Loving the game so far. Would you be open for another Doll idea?
Perhaps a "Cow" that has a charge ability that is slower than the slide but knocks back by default, then does damage at lv2, gores the first standard Byte it hits for continuous damage at 3, and finally the ability to either crash an enemy into a wall for a kill or able to gore Gigabytes. If not then it's understandable, just an idea as Cow-girls are my cup of tea.
Maybe some cosmetics like inverted nipples or cow printed clothing options.
Just 2 ideas I thought of/wanted while I was playing and saw some of the cow themed billboards.
honestly, it’s a great and fun game, but I would like to see if you could add a potato pc option for graphics? I’m running on my low end laptop and the fps is alright until I go into the tangent twins battle arena, where my fps severely drop and makes it hard to play and enjoy the game. If there was an option for reducing graphics, no shadows, etc, I would greatly appreciate it. Thanks!
that’s understandable, I got the game to run more smoothly now by tweaking some of the settings. Thank for replying 🙏🙏🙏 btw gonna try Nicole’s nasty job soon
I'm having problems entering Gitch City, no matter what I do it stays stuck on the same screen, it's been like this since the update from 9.5.7 to 9.5.8, I waited for the next updates to see if updating it would fix the game, but when I enter it tells me that I have a save from 9.5.7 and it automatically loads that save that is corrupted with the bug that gets me stuck on a screen where I can't do anything, i dont know what to do.
This means a fatal error happened in the game, which is really bad. Please check your game's folder and look for an "Error Log (Date).txt". If you find one, please copy/paste the contents here for me to read.
I can't find it, I don't know if it's because I don't know how to search or because the problem originated on a different computer than the one I'm using now. I transferred the game from one computer to another with a pendrive, so it should be the exact same in both of them. I can't even find where the saves in general are saved.
Sadly, your save file will be left on the old computer, even when you transfer the game folder to the new computer. And I suspect it's the save data that's causing the fatal error. So, if the game is still making the fatal error on the new computer (without the save data), that's worrying for me.
But, then again, on the later versions of the game, it automatically imports a save data whenever it detects a "Backup (version).nbb" file in the game folder.
And "Backup (version).nbb" files are always created every time the game detects you're playing a new version.
Wherever the error is happening, that's where the "Error Log(Date).txt" should be created. (The same folder as where the .exe is located)
We have two options:
1. We try our best to salvage what we can get from the corrupted save data. (We will use the File Utility for this, which can be a bit complicated. That or you share with me your "Backup (version).nbb" and I'll do it for you.)
2. You delete the save data and make a fresh start. (Ouch, but it's easy. It's in the Settings of the Main Menu.)
First time playing, having the same issue, stuck in the same spot when first heading to Glitch City, no error Log made, just a player log in AppData. This is repeated over and over at the bottom of the current one:
NullReferenceException: Object reference not set to an instance of an object
at HubMap.LateUpdate () [0x0069d] in <96a50ba62ec649f59895c2e0ad3b3a4e>:0
If it's not too much bother, I wish to ask for a favor in checking the player log again. (If it's still available)
You mentioned there are multiple "NullReferenceException" over and over. What I wish to have you check is if there's a different error/s before all the "NullReferenceException" started.
A new bug report, likely relates to save states. As I've loaded the game today and checking through offers of other prisoners, I've hastily closed the game in cell selection menu. After logging back in, the game appeared to display the state of previous day, with all NPCs, bits on the floor and shop stock being in accordance with what they were yesterday before I left (although I've sold my EXEs that day in bank/exchange, so I was still out of EXE and EXE rates went down). Daily reward was also claimed, but otherwise - everything else was as how it was yesterday. I've done prison office before checking through shop stocks, so I basically missed an opportunity to buy any new items in style shop. At the same time, all prison cells got reset as if I haven't cleared them (which I actually did before quick-closing the game). I think it might worth looking into.
However, judging by how you described the problem, it sounds like the game wasn't able to save to disk. Saving to disk often happens when the game closes, even if it is by pressing the X on the upper-right corner of the window. (This is how the game engine I'm using works. Unity)
I will double-check this problem and see how I can improve this. However, I can't make any promises that I can make a fix to this.
It seems like bashers are in dire need for rewrite of their AI. As I currently practice teleporting playstyle, I've observed the behaviour where a basher would stand still for a good while after puffing up her chest. My guess is that they wind up for a dash as they see me, but freeze on a place as I leave their line of sight (or, more typically, plane, as they seem to observe the player only within horisontal plane and their linear pathing). They can stay like this for quite a long time, until either shot down or if the player shows up in their field of vision in the same plane as they are.
Potential fixes would probably be to either allow them to deflate after a short period of time if dash wasn't initiated, so they'd continue to look for player doll to attack, or allow them to initiate the dash after wind-up regardless if the player is still within FoV or not. Their AI seems to be otherwise still smart enough to not dash off the edges of the map/planes, and even have some degree of mobility during the dash as they sometimes can turn while attacking.
(A little extra to this report, but I've been keeping tabs on NPCs and where I've met them. Out of all NPCs, Mist is the only one that I've met in only 4 buildings, not counting Gallery. Don't think I've seen her in Bank/Exchange once. Might be bad luck, but might as well be worth investigating. Also was there a consideration for creating a bug report form? I am starting to feel like me reporting my findings in comments might be a bit of a nuisance. All while I don't really see any other place to report them)
I'm aware of this behavior of Bashers (where they stop infinitely until they find a target) and I let it be like that since, while play-testing the game before, I found it more convenient and easier to play. I'm not sure if fixing it will be a good idea, but I'll look into it when I get the chance.
Also, feel free to share your reports here. I think it's a good place for me to see these reports and make changes to the game.
(And sadly, the randomness of NPCs are simply random. I suppose it's just bad luck)
Another report from me! Not sure if bug or a feature, but I'll report regardless.
Recently I started to get more intimate with mouse aka teleport doll, seeing how much better on the field she fares to me versus my usual pick of a kitty dash. With level 4 ability to slow down time, if you start shooting right after teleporting to a wall, you can have a period of "bullet time" as you're on your way to land due to lingering slow-mo effect from scoping during teleportation. It doesn't seem to affect much in terms of damage output or anything, as you, enemies and bullets still move at the same speed, but it does give the player some additional reaction time if they're teleporting to a location that is dense with enemies.
I have a suspicion that it's always been this way, and in all fairness, I'd probably suggest keeping it as is, since it seems to be more like a fun gimmick/tech than an actual bug.
In all fairness, while having this bullet time is indeed enjoyable on itself, it can be also exploited with some weapons.
For example, Focused Fan actually has a very low delay between shots, so if you can click really fast, you can unleash an enormous barrage of bullets at the enemy, allowing you to quickly deal with a threat at close range. While I'm not sure if it can be exploited by users with some sort of "Turbo" functionality that could emulate a high amount of button presses within short time, "bullet time" certainly allows you to spam Focused Fan, letting you to deal with an enemy faster on a game timer than you'd usually do it. This behaviour can probably also be experienced with other weapons that have short delay between shots, so there might be a need for making a choice of either keeping this gimmick despite spam potential (obvious drawback is amount of energy you'll spend on such barrage without reneg since you're in mid-air), re-balancing weapons (adding extra delay to weapons that haven't had it before) or removing the gimmick. I wish there was more feedback on it, that would certainly make it a bit easier to consider how many people even use that trick and how useful they find it to be.
Well after 100% the game again i can give more feedback :).
1- Let us exit menus and chats (Back) with ESC.
2- Let us buy the following weapon cards without having to rely on rerolls... i spend like 300+ rerolls just for get the new 4 weapon cards. (Rerolls are fine but...).
3- It would be nice if you would let us start with 1 doll and the 3 stat cards of the other 3 dolls (not the main guns cards).
And that is all for now thanks for making this great game <3.
Not sure if a bug or a feature, but I've recently started to pay closer attention to the cards that my dolls wield to battle, as I've became more interested to play with customisation, now that I have nearly every card available. It seems like whenever the day in Glitch City resets, my dolls also get their equipped cards swapped, instead of keeping what I gave them. I haven't tested it in detail, but just yesterday I had my bunny and puppy wear Hunter AI cards for Basher and Spammer, and as I entered today to check on bank affairs (last few days were terrible on EXE market) - they ended up wearing cards with no attributes, and those weren't even the same characters I equipped on them! Still not sure what happened there, I'll try to monitor it some more and report on any findings that might help to pinpoint the issue.
Update: The issue doesn't seem to be related to the Glitch City resets, but it's definitely there and it's a bit hard to say what exactly causes it. I still can't say for sure, but just today I've observed how instead of having equipped U001 +1 U002 +1 U002 +1 U023 +7 on my dolls from top to bottom, I ended up with U014 +0 U000 +0 U001 +1 U022 +2. There is no rhyme to it, and I can't clearly understand the reason to this happening. The only imaginable culprit would be the fact that yesterday the only thing that I've done was collect cards and money from prisoners, check all building NPCs, collect all bits on the city floor and leave without entering Tangent Twins building/fighting any battles. Might've even opened one of card packs. So my guess would be that equipped cards shifted within a save file during the process, meaning that equipment is tied to a slot of data within a save instead of item id. But that's just a wild guess, I still have no reliable way to reproduce the issue.
I made changes in 6.5.11 to hopefully prevent this, but I have a feeling it doesn't make a difference. I'll revisit this error in the future when I get the opportunity.
If you want to look for OST - when you enter the buildings, the name of the track can pop up in the bottom right corner, same place where other credits show up (you do need to have an option "Corner Credits" turned on in general settings for that). I believe all the music that Manyakis is currently using is public domain, so you should have no issues finding the songs, all while the best anyone else can do for soundtrack is to compile some sort of youtube playlist.
In "Tangent Twins" building, where you choose the arena, there will be a "Reroll Battles" option at the top. You get rerolls as you perform battles, and each reroll would require to spend at least some amount of time fighting bytes. Amount of rerolls is capped at 99. Otherwise, battles and weapons get rerolled after 8 battles (challenges excluded), but that also ultimately resets a day in Glitch City.
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I was thinking here... any plans of ever adding tails to the characters? to go with the ears? I'd love the little bun tail on the bnuuy girl XD
i don't know why but ever since update 6.0.0 the letter of I is missing whilst talking with the guards and other npc's
Also since the update 6.5 i haven't been able to complete some of the objectives like collecting 100 bits and changing the height
just wanted to report these bugs
great game with amazing visual design and fast gameplay
I know this sounds like a dumb thing to notice but I think Tinycole's regular and large breast models are swapped on version 6.5.13
It's been like that for Tinycole ever since her first release. (It's an ironic joke I added for those who can really notice the very small difference)
Loving the game so far. Would you be open for another Doll idea?
Perhaps a "Cow" that has a charge ability that is slower than the slide but knocks back by default, then does damage at lv2, gores the first standard Byte it hits for continuous damage at 3, and finally the ability to either crash an enemy into a wall for a kill or able to gore Gigabytes. If not then it's understandable, just an idea as Cow-girls are my cup of tea.
Maybe some cosmetics like inverted nipples or cow printed clothing options.
Just 2 ideas I thought of/wanted while I was playing and saw some of the cow themed billboards.
Thank you for your feedback
Unfortunately, there are no plans to have additional types of dolls as of now.
Fine by me, just an idea to put on the shelf for more content later when you need it
honestly, it’s a great and fun game, but I would like to see if you could add a potato pc option for graphics? I’m running on my low end laptop and the fps is alright until I go into the tangent twins battle arena, where my fps severely drop and makes it hard to play and enjoy the game. If there was an option for reducing graphics, no shadows, etc, I would greatly appreciate it. Thanks!
Unfortunately, the "Low" graphics is the lowest the game can handle. I'm terribly sorry that it's still slow.
that’s understandable, I got the game to run more smoothly now by tweaking some of the settings. Thank for replying 🙏🙏🙏 btw gonna try Nicole’s nasty job soon
I've been out of the game for a while but hopefully I'll get back into it and catch up? Congrats on completing the 1st Phase of Nude Byte Mike!
Y'know, i love the game but there's one thing i find odd about the gang. They don't have tails. That'd be a cool option or cosmetic in the future.
I'm having problems entering Gitch City, no matter what I do it stays stuck on the same screen, it's been like this since the update from 9.5.7 to 9.5.8, I waited for the next updates to see if updating it would fix the game, but when I enter it tells me that I have a save from 9.5.7 and it automatically loads that save that is corrupted with the bug that gets me stuck on a screen where I can't do anything, i dont know what to do.
This means a fatal error happened in the game, which is really bad. Please check your game's folder and look for an "Error Log (Date).txt". If you find one, please copy/paste the contents here for me to read.
Hmm. I'm going to talk nerd here.
Sadly, your save file will be left on the old computer, even when you transfer the game folder to the new computer. And I suspect it's the save data that's causing the fatal error. So, if the game is still making the fatal error on the new computer (without the save data), that's worrying for me.
But, then again, on the later versions of the game, it automatically imports a save data whenever it detects a "Backup (version).nbb" file in the game folder.
And "Backup (version).nbb" files are always created every time the game detects you're playing a new version.
Wherever the error is happening, that's where the "Error Log(Date).txt" should be created. (The same folder as where the .exe is located)
We have two options:
1. We try our best to salvage what we can get from the corrupted save data. (We will use the File Utility for this, which can be a bit complicated. That or you share with me your "Backup (version).nbb" and I'll do it for you.)
2. You delete the save data and make a fresh start. (Ouch, but it's easy. It's in the Settings of the Main Menu.)
First time playing, having the same issue, stuck in the same spot when first heading to Glitch City, no error Log made, just a player log in AppData. This is repeated over and over at the bottom of the current one:
NullReferenceException: Object reference not set to an instance of an object
at HubMap.LateUpdate () [0x0069d] in <96a50ba62ec649f59895c2e0ad3b3a4e>:0
Thank you for sharing this! It's the first time I've heard of this problem. I'll investigate this problem when I get the chance.
I might have been wrong in my assumption above.
If it's not too much bother, I wish to ask for a favor in checking the player log again. (If it's still available)
You mentioned there are multiple "NullReferenceException" over and over. What I wish to have you check is if there's a different error/s before all the "NullReferenceException" started.
A new bug report, likely relates to save states.
As I've loaded the game today and checking through offers of other prisoners, I've hastily closed the game in cell selection menu. After logging back in, the game appeared to display the state of previous day, with all NPCs, bits on the floor and shop stock being in accordance with what they were yesterday before I left (although I've sold my EXEs that day in bank/exchange, so I was still out of EXE and EXE rates went down). Daily reward was also claimed, but otherwise - everything else was as how it was yesterday. I've done prison office before checking through shop stocks, so I basically missed an opportunity to buy any new items in style shop. At the same time, all prison cells got reset as if I haven't cleared them (which I actually did before quick-closing the game). I think it might worth looking into.
Thank you for your report.
However, judging by how you described the problem, it sounds like the game wasn't able to save to disk. Saving to disk often happens when the game closes, even if it is by pressing the X on the upper-right corner of the window. (This is how the game engine I'm using works. Unity)
I will double-check this problem and see how I can improve this. However, I can't make any promises that I can make a fix to this.
Ah... Too fast...
I pay 3$ for passcode but it's dated of Jul 03, 2024
Hey, any chance on this getting a build for linux?
Use Lutris.
Sadly, I'm not good with linux.
nude byte on wine 10.1 works well with my ubuntu
I'm using itch desktop app for Linux, all itch games run out of the box, no tweaking.
And one more report for me.
It seems like bashers are in dire need for rewrite of their AI. As I currently practice teleporting playstyle, I've observed the behaviour where a basher would stand still for a good while after puffing up her chest. My guess is that they wind up for a dash as they see me, but freeze on a place as I leave their line of sight (or, more typically, plane, as they seem to observe the player only within horisontal plane and their linear pathing). They can stay like this for quite a long time, until either shot down or if the player shows up in their field of vision in the same plane as they are.
Potential fixes would probably be to either allow them to deflate after a short period of time if dash wasn't initiated, so they'd continue to look for player doll to attack, or allow them to initiate the dash after wind-up regardless if the player is still within FoV or not. Their AI seems to be otherwise still smart enough to not dash off the edges of the map/planes, and even have some degree of mobility during the dash as they sometimes can turn while attacking.
(A little extra to this report, but I've been keeping tabs on NPCs and where I've met them. Out of all NPCs, Mist is the only one that I've met in only 4 buildings, not counting Gallery. Don't think I've seen her in Bank/Exchange once. Might be bad luck, but might as well be worth investigating. Also was there a consideration for creating a bug report form? I am starting to feel like me reporting my findings in comments might be a bit of a nuisance. All while I don't really see any other place to report them)
I'm aware of this behavior of Bashers (where they stop infinitely until they find a target) and I let it be like that since, while play-testing the game before, I found it more convenient and easier to play. I'm not sure if fixing it will be a good idea, but I'll look into it when I get the chance.
Also, feel free to share your reports here. I think it's a good place for me to see these reports and make changes to the game.
(And sadly, the randomness of NPCs are simply random. I suppose it's just bad luck)
Another report from me! Not sure if bug or a feature, but I'll report regardless.
Recently I started to get more intimate with mouse aka teleport doll, seeing how much better on the field she fares to me versus my usual pick of a kitty dash. With level 4 ability to slow down time, if you start shooting right after teleporting to a wall, you can have a period of "bullet time" as you're on your way to land due to lingering slow-mo effect from scoping during teleportation. It doesn't seem to affect much in terms of damage output or anything, as you, enemies and bullets still move at the same speed, but it does give the player some additional reaction time if they're teleporting to a location that is dense with enemies.
I have a suspicion that it's always been this way, and in all fairness, I'd probably suggest keeping it as is, since it seems to be more like a fun gimmick/tech than an actual bug.
Thank you for reporting this.
But I haven't checked it yet, but since you mentioned you like it, I'm not making changes to it for now.
Thank you!
In all fairness, while having this bullet time is indeed enjoyable on itself, it can be also exploited with some weapons.
For example, Focused Fan actually has a very low delay between shots, so if you can click really fast, you can unleash an enormous barrage of bullets at the enemy, allowing you to quickly deal with a threat at close range. While I'm not sure if it can be exploited by users with some sort of "Turbo" functionality that could emulate a high amount of button presses within short time, "bullet time" certainly allows you to spam Focused Fan, letting you to deal with an enemy faster on a game timer than you'd usually do it. This behaviour can probably also be experienced with other weapons that have short delay between shots, so there might be a need for making a choice of either keeping this gimmick despite spam potential (obvious drawback is amount of energy you'll spend on such barrage without reneg since you're in mid-air), re-balancing weapons (adding extra delay to weapons that haven't had it before) or removing the gimmick. I wish there was more feedback on it, that would certainly make it a bit easier to consider how many people even use that trick and how useful they find it to be.
Well after 100% the game again i can give more feedback :).
1- Let us exit menus and chats (Back) with ESC.
2- Let us buy the following weapon cards without having to rely on rerolls... i spend like 300+ rerolls just for get the new 4 weapon cards. (Rerolls are fine but...).
3- It would be nice if you would let us start with 1 doll and the 3 stat cards of the other 3 dolls (not the main guns cards).
And that is all for now thanks for making this great game <3.
Thank you for your feedback.
Is there a discord server?
Technically, ManyakisGames has a discord, but it's mostly used for Patreon stuff.
Sadly, there's no Discord server dedicated for Nude Byte.
Will there be a separate render distance option?
I can try adding this sometime in the future when I get the chance.
Not sure if a bug or a feature, but I've recently started to pay closer attention to the cards that my dolls wield to battle, as I've became more interested to play with customisation, now that I have nearly every card available. It seems like whenever the day in Glitch City resets, my dolls also get their equipped cards swapped, instead of keeping what I gave them. I haven't tested it in detail, but just yesterday I had my bunny and puppy wear Hunter AI cards for Basher and Spammer, and as I entered today to check on bank affairs (last few days were terrible on EXE market) - they ended up wearing cards with no attributes, and those weren't even the same characters I equipped on them! Still not sure what happened there, I'll try to monitor it some more and report on any findings that might help to pinpoint the issue.
Update: The issue doesn't seem to be related to the Glitch City resets, but it's definitely there and it's a bit hard to say what exactly causes it. I still can't say for sure, but just today I've observed how instead of having equipped U001 +1 U002 +1 U002 +1 U023 +7 on my dolls from top to bottom, I ended up with U014 +0 U000 +0 U001 +1 U022 +2. There is no rhyme to it, and I can't clearly understand the reason to this happening. The only imaginable culprit would be the fact that yesterday the only thing that I've done was collect cards and money from prisoners, check all building NPCs, collect all bits on the city floor and leave without entering Tangent Twins building/fighting any battles. Might've even opened one of card packs. So my guess would be that equipped cards shifted within a save file during the process, meaning that equipment is tied to a slot of data within a save instead of item id. But that's just a wild guess, I still have no reliable way to reproduce the issue.
Thank you for the detailed report.
I made changes in 6.5.11 to hopefully prevent this, but I have a feeling it doesn't make a difference. I'll revisit this error in the future when I get the opportunity.
Will there be a OST of the game in the future?
If you want to look for OST - when you enter the buildings, the name of the track can pop up in the bottom right corner, same place where other credits show up (you do need to have an option "Corner Credits" turned on in general settings for that). I believe all the music that Manyakis is currently using is public domain, so you should have no issues finding the songs, all while the best anyone else can do for soundtrack is to compile some sort of youtube playlist.
how do I do reroll battles
In "Tangent Twins" building, where you choose the arena, there will be a "Reroll Battles" option at the top. You get rerolls as you perform battles, and each reroll would require to spend at least some amount of time fighting bytes. Amount of rerolls is capped at 99.
Otherwise, battles and weapons get rerolled after 8 battles (challenges excluded), but that also ultimately resets a day in Glitch City.
I love this game!! Devs and writers did amazing ❣️❣️❣️
Please can someone help me the game isn't recognizing my gamepad, it isn't responding to the game but works on other games