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Crisis Point: Extinction v0.38 is out now for $10+ Patrons!


(The following is (mostly) a copy-paste from our major playable update release post on Patreon! If you like what you see, consider supporting us!)

Pour the wine and cut the cheese, Crisis Point: Extinction v0.38 is now complete and ready for our $10+ patrons to play!

You can watch the video above for a run down of some of the biggest additions, but here's a list with a bit more details as well. There's a lot of other, smaller changes and additions too, as well as bug fixes, and all of that will be listed at the very bottom of the post.

    v0.38 NEW CONTENT AND MAJOR CHANGES
-New enemy was added (Kertalus, in underwater areas)
-2 new H-scenes added (Regular Torguis scene, BE (Breast Expansion) Kertalus scene)
-Slime CG has been redrawn
-Both Alraune H-scenes have been updated with improved visuals and animations
-New upgrade added (Weighted Boots, allows you to explore underwater areas)
-Underwater Deep Soil variant music added
-New areas added to explore in the Deep Soil
-Bestiary entries for Torguis and Kertalus added
-A handful of new gameplay conversations were added (Flare Shot, Weighted Boots, Going Underwater)
-New obstacles were added for underwater areas (underwater currents & chaser mines)

One thing I'm very happy with is the Kertalus BE H-scene. Originally, the Kertalus was not going to have any H-scenes in this update - it's been a really long time since I animated anything major for CPE, but after realizing how little new H-content this update was going to have, I decided to step in and try animating an H-scene during this last week. The result was the Kertalus BE H-scene, and I am super happy with the result - hopefully you enjoy it too! Since the Kertalus doesn't have a regular, non-BE H-scene, you can also access the scene without BE status for now. Once he has a regular scene it'll be back to normal, of course.

In general, v0.38 turned out extremely well. On top of all the new stuff added to the game, we did loads of planning for future content, and I can't wait to show some of it off! On that note, here are our plans for v0.39:

    v0.39 PLANNED CONTENT
-Add the 5th major area
-Add a new enemy in the new area
-Add more sprite H-scenes
-Implement Torguis (and MAYBE Kertalus) CGs
-Implement new story-related CG sequence
-Add more to explore, in new area and existing areas
-Implement new NPCs, along with a cutscene involving them
-Implement more gameplay conversations

v0.39 will be largely focused on adding the game's 5th major area. No, I'm still not sharing the name yet; due to the nature of the area, it'd be a spoiler :p Unfortunately, the game's development is outpacing our assets quite a bit; there's multiple story cutscenes that need to be added between the Catacombs and when you enter the 5th area, despite the fact that v0.38's final room will lead directly into that area, so we're kind of trying to play an awkward game of catch up right now while still delivering a good amount of new content to explore. I'm hoping we can sort that out sooner rather than later, now that I'm helping with animation again.

Anyway, that's enough out of me. I'd like to take a moment to thank our top patrons for this update cycle:

LukBobTanbou
dreaden
SeraphStarliege
Katsune Teku
Dylan Wright
Michael Powers
Erick Allison

Thank you very much to these fine individuals for giving us so much support! And another hearty thank you to the rest of our patrons as well; we wouldn't be here making this game without you! Here's to another update, I hope you enjoy it!



    v0.38 MINOR CHANGES AND BUG FIXES
-Updated player's melee attack; it now has a quicker startup animation, and the last half of the animation can be canceled early by dashing or sliding, allowing for much quicker recovery.
-Added urns to interior Summit areas, for extra visual detail; they can also be destroyed to generate Force Shot charges
-Massively optimized multiple parts of the Deep Soil, which should eliminate any performance issues weaker hardware experiences in that area
-Changed slime AI so they no longer activate when the player enters the room, and instead when they enter the player's camera range, leading to more consistent locations and behavior of slimes
-Reduced damage output of Rapid Trigger to 55% (down from 66%), and reduced damage output of Heavy Trigger to 140% (down from 150%)
-Gave bouncy platforms in the Deep Soil a proper visual
-Added a handful of sound effects to various things across the game
-Added an input prompt to the intro text to inform the player they must press a button for the game to continue
-Added special effects when destroying breakable blocks or when crumbling floors break beneath you
-Implemented new "hit" special effect when some bullet types hit an enemy
-Made informational text in the upper right of the screen last longer for easier reading
-Fixed bug that caused Alicia to get stuck in the Wire Hang animation if she releases a wire hang while just underneath a jump-through platform
-Fixed minor bug that would make doors ignore a bullet meant to open them if the player had just entered a new room and immediately shot behind them
-Fixed bug where, if the player leaves the room containing the door to the Torguis Encampment after the cutscene where the door opens has already played, when the player returns, the door will be closed again, and cannot be opened in any way, resulting in a progression softlock
-Fixed an issue where the player could reach the second Poison Alraune before acquiring the Kilogrip
-Fixed issue where the mouse would overwrite keyboard/gamepad movement in the map screen, even if the mouse wasn't moving
-Fixed issue where opening the warp menu in the first session of a new game would cause a crash
-Fixed issue where the player could force the Torguis camp door open by pausing and unpausing the game while standing near it
-Fixed issue where the player could sometimes warp to warp points they had not unlocked yet
-Fixed a handful of very minor collision errors that probably nobody but me would've noticed anyway

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