Hello!
First of all, thank you for giving Slave Harem a chance, even despite the current review rating. I've learned a lot since this game so I thought I'll backport several cool things I developed for "Flavors of Desires" (link at the bottom). It's hard to summarize what's changed, but it's mostly systems and performance - things this game had most issues with at the release, I made further improvements. Oh, and I also updated screenshots on the Steam page.
Make sure you've updated the game, it will not start with old files.
As usual, here's list of known issues and fixes - https://steamcommunity.com/app/3211840/discussions/0/4692280123603371390/
Please let me know if you encounter new issues. I tested this update for the past several days and I hope there are no errors at all. I played it on both Steam Deck and Windows PC, but I never know how players would actually interact with the game soooo...
Anyway, here's the full changelog and some technical notes - the most notable bits, at least.
v2.0:
Most of the changes are backported from "Flavors of Desires"
- huge performance boost in the first map/title at the cost of less visuals (from ~25 FPS on Steam Deck to around 50)
(other maps performed well without changes, the first one just had way too many stuff, especially trees)
- forced shader/material pre-caching to eliminate occasional stutters when new shader is rendered
- rewritten ending to be more satisfying
- new options menu with settings for gameplay, visuals, and performance!
- new lighting and clouds system in 3D maps - few maps completely re-lighted
- added running animation
- enhanced controller support - now with dynamic input detection and more intuitive scheme
- better sex scenes interaction with controller + additional animation loop "Rest"
- PlayStation controller support with glyphs + new controller icons
- new, persistent 3D controls hints
- replaced scene loading backend - no more long loading times and freezes!
- partially replaced dialogue backend - more error-proof
- not important for this game, but replaced monster drops backend so it works properly
- new "The end" message that can't be just skipped accidentally
- warnings about possible data loss before exit
- improved readability on smaller resolutions
- fixed issue with some UI elements not rendering properly sometimes
- various changes to UI and interaction
(for example, you can hold "Skip" in dialogue and select choice, the dialogue will continue skipping)
- various adjustments to 3D maps
- first slime in the first map is now unavoidable
- changed interaction in town facilities to "press and hold to confirm" instead of simple button
- removed "Talk" context button in favor of auto-progress (you probably didn't even notice it was there)
- fixed shop not resetting when switching between modes with items in cart
- fixed visual errors in a few side scenes
- just in case something goes wrong with Red Slime battle event, item "Slime Essence" was added to Kurone's shop
- plenty of small changes and adjustments I did not note
Those changes aim to achieve official Steam Deck compatibility and improve overall experience.
The original code was a mess so I just removed it, replaced with "Flavors of Desires" modules and bridged the gaps.
Turns out I used terrain and vegetation systems that are not quite optimized and I can't change those in this game. Flavors of Desires are using different solution and the issues do not appear there.
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I'd use this space to also promote my upcoming project - Flavors of Desires
FREE DEMO now available! Wishlist today!
UPDATE 2.0!
Update notes via Steam Community
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