HoleofTheHole

New Member
Jul 31, 2017
4
1
Long time lurker here despite how good this game looks it's a money pit just like that game from Mithos56, the road map posted is just ensure funds keep coming in..... even old school games like bone town and simply mindy actually delivered on their promises and kept it transparent, also bear in mind these guys kept a game in development for several years then just jumped ship....this game is following that exact same pattern....
 
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freeko

Member
May 15, 2019
161
170
I know that these guys are doing barely enough that money flows and not an inch more. So I only check once a year for an update.
But I had to chuckle seeing that they added a roadmap on their website
"

• Cinematic mode for a 3D perspective of H content

• At least 6 large stages!

• Multiple routes and dynamic missions

• Over 50 enemies!

• Story with narrative in-game dialog

• Biomonster and tentacle enemies + H scenes

• Inflation and other visual statuses

• Dynamic world map events + side quests

• Extensive skill progression and loadout system

"

*cough* You are right. With these ambitions of 420% and the will to put about 4% effort into the development it probably takes 72 years from here on to make this happen.
After how many years has it been now (I've lost track long ago), we have stages that we can theoretically check off the list. I think there were about 8 the last time I played? zero routes or missions seem to be on the table outside the generic move to the right to progress or survive infinite waves. the 50 enemies claim scares me since that means for the 35-40 enemies still to go that is at least a month each per animation loop. Lets say about another 90 months ballpark for that alone. That also should tick the biomonster item line too.

Let's also be real and admit that zero people following this game are in it for any story. Who cares about any of that, but the voice acting will be at least another month of hiring voice actors for every enemy as well as onyx. So the 90 months just turned into about 135 months. This leaves us with the dyanamic world map events and side quests, and again who cares? Why reinvent the wheel when you could make streets of rage 5 in quadruple (quintupled, sextupled [lul]) the time that game took to be fully developed?

Then we are left with another mostly non relevant thing with skill progression. Are we going to unlock the slide attack instead of having it right from the start? What even is this nonsensical bullet point. Is it going to be double dragon on the nes all over again? We need 3 stars of xp to be able to do a jump kick at some point I guess.

Whatever they are smoking, I want to know where they get it since it is some strong stuff. Also, I know it will be about 10 more years before this game is even close to being "done" and by then there will be another system to use, which means redoing all the animations, and restarting from square one yet again. forget this nonsense.
 
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Lupiscanis

Member
Dec 24, 2016
369
892
After how many years has it been now (I've lost track long ago), we have stages that we can theoretically check off the list. I think there were about 8 the last time I played? zero routes or missions seem to be on the table outside the generic move to the right to progress or survive infinite waves. the 50 enemies claim scares me since that means for the 35-40 enemies still to go that is at least a month each per animation loop. Lets say about another 90 months ballpark for that alone. That also should tick the biomonster item line too.

Let's also be real and admit that zero people following this game are in it for any story. Who cares about any of that, but the voice acting will be at least another month of hiring voice actors for every enemy as well as onyx. So the 90 months just turned into about 135 months. This leaves us with the dyanamic world map events and side quests, and again who cares? Why reinvent the wheel when you could make streets of rage 5 in quadruple (quintupled, sextupled [lul]) the time that game took to be fully developed?

Then we are left with another mostly non relevant thing with skill progression. Are we going to unlock the slide attack instead of having it right from the start? What even is this nonsensical bullet point. Is it going to be double dragon on the nes all over again? We need 3 stars of xp to be able to do a jump kick at some point I guess.

Whatever they are smoking, I want to know where they get it since it is some strong stuff. Also, I know it will be about 10 more years before this game is even close to being "done" and by then there will be another system to use, which means redoing all the animations, and restarting from square one yet again. forget this nonsense.
If it's not abandoned like their last game was.
 

souldead341

Engaged Member
Oct 16, 2017
2,445
2,539
Maybe just cashcow shadow abandoned? lol
Well, last time I looker at their patreon (admittedly like a year or two ago before it was banned), the patreon was still advertising the previous game (Malaise in the Machine IIRC or something like that) as their main project with Pure Onyx as a side project. MitM had gone through like 2-3 major engine changes and had been effectively abandoned for several years before Pure Onyx was announced, since they said they were doing a major change and then posted nothing else until Pure Onyx.
 
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Mrstealth1993

Newbie
Dec 22, 2019
22
5
I know that these guys are doing barely enough that money flows and not an inch more. So I only check once a year for an update.
But I had to chuckle seeing that they added a roadmap on their website
"

• Cinematic mode for a 3D perspective of H content

• At least 6 large stages!

• Multiple routes and dynamic missions

• Over 50 enemies!

• Story with narrative in-game dialog

• Biomonster and tentacle enemies + H scenes

• Inflation and other visual statuses

• Dynamic world map events + side quests

• Extensive skill progression and loadout system

"

*cough* You are right. With these ambitions of 420% and the will to put about 4% effort into the development it probably takes 72 years from here on to make this happen.

Well okay. The 6th and 7th roadmap listing does sound like fun additions in the future, but with the current rate development of major updates goes, that may very well be at minimum 10 years or more unless the team start speeding up production.
 
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Pyrobladeich

New Member
Feb 1, 2021
13
4
Well okay. The 6th and 7th roadmap listing does sound like fun additions in the future, but with the current rate development of major updates goes, that may very well be at minimum 10 years or more unless the team start speeding up production.
Hell all I've ever asked for is Onyx moaning sounds. Its been a few years. oh well.
 

Matanel

Newbie
Oct 14, 2023
26
7
is there a way to get all the sound tracks of this game?, I want to play it on while I'm in gallery, since the sound track does not play in gallery.
 

s2insider

Member
Oct 9, 2018
137
246
After all these years and they still never consider implementing voice. I don't care if it's moan voice from some sound bank or AI moan template just make it match the timing is all I ever asked. Not to mention for all those supporter money, how come they can't hire any voice actress at all. There are plenty of them.
 

KittyMaid

Active Member
Jul 28, 2020
792
958
After all these years and they still never consider implementing voice. I don't care if it's moan voice from some sound bank or AI moan template just make it match the timing is all I ever asked. Not to mention for all those supporter money, how come they can't hire any voice actress at all. There are plenty of them.
True, and considering he already works with AI to make art for the UI might as well use AI to add a voice. I know art and sound are not the same, but if you are already dabbling in auto generated content might as well use in the sound department :unsure:
 
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Gab0210

New Member
Dec 29, 2024
2
34
PURE ONYX January 2025 Progress Update!
Hey guys!

As usual, the next Pure Onyx release will be at the end of the month!

We've added a new H scene for Onyx + PoliceBoss to the gallery, as well as extended their H scenes with a new grapple intro animation. We've also added additional FX to their scenes and added face and hair animations to the FK-Doll + Brute Railing H scene.

I've also added the first iteration of combat vocal FX for Onyx! These will likely receive some tweaking and added variety over the next few releases.

In addition to these, we've added visual damage models for Onyx's T4 gear set, and merged a pretty big slew of movement and combat fixes.

We've made a lot of progress in other areas as well, so check below for some of that :D.

Topics for this Update
January Release Details
H Scene Progress
Onyx T6 Clothing Damage
Neon + Malise Equipment Slots
Gundrone + Launcher Concepts
Gundrone + Launcher Sculpts
Neon Combat Animation Sketches
Red-Light Stage Concepts

January Release Details
Tentative Changelog (** indicates items added since the January Inner Circle test release.)
** Added Onyx T4 clothing damage visuals
** Fixed Onyx's hair clipping with T4 jacket collar during Walk animation
** Fixed Onyx using the wrong turn animation in some cases (was causing her to jerk back to idle stance before turning)
** Fixed bug where newly spawned actors' (including Onyx's) first left/right movement triggered turning animation even if they were already facing correct direction
** Fixed some cases where Onyx would dodge in the wrong direction
** Enemies should use turn animations more reliably
** Fixed Femcop's AI stalling from turn changes
** Onyx can change direction mid combo again
** Slide attack is now combo-able, making it easier to slide mid-combo instead of performing an unintended kick attack.
** Enemies no longer briefly pause in the final pose of their turn animation before walking again
** Localization update for Spanish and Chinese
** Added glowing armor and jet FX to the new Onyx + PoliceBoss animations
** Fixed "hur hur hur" vocal SFX spam when tapping Defend repeatedly
Added first iteration of new Onyx + PoliceBoss H Scene to the gallery: "Face-Time"
Added grapple intro animation to Onyx + PoliceBoss H scenes
Renamed first Onyx + PoliceBoss H Scene to "Hang-Time"
Added FX for Police Boss' energy handcuffs and jets during H scene
Fixed the dong armor panel unintentionally showing during PoliceBoss + Onyx H scene
Added face animations and clothing/hair fixes to FK-Doll + Brute Railing H scene.
Added first iteration of Onyx vocal FX to combat
Added Voice Volume slider to Options
Made Onyx's transition to Defend stance snappier

H Scene Progress
Gifdoozer has completed primary motion for the loops for an upcoming BJ scene for Onyx and the PoliceBoss, and Penapsquat has completed another new scene for them + the intro. The BJ scene is expected to be in-game next month, and the other is already in as of the IC tier release last week. We've also added face animations and some fixes to the FK-Doll + Brute railing scene from last month :D.

Onyx T6 Clothing Damage
Demonu4 has completed the damage visuals on Onyx's T6 set! He had to get creative with the metal armor damage and I think it came out really well. It'll be more visible from a distance with the game shaders as I'll add some line art to make 'em pop.

Neon + Malise Equipment Slots
Kame has done a couple mock-ups showcasing the planned equipment slots for Malise and Neon. These actually differ somewhat between characters to give them originality. This is one of the more complicated technical features of the game, as the characters' gear has unique slot visuals and therefore each set's individual items must be compatible with those of other sets. This is actually one of the reasons many games do full skins now, since it's FAR easier to just swap out an entire outfit.

Here are the planned slots for Malise:
Weapon 1
Weapon 2
Bodysuit
Gloves
Holster
Footwear
Accessory

And Neon:
Weapon
Frame
Dress
Arms
Legs
Drone
Accessory

A couple things to note -- we may simplify this a little more so that each character has 6 slots (like Onyx). To accomplish this we may combine Malise's weapons into a single slot based on how two slots complicates combat. Alternatively, we may merge the holster slot with her bodysuit, removing the need for a belt mesh and freeing up some complexity with clothing destruction. For Neon we may merge her Frame and Dress slots.

The outfit shown for Malise isn't final but consists of some potential changes to allow for the gloves, boots, and holster slot visuals to be universally compatible between her sets.

Gundrone + Launcher Concepts
After liking how Syndicate Girl's gun mechanics turned out, Limbo and I thought it would be cool to have a flying enemy that utilizes this. He additionally created a bunch of ideas for turrets, which I think once tweaked could provide for an added layer of interest in some encounters. Static defenses with high armor would require the player to choose whether to focus on wearing down the turret or dealing with, for example, enemies launched by drone launchers.

Gundrone + Launcher Sculpts
Kame has also completed most of the work on the new Gundrone enemy sculpt, as well as their hive launcher :D. The launcher will remain compressed and significantly armored until it launches a drone, at which point it expands and becomes vulnerable to attack. As you can see I simplified the interior design some to reduce the visual detail and performance concerns of having multiple drones visible every time it opens.

Neon Combat Animation Sketches
Limbo has completed a bunch of combat animation sketches for Neon over the past couple of months! I can't show them all here, but here are some that highlight ideas for her unique mechanics compared to Onyx!

Red-Light Stage Concepts
Limbo has completed more new map concept art, this time for the Red-Light Streets. He's done a great job so far of adding elements that can work well with enemy events, spawn locations, and unique encounters
 
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