentioned, you get past the red door by going back to camp and watching the cutscene there, Birch will upgrade your blaster with higher security clearance and the ability to capture enemies for CGs. His dialogue should also change based on whether you've gotten the upgrade or not; he should've asked you to come back to camp so he can upgrade your clearance, rather than telling you you already have upgraded clearance. If you've already watched that cutscene, then it has to be a bug of some kind; if that is the case, would you mind uploading your save file so I can look into it?







(The following is (mostly) a copy-paste from our If you like what you see, If you enjoy the game, We couldn't make this game without our supporters!)


Hey everyone! Sorry for this update being so late; I had a stomach bug over the weekend, and on Monday when I was planning on making the post, I had a pair of appointments at the clinic that went longer than expected and chewed up my whole day.

That first appointment was with my medicine doctor, and I've now switched prescriptions to another ADHD medication to give it a shot; I haven't picked up the new pills yet, but I'll be doing that tomorrow, so fingers crossed! My other appointment was to finally get set up with health insurance. Unfortunately, the healthcare marketplace is having trouble verifying my identity (and have been doing so for years, which is why I never got it done before), so we weren't able to finish putting in a healthcare application; I'm going back on Wednesday with as much identifying paperwork as possible so we can hopefully get things sorted and get me on track to have insurance in 2022, so I can finally start taking care of all the medical things I need done, like getting my heart checked out.

I also had another meeting with my behavioral health doc, who is basically acting as a temporary therapist until I get a full time one. It's been months since she had an opening so it was good to check in and get some more goals in place. That meeting is the only reason I managed to get moving on the insurance, for example; it might sound childish, but anything that requires a phone call has been a huge roadblock for me since pretty much forever, so being able to make the calls required for that has been a big step forward. Phone anxiety and ADHD go hand in hand, as it turns out, which explains a lot for me haha.



Anyway, enough personal stuff. Aside from all that, last week was a pretty productive one. As you can see at the top of the post, I worked with our composer for some new music; specifically, a dedicated track for the human HQ, where Rodriguez and the gang hang out. In addition to playing in the main room of HQ, this will also play in the ingame H-scene gallery, and I plan on having a toggle to allow it to keep playing during CGs as well.

You might notice the track is called "HQ 2"; as you progress through the game, the HQ theme is going to change based on what's going on in the story, who you've brought back to camp, etc. I'm really excited for this! I love areas with dynamic music, like Tarrey Town in BotW, and I'm excited to have a place in CPE where we can do something similar. As you might expect based on the name, the song I posted is the 2nd variant of the Human HQ theme; currently we have 3 variations, with a 4th one nearly complete as well. They've already been implemented into the game too, so you can look forward to hearing them in v0.45!

Speaking of v0.45, I'm going to be gunning as hard as I can to get it released before the end of this year. Some stuff will have to wait til next update to make it happen, like the golem enemy and new areas to explore, but this update is our most substantial one yet in the H-scene department (since I finally finished implementing basically every H-scene Orex has finished), as well as containing new features like the new Iron Boots slam attack and the parkour vaulting. I haven't really talked about this much, but there's a bit of an unspoken pressure with v0.45; it's not as big of an update as I would've liked after.. over half a year with no releases.. but there's no way I'd be able to release any update that lives up to that long of a wait, since most of it was spent being depressed and not actually working. At this point, I think it's best for me and the team for us to get this update out ASAP so we can have a bit of a reset, and start on v0.46 without those pressures.

And that's about it for this update. Thanks for being patient with the late update; I try to write these on Fridays so they're ready for Saturday, and that's exactly when the stomach bug hit :' ) I'm feeling much better now though and ready to get stuff done this week, so if you'll excuse me, it's back to work! See you again next week!
 

rainydesu

New Member
Jul 14, 2018
5
2
hi i have 2 cg gallery listings listed as ????? one is under poison alurane and the other is under the sentient tar. i cant find these enemies and im on 0,42
 

gemini20xx

Member
Oct 17, 2017
407
417
hi i have 2 cg gallery listings listed as ????? one is under poison alurane and the other is under the sentient tar. i cant find these enemies and im on 0,42
The one under the Poison Alraune is the Kertalus, they're the octopus things in the water areas. The one under the Sentient Tar is the Warped Female Soldier, she's a boss fight in the Deep Soil you have to face in order to get the weighted boots in order to enter water areas.
 

-MK-

Newbie
Aug 24, 2020
87
79
Thank you for spreading the game around! I understand not everyone can pledge monthly, no hard feelings there, all I ask is that if you enjoy the versions you play here, please do consider buying the full game once it comes out if you can afford to
I can't afford to pay for a lengthy subscription, or constantly buy updates, but I 100% intend to buy the game when you (finally) get it finished.
 

Ecl1p5e

Member
Nov 30, 2018
107
127
I just want to know if there's a double jumping implemented in the current version or not. Because even after reaching the debug room, there seems to be a few inaccessible areas such as:

X47, Y41 where there is an underwater current flowing towards the left with no way of accessing what's on the opposite side. (Debug options seem to be ineffective in exploration)

X37, Y52 where there is a small section with a power orb and a Kertalus enemy with no way of accessing it from either of the two entrances presented, right or bottom.

X38, Y44 where upon investigation with debug options, there seems to be a skill point upgrade out of reach with no walls to jump off and is currently only accessible using the debug options.

X37, Y30 where there is another underwater current flowing towards the left and with no way of powering through it across to the other side without being pushed back eternally. (Debug options seem to be ineffective in exploration)

X55, Y32 where there is a small nook underwater, too narrow for Alicia to enter without sliding, but there isn't any platform for her to perform the slide action on. (Debug options seem to be ineffective in exploration)

I'm also missing two upgrades: One at the very top to the left of Alicia's head on the screen which is singled out, and the other empty slot which has the "Walljump" upgrade on its top and "Hoverjets" on the bottom of it.

As well as two shot types: One which is third from the first row and the second which is fourth from the second row.

-

I have one critique in which I must say that the wide underwater expanse in the Subaquatic Caverns section is sometimes painstakingly tedious to move through due to the slowed run speed while underwater. I was subconsciously trying not to explore that region a lot.

As for a minor feature suggestion, I would really, really like to have an option to be able to cycle through the various recolor variants of the enemies in the gallery during the h-scenes!
 
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Anon42

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Game Developer
Jan 30, 2017
401
1,675
snip

-

I have one critique in which I must say that the wide underwater expanse in the Subaquatic Caverns section is sometimes painstakingly tedious to move through due to the slowed run speed while underwater. I was subconsciously trying not to explore that region a lot.

As for a minor feature suggestion, I would really, really like to have an option to be able to cycle through the various recolor variants of the enemies in the gallery during the h-scenes!
There is no double jump, no - and there are some areas that are inaccessible even with debug, yes. They will be accessible with future planned upgrades, and I've placed things there early in preparation for them and/or as a reminder to myself.

The upgrades you're missing also don't exist yet, but are there for once they're implemented later. The bullets, if I'm remembering correctly, are some of the more hidden ones; if you want a small nudge to help you narrow it down,
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Your critique of the Subaquatic Caverns is fair, and I appreciate the feedback. That large area is kind of incomplete, and I'd like to put more things in the center-ish area it so it's not just a bunch of emptiness, but I've also been adjusting the underwater controls too. There's a new move coming in the next version that gives you a way to sink quickly while underwater, and I'm exploring options for horizontal movement improvements as well. Hopefully it'll all feel better in the future.

The desire for recolors in the gallery has been noted, I'll probably add it at some point. It'll make the code behind capturing enemies a little bit more complex, so I might not get to it for a while.
 
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