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Today we have released Enzio-Ware v2.2.-1-EA. To be clear, that is a negative one; v2.2.0-EA will release properly at a later date, adding sound to the things we added this update, and updating Kendra and Carmy to the new progression system, which we need to get CG done in order to do.

UI Changes

  • Animations have been added to the text flashed before and after microgames. We have tested them all to try and ensure they are still readable, but please let us know if they act up on different resolutions!

Progression Changes

  • Introducing the GameYarrk! If a character’s episode is too difficult, you can enable it to have all losses count as wins in story mode. 

    • Please be aware that with this enabled, your high score will be set to 0 for the episode.

    • The GameYarrk cannot be used in freeplay. 

    • Please use this liberally while we are in early access

QOL Features and Changes

  • BRIEF MODE can now be selected in Freeplay. In BRIEF MODE, the transition between microgames has been replaced with an elevator. 

    • Life and score information is still visible in-between microgames for about a second, giving you a chance to pause, but the usual dialogue and animations are no longer present.

    • BRIEF MODE cannot be selected in story mode. This mode is intended to improve the experience of high score runs in freeplay.

  • The game no longer requires an Internet Connection to download assets before playing

    • We have ended up not making use of Cloud Content Delivery, and have decided to just not use it for the time being.

    • We may turn it back on if we get to a point where we can start shop events back up, but for the time being it makes more sense to store everything locally.

    • Please note that this has increased the game's initial download size by at least a gigabyte

Microgame Adjustments

Based on feedback, some microgames were adjusted to ensure their win conditions could be understood more easily, and with more time to react

  • Quick Draw

    • The first time you press space within the first second, text will come up telling you not to fire yet. This is in response to feedback that it wasn’t clear you needed to wait for an audio queue.

    • If you press space more than once in the first second, or after the first second, you will still lose the microgame.

    • In the future we may implement a separate loss screen for this scenario to help with communicating you fired too early.

  • Sam’s Shuffler

    • Increased the time the final hand is on screen to 1 second (up from .1 seconds).

    • There are now always only 2 shuffles

    • The player’s cards aren’t revealed for .5 seconds now instead of .3 seconds

  • Gender Reveal

    • Changed the font of the button prompts due to feedback that the A looked too much like a V.

Microgame Removals

Based on feedback, several microgames were removed

  • Tuck In

    • This microgame was rushed for the sake of getting Sam’s count to 10, it seemed better to just cut it for the time being.

  • Sam’s PLC Hooper

    • This microgame required the player to be familiar with the mechanics of Onwards! To The Furthest End!! Go Forth Supreme PLC!!!!. As there is no place in Enzio-Ware for you to learn these mechanics, it seemed best to remove it.

    • We have floated the idea of porting the game into Enzio-Ware (after we leave early access), so maybe it could return in the future.

Microgame Additions

  • “Protect Arthur” has been re-added to 2.0!

    • Punch a crawdad to save Arthur from misery.

  • “Tune In” has been added to Sam’s Episode! 

    • Tune the antennas correctly in-time to catch Sam’s favorite show!

  • “Sink” has been added to Hecate’s Episode!

    • If you didn’t take Calculus it’s not my fault!

  • “Bad Tomato” has been added to Hecate’s Episode!

    • It's exactly what you think it is

  • “Hypnotize” has been added to Hecate’s Episode!

    • The “Mesmerize” microgame will return eventually, but here’s another microgame based on the same thing.

Bug Fixes

  • Love Is Booming microgame’s textures are no longer bugged.

  • We accidentally had a normalization filter on the music master this entire time, this has been removed and you will likely need to adjust your music volume settings.

    • We will do some more work balancing things before the next patch, we’ve done this without checking everything because even in this state it will sound better than whatever the hell I had going on before.

  • Fixed an issue where if the game was played at a resolution that differed from the screen’s resolution, calculations were mistakenly done using the screen’s full resolution.

    • This most notably could affect the curtains and the check to see if your stylus was within the bottom screen.

  • Fixed an issue where Grazie was erroneously labelled “Episode Redacted”

Minor Changes

  • Several microgames had their font and text positions changed for the action text.

  • A couple treasures had their art replaced.

What’s next?

We are slightly behind schedule, but it's okay because there’s more than 2 people working on the game again! We have started actual proper work on the epilogue, and this update reflects the things we have learned while making it.

Hopefully next month we can get this update out properly, with Carmy and Kendra at minimum updated to the new cutscene system, along with sounds for some of the things added in this update. Depending on when it releases in relation to this patch, it may also contain new microgames.

We have a new backend for animating sprites that you can see used in Tune In and Hypnotize, we will be going back to older microgames and implementing this to make them a bit less static in the coming months. 

As we did with 2.1.0-EA, 2.2.0-EA will have something new redeemable in the ambassador certificate when it is released properly as is the intention for all major numbered patches.

The prior version of the game is available in a branch incase anything breaks, it should hopefully still be playable as we did not update cloud content delivery.

Windows 64-bitEnglish Depot 2025801
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