You must be registered to see the links
Players can pass through NPCs but not enemies
In version 0.4, due to the restriction on melee perspective, we set it so that players could not pass through enemies! However, the inability to also pass through NPCs brought significant trouble. After some time and effort, we finally managed to differentiate between 【Enemy】 and 【NPC】! To be precise, although both use the same body, they will set whether to display a collision body to block the player based on their identity. When detected as an Enemy, a collision body will be displayed to block the player. When detected as an NPC, the collision body will be hidden, allowing players to pass through.
In the White Zone, players can pass through undetected demonic creatures lurking about. Once detected and engaged in combat by a player, they cannot be passed through!
Ongoing Prestige Consumption Companion System
In previous updates, many players reported that prestige didn't serve much purpose and was excessively redundant. Although players need to spend 1000 prestige to rehire a companion after they disappear, the rate of acquiring prestige far exceeds its consumption. To address this, we specially designed another prestige consumption method: the Companion System.
In the Companion System, players can choose one out of five companions to accompany them, consuming 500 prestige every time they enter a new scene, until the prestige falls below 500 and the contract automatically terminates. This prestige system brings three benefits:
It provides players with more options for ongoing prestige consumption.
In a sense, players have the ability to "transport" and "protect" companions on the map. As long as the companionship continues, the companion will not disappear. After the contract is terminated, the companion will decide whether to stay or move to another area when the player leaves that area.
It gives players significant support firepower in the scenes (especially in boss battles, where previously players had to face the boss alone).
The Companion System is displayed when you click on the "Battle Princess Association."
Bunny Girl's Option to Exchange Prestige for Money
In addition to the "Companion" and "Companion System," this update has added an option for "Bunny Girl" to exchange prestige for money (the opposite operation to the journalist who exchanges money for prestige). However, 1000 prestige can only be exchanged for 300 coins. Players can exchange unwanted prestige for money in one go (although it's not particularly economical).
Demon Realm Expedition Mode (Survival-type Gameplay)
Originally, the plan was to unlock additional maps after clearing the game, but due to a lack of time to create new scenes, we temporarily assembled the appearance of the demon realm using models of ruins and tentacles.
The entrance to Demon Realm Expedition mode can be accessed by clicking on government information.
The entrance is designed like a portal to the demon realm. Upon entering, players arrive at a non-randomly generated scene where monsters continuously spawn.
There is also a special rule: any damage taken by the player is considered an immediate failure, and the scene resets immediately upon death (CG is omitted). This mode tests players' ability to avoid accidental damage, with points awarded for enemies killed before dying.
Points feel like (highest record), and the highest scores may unlock different equipment or characters in the future.
Earn points by defeating enemies (Easy ×1, Normal ×2, Hard ×4)
Differently, if players wish to leave the Demon Realm Expedition mode, they must return to the scene's exit and click to exit, otherwise, they will continue indefinitely in
this scene.
PC Version Control Adjustments
Sudden Kneeling
Previously on the PC version, entering shooting mode, holding down the shoot button to charge, and simultaneously returning to movement mode could cause a sudden kneeling bug!
The more buttons a player can operate, the more likely various bugs can occur. On mobile, your right thumb can't hold both the switch and attack buttons at the same time, but on PC, you can press the left and right mouse buttons together, which is why this bug went unnoticed for so long!
Mouse Disappears After PC Version
Smartphone Tutorial This actually overlapped with the forced disappearance of the mouse after the tutorial popped up and the forced appearance of the mouse when opening the smartphone. Now, triggering the PC version smartphone tutorial 1 second after completing the mission has essentially solved this problem!
Mouse Disappears After Death on PC Version
This might have been fine right after the PC version was completed, but updating something else later caused the bug to reappear (although it's unclear why, delaying the mouse appearance by 0.2 seconds seemed to fix the issue~).
Stage and Character Adjustments
Tower Remains on Map After Death
A player reported that after defeating the tower, it still remained on the map, and reappeared when re-entering the scene. This was because the tower was set to disappear 3 seconds after death (initially to avoid overlapping with a bug that spawned small monsters). Now, it immediately disappears from the map and is reported as defeated the moment it is beaten.
Maris's Succubus Form
In the previous Ver.0.4, Maris was used to test the creation of a female front kick attack, but in Ver.0.5, it has been reverted to a flying succubus state.
Adjustment of Bunny Girl's Back Collar Position
During tests of the Bunny Girl, the issue was not noticed with long-haired characters. Now, the combination of the Bunny Girl outfit with short-haired characters has revealed the problem, which has been corrected in Ver.0.5.
Anonymous Text Adds Ending Trigger Condition Hint
It seems most players were unclear on how to trigger the "Nurture the Enemy at One's Own Peril" ending. This update adds a reminder in the anonymous text that states [before reaching District 27 in the Green Zone].
Adjustment of Box Size in Yellow Zone Assault Mission
Players had reported that the collision body of boxes in the Yellow Zone assault mission was too small (actually, it was the same size as the portals). This update stacks the boxes vertically, making the collision size more appropriate.
Lighting on CG Appreciation Interface
Previously, players commented that the CG appreciation interface was too dark (actually influenced by morning/evening settings). After this update, the CG appreciation interface is always set to [morning].
The Steam version has also been completely decoded.