It'll be an older version so probably not relevant, I did have a quick check and there's no references to the version in the executable (although the string Denuvo shows up a lot) so I presume the version number is not something they go out of their way to broadcast. Probably for the obvious reasons.
I don't think it would help anyway since it comes with a bunch of randomised obfuscation, encryption etc. Even for a different build of the same title with the same Denuvo version I imagine you'd be back at square one needing Empress level skills, and gods knows how many man hours, to crack it again. Unless of course Helius made a major boo boo somewhere.
On an amusing side note I did notice whilst looking that the game saves an individual error file in \Paralogue\Saved\ErrorLog
for every single error. Like it doesn't append the error to a single file or have one file per session, oh no, it creates a new file. Every. Single. Time.
Not only that but the date format is yyyymmdd, which is fine, but it cuts the leading zeroes off the month and day so you sometimes get yyyymmd or yyyymd. I don't think I've ever seen a standard library that uses that format. They must be getting the day, month and year as ints all separately and just mashing them together into a string instead of just using put_time or something which is just... dumb.
Plus it's followed by what looks like a timestamp from a monotonic clock (maybe), but its variable length so you can't even cut it off to get the actual date. Naturally the time isn't stored in the file either and it's just the error string all on a single line with zero formatting or separators:
I mean at least they have logging I guess but this is the kind of stuff I'd expect from someone making their first application
Also in \Paralogue\Content\Movies there are a bunch of video files which
clearly still have shutterstock watermarks on, quick Google image search and looks like most of the snazzy HUD elements in game
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. I suspect that's probably standard practice for indie devs to an extent, not sure what it says about all the artists supposedly on staff mind you, but leaving random unused stuttershock
preview files in the assets? That's got licensing nightmare written all over it.
Anyway rant over. This project just looks dumber and dumber the longer you look at it.