There's a "Faster Glitch City" option in the Settings that you can toggle to make the Glitch City much simpler but faster to load. (However, the advertisements and posters will not show with this option on)
This is a problem I should look into. (There must be a bug in the save transfer) The closest we can do is try to look for a "NudeByte.sav" file in the old version's folder. If there's one, do this: -Make a backup of your current save data first (even if the dolls are lvl 0) using the Save Transfer. (While Save Transfer is running, choose Export. Rename the generated file to however you like and set it aside. It's a just-in-case) -Copy the "NudeByte.sav" file from the old version's folder to the Save Transfer folder. -Import it using the Save Transfer.
Run the game and see if this works. However, this will also mean it's an older version of your save data. (Progress will be lost)
Sadly, I don't have specific recommended specs for the game. But I do recommend having a high processor (such as Intel i7) and a decent graphics card that can run most 3D games. (For the RAM, I'm not entirely sure. but i'm afraid 4 GB might not do good, so I guess 8 GB is okay) The above I mentioned are for recommended specs. The game has a low-quality setting for those with lower specs pc.
been playing for a few hours at this point the game is fun and easy to understand the only problem is it feels a bit weird because i would have to stop moving to change charters and that gets a bit difficult in higher waves so could you possibly add a button confg or a scroll through characters type thing to make it a bit more comfortable to play at higher rounds. every thing else is easy control other wise 👌 great game so far
There is a very peculiar bug that allows NPC sprites to stay even outside of shops. Pressing Z (the button that hides UI) during transition from exiting the shop, if timed correctly (just after the last line of NPC message and before you get returned to Glitch City), will make NPC sprite stay on the screen. NPC sprite then can be easily removed from the screen by re-entering a shop and quitting normally.
It's okay, since it's not exactly game-breaking and was probably in the game for a while (it was present all way back in 6.2.0 at very least, but it seems like I was the first one to start fooling around with it, or people just collectively chose to stay silent).
Love the game so far but there are some oversights that do negatively impact the experience that I have noticed;
No restart button if you fail a battle or challenge. Having to click through all the dialogue every time when you just want to get back in the arena to either farm bits or level up your dolls does get annoying after a while.
Game pauses when alt tabbing. I can understand this feature being there during the arena but it gets annoying when I just want to check something on the side during the long empty loading screens.
Other than that I really do enjoy the gameplay and progression system. Keep up the good work!
A restart after a battle is a good idea so the game doesn't have to load the city again. (I avoided this before when battles had to update every 2 battles, but now that it doesn't, I think I can put this) I'll see what I can do to add this little feature.
When you visit the Boost Station, you can select an already-purchased Boost and a "Turn Off/Turn On" button will appear somewhere below. You can turn off the selected Boost this way.
I looked everywhere for toggle switches expecting them all to be listed somewhere, including in the boost station, i didn't expect them to be in the actual shop, but it makes perfect sense now that i know it's there.
Yeah, anti-cheat measures that prevent you from cheating the game via modifying the memory or game code.
It requires internet to check game version and time, that's what the disclaimer states but who knows what else it does with internet access. I blocked the game via firewall as soon as I read that.
The functions are also all obfuscated and the save is written to registry with encrypted values.
I never claimed there was an actual "anti-cheat". I specifically stated there are "anti-cheat measures", they are two different things, dummy.
Anti-cheat measures like the code being completely obfuscated and values being encrypted. I have already tried via CE and only the displayed value changes(which is useless) and not the actual encrypted value that is being stored and used. Changing the date/time also resets the day.
Please help, I'm stuck on a screen after I took an elevator to the city after tutorial. Nothing works, even Esc key, I can pick something and it even shows help text, but nothing changes. I'm on V6.5.2, Windows 10.
In order for me to know how to fix this issue, I'd like to have you check the folder of the game and see if you find any "Error Log.txt" there. If you find any, please copy/paste here what's written in them. If not, please let me know as well.
After that, let's see if we can temporarily fix this: -Make sure to exit the game.
-Download this file: https://files.catbox.moe/6towva.reg -Double-click the file. Click "Yes" if asked. -Windows will say, "The keys and values ..... have been successfully added to the registry." Click "OK". -Play the game again and see if this will fix the issue. If not, please let me know.
Okay, there was no error log whatsoever, but I've fixed this issue myself by renaming the folder that game folder was in - the name of this root folder was just a space and that quite possibly didn't let the game work as intended.
Thank you for reporting and letting me know how you fixed it, and I'm glad you managed to fix it! Some have experienced the same as you described, I think I should take note of this and research more to see if I can make the game run better.
Someone help me with Meira's challenge? I have the dolls at level 4 (especially the Roll) but I always run out of time, I don't know if it's me or if there is some card that gives me a little advantage. I use cards with more defense but I still lose.
you gotta obviously have the level 4 roll time slow but the strat is to just hunt down all gigabytes you can see, so you should only spend your time on attacking any gigabytes while in slow mo and with that making sure you gain time for killing them instead of just shooting at anything and eventually running out
I have a couple different versions of NudeByte downloaded and unpackaged, but I'd like to get rid of the older ones so I don't have them taking up space. My concern is, how is my save file stored? I don't want to go accidentally deleting it.
It's safe to delete older versions of Nude Byte. This will not affect your save data.
To give a technical explanation: the save data is stored in your Windows' Registry. This means your save data is stored inside Windows itself. This also means it's never saved in the game folders. So, regardless of the versions or file location of the game's folder, the game can always read your save data.
(The only time it can't read your save data is when you play it on a new computer. If this is the case, you will need to transfer your save data from one computer to another. There's a "Save Transfer" software in the list of Downloads above for this.)
the boost to new style items seems more powerful than intended - it adds a new item every time glitch city is reloaded, not every time the shop is rerolled normally on day rotation
in 6.5.1 the game is giving controller input help when no controller is connected. gallery movement speed is very slow. all versions i played had the options menu having a flickering problem that could lead to epilepsy problem. these are the bugs i have experienced.
I wish to clarify your bug report: -Did you mean there's gamepad input even when there are no gamepads connected? If this is the case, what is the input? (Is the camera rotating, perhaps?) -Can you define what's flickering whenever you're in the Settings menu? Is it perhaps the texts? Or the dimmed background? And where are you whenever you encounter this? From the main menu, Glitch City, Prison Office, Gallery, or all of them?
the gamepad inputs problem could not be replicated and appears to have been resolved. the flickering of the options screen used to happen only while in game (ie. the prison, glitch city, and gallery) on version 6.3.2. now it happens on the options screen attached to the main menu in version 6.5.1. the flickering is not captured on screen recordings and is not present when not in full screen.
I'm terribly sorry, but after several tests, I can't replicate the problem. (I've tried it on multiple scenarios, such as different monitor hertz, vertical monitor, fullscreen mode, window mode, different locations in-game as well, and even changing of quality) Because of this, I'm not able to make any changes to this problem. I'll look into it sometime in the future if I manage to find a way. Again, I'm sorry.
This shouldn't be the case. The game can automatically load a save file from a previous version. However, if it's the other way around, where you play a previous version game with a save file from a future version, then there's a huge chance the file will reset.
You might find a "NudeByte.sav" file in the new version game folder. If there is one, it's a backup file of your save data from the previous version. If this is the case, you can download the Save Transfer software above, copy this "NudeByte.sav" file and paste it inside the Save Transfer's folder, run the Save Transfer, and import it. Hopefully, this will help you get your save data before the reset.
Maybe a bit of a silly request, but can we get more specific graphics settings? I can run High graphics no problem, but I'm really not a fan of motion blur in games, and would like a way to toggle it off without losing stuff like longer render distance.
A few other people also commented on the motion blur. I'll see if I can separate this option. However, I can't make any promises. And thank you for reporting the problem with HDR. (I think it's better I revert the game back to SDR instead)
6.5 is a good update, Thank you for that. The grind in previous versions was too extreme imho. Two probably unintended things that I noticed so far:
1) notifications for unlocked Ads repeat every time a new scene is loaded. Not even restarting the entire game will get rid of them.
2) weapons do not re-roll with the new map refresh feature. This means it takes a full 8 matches to re-roll weapons, instead of 2 matches like in V6.2/V6.3. Ok finally figured out what the deal with the weapon swap is. The map reroll DOES update the weapons, but not the cards that hover in a circle around the prison elevator tower, the ones that show you if you've unlocked them already or not. When checking the tangent twins screen, the new weapons are properly shown though. Seems like a visual bug only.
Additionally, it would be helpful to give the player an option which of the two cards to keep when merging stuff in the workshop.
About the card merger, if you didn't know already, only same level card that have randomly chosen output. When merging higher level card with low one, it will pick the higher level card type.
Now with this update, the card alter remove the randomness by changing of your unwanted card type into the one you want, with a bit of cash involve of course. :P
What Shwez said. This was one of the reasons I added the Card Alter. A tip is: if you want to level up a card and maintain its naked/busty, alter the level 0 card you'll combine it with so you can save cash. (Lower-level cards are cheaper)
After re-reading my reply, I just realized that I was silly for suggesting that, since the naked/busty of the lower level card will never matter because combining two cards will always take the higher level card's naked/busty.
In short, there's no need to alter the lower level card. Just combine them.
There's a bug in the current version where the instructions don't show. This made the tutorial very confusing. It will be fixed in the upcoming update. In the meantime, I made a video walkthrough of the tutorial map (with the instructions visible) https://files.catbox.moe/b73xhq.mp4
Not sure if anyone also experiences this, but any time I change the window from windowed to fullscreen, it flashes on and off at random intervals. No other resolution or quality settings fix it. At windowed, it's fine. Maybe it could be my GPU drivers or something? No idea. Currently on version 6.3.2, but the 6.3.0 version also had this quirk.
Hey, just started playing, have some thoughts on my first moments in the game:
- one of the maps has player color as white and enemies' as grey - VERY confusing for a newcomer, and that neatly segues to:
- The graphics in general don't give you a clear picture at a glance- shades of grey, flat textures, lighting's not helping - I get style choices, doing it like this to show reinforcing how much it's all a digital hell. Surely we things could stand out a bit more from each other, without compromising the art style? The goal you bring the ball to is especially bad, lost in the light show around the map. I lost several times because of I got confused - it feels frustrating and unfair. There's a reason most games make sure objectives stand out from the environment, characters have easily noticeable characteristics for easy identification, etc.
- most things are well explained, the pointers the game gives you are generally good! The task list helps you to orient yourself without getting in your way - well done. The guards pointing you to where the buildings are could maybe be replaced with labels on the map when paused, or keep both.
- some weapons feel really under-powered, some are quite clunky, a few seem to shred thru everything, incl. energy (like the auto-aim automatic). Maybe additional properties to the cards could be a good addition ( I have not yet played much, idk if you get that later) Ofc I get that balance is going to be be off in an in-dev product :P
- The idea of the news explaining what is currently in rotation, the cards floating up there SEEMS cool, sure, but it just serves to waste your time in the end. KISS - Keep It Stupidly Simple. Put the card stats in a simple tooltip when hovered over in the doll loadout menu (after clicking to select a card, then hovering over another one you could have them compared side-by-side - it'd be rather convenient). In other words "Holy this-should've-been-a-menu Batman!"
- Same with charging the dolls, sex? Sounds fun! In actuality it's just annoying to do it EVERY time.Now, IF you turn it onto a whole minigame with a good amount of content, variety, interactivity, or plain ol' fun - it'd be a fun side activity. Get rid of it until then. Though fun that's mandatory to get the boosts could still get less fun after a while it'd be a big improvement.
- the doll's energy display is not very helpful as it is now. KISS and replace it with a simple bar that's always 100% visible, until a better way to do it comes up. How about a meter that's a part of your character's clothing/equipment - kinda like the energy/O2 display on the backpacks in Astroneer. THAT would be cool!
- clothing/equipment that's a 3D model - that would also be cool! There's tons of art for inspiration out there.
- The tutorial doesn't mention anything about HP, and in the heat of battle I didn't even notice there IS an HP system, though with other ways to lose maybe you don't need the dolls to have health? Instead on hit, you'd lose energy, maybe get debuffs, below like 20% you can't use weapons, at 0 doll's KO'd (maybe sesbian lex to get her back in the fight?). Just some ideas.
To summarize, the LAST thing anyone wants is being annoyed with chores, etc. when they want to relax and have fun. So many games end up making you waste time running around, repetitive tasks that feel pointless - please think thrice before you make us do it twice.
If you ask if the game is too hard? Well, I did lose a few times at first, but honestly it doesn't feel terribly difficult when you can actually see what is happening. At least the first couple runs felt fine I guess. Balancing a game in active development is a sisyphean task - make sure that it's playable, I'd worry about difficulty and balance around the final stretch to release.
The game is Splatoon with sex, but man, does it not feel like an strategy/tactics arrangement of sorts could work better here? You could keep the TPS element: some games are specifically a shooter-RTS hybrid - so it can work. RTS-style controls + active pause could even be the ticket to one-handed operation! (not too much of a stretch given what autonomy for the dolls already exists). Actually, disregard everything here except the last one, THAT is what this game needs the most :P
I get a absurd amount of Nicole cards when trading with prisoners, so many that now I have 4 max level Nicole, and that's after trading other one of max level and trade out a bunch of low level ones. In contrast, I don't have not even one max out 2B. Is this by design or is just my luck being the shittiest?
Hey boss, I think I ran into a bug with the voices. I unlocked a voice at the shop, but it seems like it went onto the second page even though I couldn't get to the second page (the arrow was still greyed out.) After I unlocked one more voice, I could navigate to the second page just fine. It seemed kind of like there was a value counting the number of voices unlocked and opening the second page when the player has 9 (one more than fits on a page), but since there's an option for "none" voice, the 8th voice goes to the second page before the player can. Anyway the game is super fun and even though unlocking the challenges feels a little grindy, I'm determined to get there! Hope you keep working on this, it's really exciting every time an update comes out
Judging by the responses of people from various sources, it looks like my game is becoming too hard that it's not fun anymore. I'll look for ways to make my game easier but still fun for those who seek challenges. But this might take a long time.
Thank you for your consideration! Is always good when the dev hears the feedback. I'm being pretty vocal with my feedback, but I want to make clear I think this game is great, one of the best adult games, and one of the few that I would play even without the adult content.
Hey, glad to hear that you guys are going to manage the difficulty a bit better. IMO, I always end up at a roadblock at around difficulty 50-75, never even reaching higher due to multiple factors I'll mention in a sec. I was tinkering a bit, and maybe you could do stuff to make the game even more complex, and in turn offer ways to make it easier, like...
Having an incentive for coloring the floor, separate from the Dolls' skills. Just like in Splatoon, bytes could both suffer the penalty for treading through the player's color and also covering the surrounding area with the player's color when defeated. The fact that covering the ground does not affect bytes intensifies the problem of having too much ground to cover back, moreso when Byte Rush is in effect. This gives some breathing room to the player and ups the importance of coloring the ground with your own.
Decrease the spawn rates of Gygabytes. I have noticed this in further difficulties where I kill a couple of keyboard warriors, and then the arena ends up with 2 more on 2 separate locations, having lasers focused on me again, or ending up taking down some impersonators and spammers, and then seeing bashers pop up outta nowhere 1 second after. Again, no breathing room that forces the player to dump their entire energy mag to dispose of them again, and if they don't, they get swarmed, clinged on, and possibly destroyed. You could argue it's lack of priority, but really, what's priority when you have 2 bashers and 2 spammers on your tail while cornered? Did I mention the keyboard warriors yet? You could also argue that this would decrease the bit count for the firewall, but you're also getting plenty enough from destroying bytes, and there's plenty of them to go around, so having too many of them isn't as bad as too many Gygabytes.
Either bumping the damage of certain weapons, having a shooting gallery/training room, or influencing what weapons there are in the rotation. Since I know letting the player choose their weapons is a no-go (and would make subsequent battles boring), having RNG for weapon choices suck. Too often am I stuck with either the range variants or the power spread variants, and they're not exactly the best IMO. You can skip the rotation by getting into the arena, then quitting the game, but that wastes time. If there was a system to influence what weapons you would get or have an area for trying them first and get a feel for them, then jump in before the 2 plays expire for that weapon rotation, then it could leave some control to the player. I am aware the practice mode is a thing, but you're still left with the things the rotation leaves you, so if you wanted to try out a weapon you have not seen before (or even unlocked in the gallery), tough luck, wait some more :/
Leveling skills? Maybe? This one may be more experimental, but say that after leveling up a Doll, you could also increase its base atk, def, nrg, etc, through skill points. This might sound redundant and probably minuscule, but could also provide some team composition and personalizing what you want each doll to be. All out on offense? Sure! Speedy on foot? You got it. Energy reserves for days on end? Why not? On top of it, you're already adding a special benefit you're getting from the cards. Not only the stat-ups, but the unique behavior/perk/upgrade you would not get from the base stat-ups from skills. It would not remove the importance of cards and allow both to exist.
...ok, I'm a bit biased on that last one since I'm a sucker for character progression, whether it's bland or complex, but in short, some suggestions I've thought about when playing to make the experience (hopefully) better. Loving the game so far, absolutely dig the style and dialog, it wears its heart on its sleeve very well.
I'm not usually afraid of a challenge, but losing card levels to the time restraint of the challenge keeps me from wanting to attempt it as often (at least, with any good cards). Defeating 100 bytes isn't bad by itself, but the time control with Meira's challenge is brutal-
Recently, I got a 91/100 score once after playing that challenge & I've had a hard time getting close to that since. As of this post, the only way to increase the time in this challenge is by defeating the fancy colored bytes (impersonator, basher, keyboard warrior, etc.), which gives you +2 seconds to the clock. This doesn't help much since it often takes longer than 2 seconds to kill most of those fancy bytes, even if you focus entirely on them with your weak weapon. Thankfully, you still have bombs to help with big groups, so at least you're not entirely hopeless.
Even still, the RNG between where those fancy bytes are at any given time & whether or not they die from the bombs exploding lends itself to time waste & a likely diminished high-value card which will put you in a slightly worse standing to win for the next run.
I'm not saying that Meira's challenge is entirely impossible, but I am saying that it's very likely to eat away at your cards &/or your time investment in this game. I love this game a lot, but I am worried that challenges like this could drive people away from getting the full achievement experience.
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never played any splatoon game before. I think i like splatoon now.
also, the city takes quite a while to load
There's a "Faster Glitch City" option in the Settings that you can toggle to make the Glitch City much simpler but faster to load. (However, the advertisements and posters will not show with this option on)
will the "scenes" with the Tangent Twins in their Private Rooms have a "climax feature" someday ? :)
Sadly, no. As much as it'll be awesome to have a "climax" feature, it's not in the plan for the game so far.
Awww, that would have made it the perfect game :(
Hey, so after updating my game and using the save transfer for a new installation, my characters have all reverted back to lvl 0, any advice?
This is a problem I should look into. (There must be a bug in the save transfer)
The closest we can do is try to look for a "NudeByte.sav" file in the old version's folder. If there's one, do this:
-Make a backup of your current save data first (even if the dolls are lvl 0) using the Save Transfer. (While Save Transfer is running, choose Export. Rename the generated file to however you like and set it aside. It's a just-in-case)
-Copy the "NudeByte.sav" file from the old version's folder to the Save Transfer folder.
-Import it using the Save Transfer.
Run the game and see if this works. However, this will also mean it's an older version of your save data. (Progress will be lost)
thanks, although i dont have an older installation due to a pc reset, ill keep this in mind in case i do something like this again
A small thing I noticed that the booster cards don't ask for TXT or PDF bits at any point after randomizing. Not sure if that's deliberate.
It's quite deliberate since I plan to add other booster packs in the future that will require other bit-types.
does anyone have any pc spec recommendations for playing this full send?
Sadly, I don't have specific recommended specs for the game. But I do recommend having a high processor (such as Intel i7) and a decent graphics card that can run most 3D games. (For the RAM, I'm not entirely sure. but i'm afraid 4 GB might not do good, so I guess 8 GB is okay)
The above I mentioned are for recommended specs.
The game has a low-quality setting for those with lower specs pc.
I hope this game comes to steam it's too good :D
I hope so too.
been playing for a few hours at this point the game is fun and easy to understand the only problem is it feels a bit weird because i would have to stop moving to change charters and that gets a bit difficult in higher waves so could you possibly add a button confg or a scroll through characters type thing to make it a bit more comfortable to play at higher rounds. every thing else is easy control other wise 👌 great game so far
I can't add a new feature for this, sadly. The closest I can add is to make the mouse scroll switch dolls in battle.
that's fine thanks for reading I made it to the end and had fun still keep up the great work
There is a very peculiar bug that allows NPC sprites to stay even outside of shops. Pressing Z (the button that hides UI) during transition from exiting the shop, if timed correctly (just after the last line of NPC message and before you get returned to Glitch City), will make NPC sprite stay on the screen. NPC sprite then can be easily removed from the screen by re-entering a shop and quitting normally.
Wow, that's one bug I didn't know was possible. I'll see what I can do to fix this, but I can't make any promises.
It's okay, since it's not exactly game-breaking and was probably in the game for a while (it was present all way back in 6.2.0 at very least, but it seems like I was the first one to start fooling around with it, or people just collectively chose to stay silent).
Love the game so far but there are some oversights that do negatively impact the experience that I have noticed;
No restart button if you fail a battle or challenge. Having to click through all the dialogue every time when you just want to get back in the arena to either farm bits or level up your dolls does get annoying after a while.
Game pauses when alt tabbing. I can understand this feature being there during the arena but it gets annoying when I just want to check something on the side during the long empty loading screens.
Other than that I really do enjoy the gameplay and progression system.
Keep up the good work!
A restart after a battle is a good idea so the game doesn't have to load the city again.
(I avoided this before when battles had to update every 2 battles, but now that it doesn't, I think I can put this)
I'll see what I can do to add this little feature.
Missing 5 vertical banner ads for the gallery. Looked all over and can't seem to find them. Are they in the game or no?
After double-checking the game, it turns out this is somewhat of a bug. I'll fix it in the next update.
How do i disable the invincibility boost? I only got it for completionist reasons, i had no intention of using it due to the huge nerf.
When you visit the Boost Station, you can select an already-purchased Boost and a "Turn Off/Turn On" button will appear somewhere below. You can turn off the selected Boost this way.
I looked everywhere for toggle switches expecting them all to be listed somewhere, including in the boost station, i didn't expect them to be in the actual shop, but it makes perfect sense now that i know it's there.
Thank you.
Imagine requiring internet access and putting anti-cheat measures on a singleplayer indie game. Smh. 🙄🤦♂️
wait a damn minute, anti-cheat?? what the...
Yeah, anti-cheat measures that prevent you from cheating the game via modifying the memory or game code.
It requires internet to check game version and time, that's what the disclaimer states but who knows what else it does with internet access. I blocked the game via firewall as soon as I read that.
The functions are also all obfuscated and the save is written to registry with encrypted values.
Can't believe this is the same dev that made Nicole's Risky Job. 😞
Ah yes the game with a anticheat! (There is no anticheat you buffoon you are just a idiot)
I never claimed there was an actual "anti-cheat". I specifically stated there are "anti-cheat measures", they are two different things, dummy.
Anti-cheat measures like the code being completely obfuscated and values being encrypted. I have already tried via CE and only the displayed value changes(which is useless) and not the actual encrypted value that is being stored and used. Changing the date/time also resets the day.
smh complaining for nothing
What process did you use to achieve this
cheat engine script i made
plz tell how u did that?
cheat engine script i made
are the lobby characters (dolls not owned by you) meant to flicker clothing/skin color as you're walking around the town?
yes
Please help, I'm stuck on a screen after I took an elevator to the city after tutorial. Nothing works, even Esc key, I can pick something and it even shows help text, but nothing changes.
I'm on V6.5.2, Windows 10.
Oh, dear. I thought I already fixed this issue...
In order for me to know how to fix this issue, I'd like to have you check the folder of the game and see if you find any "Error Log.txt" there. If you find any, please copy/paste here what's written in them.
If not, please let me know as well.
After that, let's see if we can temporarily fix this:
-Make sure to exit the game.
-Download this file: https://files.catbox.moe/6towva.reg
-Double-click the file. Click "Yes" if asked.
-Windows will say, "The keys and values ..... have been successfully added to the registry." Click "OK".
-Play the game again and see if this will fix the issue. If not, please let me know.
Okay, there was no error log whatsoever, but I've fixed this issue myself by renaming the folder that game folder was in - the name of this root folder was just a space and that quite possibly didn't let the game work as intended.
Thanks for the reply anyway :)
Thank you for reporting and letting me know how you fixed it, and I'm glad you managed to fix it! Some have experienced the same as you described, I think I should take note of this and research more to see if I can make the game run better.
Again, thank you!
Someone help me with Meira's challenge? I have the dolls at level 4 (especially the Roll) but I always run out of time, I don't know if it's me or if there is some card that gives me a little advantage. I use cards with more defense but I still lose.
you gotta obviously have the level 4 roll time slow but the strat is to just hunt down all gigabytes you can see, so you should only spend your time on attacking any gigabytes while in slow mo and with that making sure you gain time for killing them instead of just shooting at anything and eventually running out
How do you make your characters breasts bigger (not the dolls) I've seen prisoners with small to X-large breasts
not possible (yet)
Will there be impreg?
You're disgusting
the combat maps and weapons cards dont seem to change, why is that?
town map changed 4 times and i keep getting pixel peak and passion pit with the same 4 weapon cards
you gotta reset them in the tangent twin building on the top right i believe theres a button to do that.
How can I download the Random Run edition?
The challenges from the twins seem impossible
once your dolls are lvl 4 its easy, i use the kitty (dash) doll for ciella's challenge, and the puppy (roll) doll for meira's
I have a couple different versions of NudeByte downloaded and unpackaged, but I'd like to get rid of the older ones so I don't have them taking up space. My concern is, how is my save file stored? I don't want to go accidentally deleting it.
It's safe to delete older versions of Nude Byte. This will not affect your save data.
To give a technical explanation: the save data is stored in your Windows' Registry. This means your save data is stored inside Windows itself. This also means it's never saved in the game folders. So, regardless of the versions or file location of the game's folder, the game can always read your save data.
(The only time it can't read your save data is when you play it on a new computer. If this is the case, you will need to transfer your save data from one computer to another. There's a "Save Transfer" software in the list of Downloads above for this.)
the boost to new style items seems more powerful than intended - it adds a new item every time glitch city is reloaded, not every time the shop is rerolled normally on day rotation
This is a bug that, unfortunately, will be fixed in an upcoming update.
This has, unfortunately, been fixed in version 6.5.2.
in 6.5.1 the game is giving controller input help when no controller is connected. gallery movement speed is very slow. all versions i played had the options menu having a flickering problem that could lead to epilepsy problem. these are the bugs i have experienced.
I wish to clarify your bug report:
-Did you mean there's gamepad input even when there are no gamepads connected? If this is the case, what is the input? (Is the camera rotating, perhaps?)
-Can you define what's flickering whenever you're in the Settings menu? Is it perhaps the texts? Or the dimmed background? And where are you whenever you encounter this? From the main menu, Glitch City, Prison Office, Gallery, or all of them?
the gamepad inputs problem could not be replicated and appears to have been resolved. the flickering of the options screen used to happen only while in game (ie. the prison, glitch city, and gallery) on version 6.3.2. now it happens on the options screen attached to the main menu in version 6.5.1. the flickering is not captured on screen recordings and is not present when not in full screen.
Thank you for sharing these details. I'll see what I can do to fix these.
I'm terribly sorry, but after several tests, I can't replicate the problem. (I've tried it on multiple scenarios, such as different monitor hertz, vertical monitor, fullscreen mode, window mode, different locations in-game as well, and even changing of quality)
Because of this, I'm not able to make any changes to this problem.
I'll look into it sometime in the future if I manage to find a way.
Again, I'm sorry.
uh is it normal for your save file to be reset after you update???
This shouldn't be the case. The game can automatically load a save file from a previous version.
However, if it's the other way around, where you play a previous version game with a save file from a future version, then there's a huge chance the file will reset.
You might find a "NudeByte.sav" file in the new version game folder. If there is one, it's a backup file of your save data from the previous version.
If this is the case, you can download the Save Transfer software above, copy this "NudeByte.sav" file and paste it inside the Save Transfer's folder, run the Save Transfer, and import it. Hopefully, this will help you get your save data before the reset.
Maybe a bit of a silly request, but can we get more specific graphics settings? I can run High graphics no problem, but I'm really not a fan of motion blur in games, and would like a way to toggle it off without losing stuff like longer render distance.
Also, the game goes kinda haywire with HDR on.
A few other people also commented on the motion blur. I'll see if I can separate this option. However, I can't make any promises.
And thank you for reporting the problem with HDR. (I think it's better I revert the game back to SDR instead)
The "Motion Blur" option has now been added in version 6.5.2. (The game now renders in SDR as well)
6.5 is a good update, Thank you for that. The grind in previous versions was too extreme imho. Two probably unintended things that I noticed so far:
1) notifications for unlocked Ads repeat every time a new scene is loaded. Not even restarting the entire game will get rid of them.
2)
weapons do not re-roll with the new map refresh feature. This means it takes a full 8 matches to re-roll weapons, instead of 2 matches like in V6.2/V6.3.Ok finally figured out what the deal with the weapon swap is. The map reroll DOES update the weapons, but not the cards that hover in a circle around the prison elevator tower, the ones that show you if you've unlocked them already or not. When checking the tangent twins screen, the new weapons are properly shown though. Seems like a visual bug only.Additionally, it would be helpful to give the player an option which of the two cards to keep when merging stuff in the workshop.
Thank you for reporting these bugs! I'll make an update soon to fix these.
About the card merger, if you didn't know already, only same level card that have randomly chosen output. When merging higher level card with low one, it will pick the higher level card type.
Now with this update, the card alter remove the randomness by changing of your unwanted card type into the one you want, with a bit of cash involve of course. :P
What Shwez said. This was one of the reasons I added the Card Alter. A tip is: if you want to level up a card and maintain its naked/busty, alter the level 0 card you'll combine it with so you can save cash. (Lower-level cards are cheaper)
After re-reading my reply, I just realized that I was silly for suggesting that, since the naked/busty of the lower level card will never matter because combining two cards will always take the higher level card's naked/busty.
In short, there's no need to alter the lower level card. Just combine them.
These are now fixed in 6.5.1
is all of the nudity/18+ content behind a paywall? (your Patreon)
yes it is
the cards are still 18+, but the models and sprites of shopkeepers are censored/clothed
idk how to do the tutorial xd
There's a bug in the current version where the instructions don't show. This made the tutorial very confusing. It will be fixed in the upcoming update.
In the meantime, I made a video walkthrough of the tutorial map (with the instructions visible)
https://files.catbox.moe/b73xhq.mp4
Not sure if anyone also experiences this, but any time I change the window from windowed to fullscreen, it flashes on and off at random intervals. No other resolution or quality settings fix it. At windowed, it's fine. Maybe it could be my GPU drivers or something? No idea. Currently on version 6.3.2, but the 6.3.0 version also had this quirk.
Hey, just started playing, have some thoughts on my first moments in the game:
- one of the maps has player color as white and enemies' as grey - VERY confusing for a newcomer, and that neatly segues to:
- The graphics in general don't give you a clear picture at a glance- shades of grey, flat textures, lighting's not helping - I get style choices, doing it like this to show reinforcing how much it's all a digital hell. Surely we things could stand out a bit more from each other, without compromising the art style? The goal you bring the ball to is especially bad, lost in the light show around the map. I lost several times because of I got confused - it feels frustrating and unfair. There's a reason most games make sure objectives stand out from the environment, characters have easily noticeable characteristics for easy identification, etc.
- most things are well explained, the pointers the game gives you are generally good! The task list helps you to orient yourself without getting in your way - well done. The guards pointing you to where the buildings are could maybe be replaced with labels on the map when paused, or keep both.
- some weapons feel really under-powered, some are quite clunky, a few seem to shred thru everything, incl. energy (like the auto-aim automatic). Maybe additional properties to the cards could be a good addition ( I have not yet played much, idk if you get that later) Ofc I get that balance is going to be be off in an in-dev product :P
- The idea of the news explaining what is currently in rotation, the cards floating up there SEEMS cool, sure, but it just serves to waste your time in the end. KISS - Keep It Stupidly Simple. Put the card stats in a simple tooltip when hovered over in the doll loadout menu (after clicking to select a card, then hovering over another one you could have them compared side-by-side - it'd be rather convenient). In other words "Holy this-should've-been-a-menu Batman!"
- Same with charging the dolls, sex? Sounds fun! In actuality it's just annoying to do it EVERY time.Now, IF you turn it onto a whole minigame with a good amount of content, variety, interactivity, or plain ol' fun - it'd be a fun side activity. Get rid of it until then. Though fun that's mandatory to get the boosts could still get less fun after a while it'd be a big improvement.
- the doll's energy display is not very helpful as it is now. KISS and replace it with a simple bar that's always 100% visible, until a better way to do it comes up. How about a meter that's a part of your character's clothing/equipment - kinda like the energy/O2 display on the backpacks in Astroneer. THAT would be cool!
- clothing/equipment that's a 3D model - that would also be cool! There's tons of art for inspiration out there.
- The tutorial doesn't mention anything about HP, and in the heat of battle I didn't even notice there IS an HP system, though with other ways to lose maybe you don't need the dolls to have health? Instead on hit, you'd lose energy, maybe get debuffs, below like 20% you can't use weapons, at 0 doll's KO'd (maybe sesbian lex to get her back in the fight?). Just some ideas.
To summarize, the LAST thing anyone wants is being annoyed with chores, etc. when they want to relax and have fun. So many games end up making you waste time running around, repetitive tasks that feel pointless - please think thrice before you make us do it twice.
If you ask if the game is too hard? Well, I did lose a few times at first, but honestly it doesn't feel terribly difficult when you can actually see what is happening. At least the first couple runs felt fine I guess. Balancing a game in active development is a sisyphean task - make sure that it's playable, I'd worry about difficulty and balance around the final stretch to release.
The game is Splatoon with sex, but man, does it not feel like an strategy/tactics arrangement of sorts could work better here? You could keep the TPS element: some games are specifically a shooter-RTS hybrid - so it can work. RTS-style controls + active pause could even be the ticket to one-handed operation! (not too much of a stretch given what autonomy for the dolls already exists). Actually, disregard everything here except the last one, THAT is what this game needs the most :P
Meira is too hard ngl, idk if the problem is the starting timer or that the gigabytes barely give any time
you can get more time by defeating the special bytes
Yeah but it doesn't seems to be enough, maybe I am lacking some levels on card or a strategy
you need the level 4 puppy ability which is time slow after you roll and shoot
I was wondering if that helps-
It's good to see some conversation on Meira's challenge as I've also been having a hard time
thats intended bud, its "glitch" city for a reason, and how does it slow the game down XD
I get a absurd amount of Nicole cards when trading with prisoners, so many that now I have 4 max level Nicole, and that's after trading other one of max level and trade out a bunch of low level ones. In contrast, I don't have not even one max out 2B. Is this by design or is just my luck being the shittiest?
Sadly, this is purely by luck.
(But if I were a player, I'd sure want those Max Nicoles)
After double-checking my code, it turns out I'm wrong and this is indeed a bug. Thank you for reporting.
XDDDDD
Hey boss, I think I ran into a bug with the voices. I unlocked a voice at the shop, but it seems like it went onto the second page even though I couldn't get to the second page (the arrow was still greyed out.) After I unlocked one more voice, I could navigate to the second page just fine. It seemed kind of like there was a value counting the number of voices unlocked and opening the second page when the player has 9 (one more than fits on a page), but since there's an option for "none" voice, the 8th voice goes to the second page before the player can. Anyway the game is super fun and even though unlocking the challenges feels a little grindy, I'm determined to get there! Hope you keep working on this, it's really exciting every time an update comes out
Thank you for reporting this bug!
Judging by the responses of people from various sources, it looks like my game is becoming too hard that it's not fun anymore.
I'll look for ways to make my game easier but still fun for those who seek challenges. But this might take a long time.
Thank you for your consideration! Is always good when the dev hears the feedback. I'm being pretty vocal with my feedback, but I want to make clear I think this game is great, one of the best adult games, and one of the few that I would play even without the adult content.
you could try around with an easy mode type of thing
imo love the difficulty and gameplay in general. Looking forward to each and every update!
Hey, glad to hear that you guys are going to manage the difficulty a bit better. IMO, I always end up at a roadblock at around difficulty 50-75, never even reaching higher due to multiple factors I'll mention in a sec. I was tinkering a bit, and maybe you could do stuff to make the game even more complex, and in turn offer ways to make it easier, like...
...ok, I'm a bit biased on that last one since I'm a sucker for character progression, whether it's bland or complex, but in short, some suggestions I've thought about when playing to make the experience (hopefully) better. Loving the game so far, absolutely dig the style and dialog, it wears its heart on its sleeve very well.
Cheers!
Absolutely love this game, idk why theres so little activity in the comments and so many nerds complaining/hating, games fkn fire much love
new update?
Meria's challenge is too much.
I feel the same way.
I'm not usually afraid of a challenge, but losing card levels to the time restraint of the challenge keeps me from wanting to attempt it as often (at least, with any good cards). Defeating 100 bytes isn't bad by itself, but the time control with Meira's challenge is brutal-
Recently, I got a 91/100 score once after playing that challenge & I've had a hard time getting close to that since. As of this post, the only way to increase the time in this challenge is by defeating the fancy colored bytes (impersonator, basher, keyboard warrior, etc.), which gives you +2 seconds to the clock. This doesn't help much since it often takes longer than 2 seconds to kill most of those fancy bytes, even if you focus entirely on them with your weak weapon. Thankfully, you still have bombs to help with big groups, so at least you're not entirely hopeless.
Even still, the RNG between where those fancy bytes are at any given time & whether or not they die from the bombs exploding lends itself to time waste & a likely diminished high-value card which will put you in a slightly worse standing to win for the next run.
I'm not saying that Meira's challenge is entirely impossible, but I am saying that it's very likely to eat away at your cards &/or your time investment in this game. I love this game a lot, but I am worried that challenges like this could drive people away from getting the full achievement experience.