You are in a seemingly endless campus of office buildings. Your goal is to eat furniture and not get caught. What is going on?
Not The Robots is a Roguelike Stealth Furniture Eating Simulator. Explore procedurally generated office buildings. Hide behind furniture. Eat the furniture. Get away without being caught.
Features:
Randomly generated stealth levels
Fearsome machine-gun-equipped patrolling guards to avoid and trick
Spotlights, lasers, bombs, and other traps to sidestep
Tons of crafty gadgets to master
Short/medium/long game modes for play sessions of any size
Mysterious and fully-voiced storyline to gradually explain the game's strange setting
Secrets to find, hidden content to unlock
Controller support
The year's most exciting furniture-eating stealth game!
Miscellaneous tweaks
- "Forfeit" button acts as suicide in Campaign and Operations
+ Allows you to keep your score
- Sentries "juke" slightly less
- Scroll wheel support for Story Entry windows
Bugs and errors
- Fixed crash with failed item pickup while on Minimum lighting settings
- Fixed bug allowing Story Entry voiceovers to play without their window open
- Fixed minor typo in Complaint Form #2
- Fixed script failure when sending Achievements without Steam connection
+ This was acting as an accidental form of DRM
+ The game should now run correctly even when removed from Steam
Miscellaneous tweaks
- Significant memory usage optimization in music system
+ This may or may not fix the memory related crashes that some users were experiencing
- Performance optimization for “Initializing…” screen
Bugs and errors
- Addressed an ambiguity allowing error in saving floating point numbers as JSON
+ Should fix crashes for users finding “rogue commas” in their save data
- Forfeit button forces player to spawn if they haven’t yet
+ ...so they can die as intended
- Fixed a typo in that one section that I can’t mention here because it would be a spoiler
- Added Save+Quit feature for Campaign mode
+ Progress is deleted as soon as it's loaded - still no second chances
+ Can only Save+Quit before starting a new level
- Some carryover benefits from porting the game to a new platform
+ Optimizations for low-end hardware
= Big boost for in-game UI performance
~ Spacial UI elements (scanners, tutorial popups, etc) are rendered more cleanly
= Lots of pooling for objects that are spawned and destroyed (particles, etc)
+ Added support for certain visual effects when using VertexLit rendering
= Furniture highlighting
= Exterior wall dissolving
+ Enemy pathfinding operation is divided up over several frames
= Better performance while under attack
+ Optimizations for level-loading process
= Load time is split up over several frames - less stalling
+ Miscellaneous tweaks for VertexLit materials
- Improved general scene transitions
+ Replaced "loading" text with a "spinner" animation
= Better indication that "something is happening" during the load process
+ Fancier transition effects between scenes
+ Added tips and trivia to loading screens
+ Voicovers playing during a building transition stay above the center of the screen
- Completely rebuilt background decorations for gameplay scenes
- Improved player character's "xray" effect
+ Solid colors instead of messy overlapping transparencies
+ Shows player lights, too!
+ Now supported in VertexLit mode
- Player's collision shape is slightly thinner
+ Fits through slightly smaller gaps than before
- Rewrote UI's "3D Label" system
+ Prettier (and larger) tutorial boxes
+ Prettier Scanner labels
+ Readability improvement for Sequence numbers
- "Plus" gadget boxes are now striped instead of just being lighter in color
- Fixed UVs on outer wall textures
+ Wallpaper patterns render correctly now
- New general-purpose cubemap
+ (Mild visual improvement for reflective objects)
- Smoother music transitions when the player loses significant health in one frame
- Title screen's campus view is a bit more dense
- Levels with laser traps always have at least one low beam
+ Potentially removes the last "trivial" levels from the generator?
- Custom Level enemy picker displays Laser count in a more sensible way
+ Now says "2 Lasers" instead of "1 Laser (x2)"
- Slight readability improvement for main menu's Challenge/Operation screens
+ Drop shadows on text, color adjustments
- Some minor bug fixes
+ Fixed bug with sentries reaction to Teleport+
= Would still shoot at the player briefly after the teleport
+ Fixed bug causing interface slider noises to ignore the player's volume settings
+ Fixed bug causing mouse sensitivity slider not to apply when edited with a controller
- Extra special secret update
+ "Unlock All" cheat code now unlocks the hidden sequel
= Also fixed a bug causing some important dialogue to be skipped at the end...
+ Operations earned through cheating now contribute to unlocking Tripod Mode
= Only need to do the "Unlock All" cheat, then unlock the secret Operation
+ Special congrats to everyone who has already unlocked these legitimately!
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