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Arcade Spirits Torrent Download [Ativador]

Arcade Spirits Torrent Download [Ativador]


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About This Game

Arcade Spirits, a romantic visual novel, follows an alternate timeline set in the year 20XX where the 1983 video game crash never occurred. After a turbulent work history, you are granted employment at the Funplex, a popular arcade, home to a host of unique personalities and customers. Where will this new-found employment take you? Who will you meet along the way? Will you find the romance you're seeking?


  • Design your own character from the ground up - pronoun, hairstyle, skin tone, hair color, eye color and more are completely customizable and are reflected throughout the game in both gameplay and artwork!

  • With roleplaying-based choices, you will be able to grow your personality and relationships in any way you desire; Friendship, Platonic or something more intimate! Work hard and build the relationship you desire with a total of seven romanceable characters!

  • The Identity Identifier System, or IRIS, can track your relationship statuses with all characters throughout Arcade Spirits as well as your personality traits, from Quirky, Steady, and Kindly, to Gutsy and Basically.

  • Everything you choose in Arcade Spirits, from your relationships to your personality, your crisis management moments, and a myriad other decision will have an effect on the future of your arcade!


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Title: Arcade Spirits
Genre: Indie
Developer:
Fiction Factory Games
Publisher:
PQube Limited
Release Date: 12 Feb, 2019


Minimum:

  • OS: Windows XP
  • Processor: 1 GHz Intel or AMD Processor
  • Memory: 1 GB RAM
  • Graphics: DirectX or OpenGL compatible card
  • DirectX: Version 9.0c
  • Storage: 100 MB available space

English



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Unlike Japanese visual novels, the content won't make you feel like you're going to be put on a watchlist for sex offenders.

I mean that's a pretty big plus already, but it's also fun to play and the romance stuff is completely optional which is pleasing to my cold unloving android heart.. This game was so much fun.

I ran into it via LRR's YouTube page back when Graham Stark was talking about his voice acting role and I was immediately intrigued by the fun, flavourful art style and the highly entertaining snippets of writing I saw. Having now played it, this is very high up my list of favourite dating sims, probably a close second after Dream Daddy.

Super LGBT friendly, with an entertaining plot, great character customisation and a lovely cast of endearing characters. If you like inclusive, story-driven romance in your games, Arcade Spirits is more than worth a shot - you owe it to yourself to give it a try.

I've played through start to finish once, in about 6 hours I guess, but I'm already into a second playthrough and enjoying it immensely. What an excellent and endearing game.. Not much of a reviewer on Steam (or in general), but I felt passionate enough about this game to take a shot at it.

I played this game on a whim, looking for romance VNs with LGBT characters and options. And, honestly? This is probably my favorite one so far. It's not by any means perfect, of course, but I literally pulled an all-nighter the same day I bought it to finish one playthrough, and I'm plenty motivated to play more. I've never been an achievement hunter, so doing multiple routes when I've already picked a favorite has never been very favorable for me; why romance the other characters when I found my favorite? With Arcade Spirits, though, I'm thinking twice on my original standpoint of that principle. I think the characters are pretty well-written, and I'd love to do other playthroughs with the rest of the cast. Each one has a really compelling story to them, and I find depth in even the ones I had initially written off as being more two-dimensional than others. There's something for everyone. Plus, all of them are hot in their own way. You can never go wrong with a dad bod, fight me on that.

I think a strong point to this story is how heartfelt is all is. You're in a rut, down on your luck, thinking you're doomed to a vicious cycle of your hopes and dreams being crushed over and over, no matter how hard you try. (Okay, so you nailed my personal life right on the head. Well played.) You're given options to jump into the unknown and take risks that can just as easily lift your spirits as they can crush them, all the while having a small band of friends behind you every step of the way. Call me sentimental, but I found a personal reassurance behind that. And with each connection I made to a character, the more invested I became in their happiness and well-being. Misty eyes were had many a time.

... Okay fine, I may have full-blown cried too. Don't @ me.

The art itself is a really cute style, and the preview images alone are what drew my attention. Some pictures with major and minor characters side by side make the lack of detail in the minor characters a bit more jarring and obvious, but that's just a small complaint. The player especially has little choice in the matter, considering the customization options and what tweaks you'd have to do for lighting and shading in the individual scenarios. Still, I found some pictures a bit awkward in having a base colored character next to a fully-detailed one with shining hair and dynamic shadows.

Tying in opportunity with risk, happiness with sadness, and comedy with seriousness, Arcade Spirits is one heck of a roller coaster. So strap in, everyone, and enjoy the ride. I couldn't recommend this game more if I tried. I rate it 5 socially awkward, dorky technician cuties out of 5.. I'll admit at times some of the writing (especially for humor options) could be a bit cringe, but overall it was a fun experience, and I believe in the dev team enough to show my support with my wallet.
I rate this game one high score obsessed husbando out of the precious time I have on this earth.. Reviews aren't usually my thing so bare with me on this.

This game is heart warmingly sweet and was the best pick-me-up after a long tough week. I have only romanced one character, Percy, and just his track alone was great, but the main character really sold it for me. Every one can probably relate to this MC and they really made the game far more investing. I can't wait to start a new game and try a new route with a new romance.. This game was so much fun.

I ran into it via LRR's YouTube page back when Graham Stark was talking about his voice acting role and I was immediately intrigued by the fun, flavourful art style and the highly entertaining snippets of writing I saw. Having now played it, this is very high up my list of favourite dating sims, probably a close second after Dream Daddy.

Super LGBT friendly, with an entertaining plot, great character customisation and a lovely cast of endearing characters. If you like inclusive, story-driven romance in your games, Arcade Spirits is more than worth a shot - you owe it to yourself to give it a try.

I've played through start to finish once, in about 6 hours I guess, but I'm already into a second playthrough and enjoying it immensely. What an excellent and endearing game.. Reviews aren't usually my thing so bare with me on this.

This game is heart warmingly sweet and was the best pick-me-up after a long tough week. I have only romanced one character, Percy, and just his track alone was great, but the main character really sold it for me. Every one can probably relate to this MC and they really made the game far more investing. I can't wait to start a new game and try a new route with a new romance.. I don't often review games I've played, but this was the best Visual Novel I've ever played. It's clearly a labor of love, with a wide variety of characters, no sexuality limits, and a charming, roller coaster ride of a story. The art was expressive, vibrant, and unique, and the voice acting was passionate. Everything from the UI to the music was great, and you can really tell how much (exhausting) fun the developers had in the process. I sincerely hope that anyone who enjoys a good visual novel tries this one out, because I think you're missing out otherwise.. I don't often review games I've played, but this was the best Visual Novel I've ever played. It's clearly a labor of love, with a wide variety of characters, no sexuality limits, and a charming, roller coaster ride of a story. The art was expressive, vibrant, and unique, and the voice acting was passionate. Everything from the UI to the music was great, and you can really tell how much (exhausting) fun the developers had in the process. I sincerely hope that anyone who enjoys a good visual novel tries this one out, because I think you're missing out otherwise.. Unlike Japanese visual novels, the content won't make you feel like you're going to be put on a watchlist for sex offenders.

I mean that's a pretty big plus already, but it's also fun to play and the romance stuff is completely optional which is pleasing to my cold unloving android heart.


Freedom From Failure:
As I was preparing last week’s blog post, which refers to The Pillars of Arcade Spirits, it brought to mind a topic I’ve been pondering lately — signposting success and failure.

One of the pillars of our game is clear signposting. We want you to make an informed choice. Maybe we won’t tell you EVERYTHING that lurks behind an option, but you should have a good sense about what will happen if you pick it. You’ll increase your Gutsey, Naomi will like you, you’ll pick one thing over another, etc. It’s never a vague mystery which then punishes you for not knowing you fell into a trap.

I liken it to LucasArts adventure games, versus Sierra On-Line. (90s kids will know this.) In Sierra games, you’d die constantly just for trying different things. The default method the game had of teaching you “No, that’s not the right way” is to kill you and force you to reload a save. But LucasArts did away with that — if you mess up, things simply don’t work, and you can keep trying until they do. It doesn’t punish you for experimenting.

I want Arcade Spirits to do the same thing — to have very, very few legitimately punishing choices, to allow you to experiment or run wild, and have the leeway to make a few mistakes without ruining everything.

But how do I signpost that…? How do I tell the player, “Hey, don’t fret so much about what you pick, you literally can’t fail this.”

For example, in our demo, there’s a point where QueenBee says “I hate seeing people get yelled at” and then looks sad. I have literally never seen anyone pick the option of telling her “Don’t you yell at people all the time?” which is a shame, because it’s got a funny response. They’re too scared of saying the wrong thing and ruining their chances with QueenBee, or think that you have to default to the nicest response because other games punish you for being even slightly jerky. As a result they get a fairly toss-off answer from QueenBee instead of a more interesting one.

Even if you do miss a “point” with QueenBee, the game is scored in such a way that when it comes time to choose your romance path, it’s VERY tolerant of failure. As long as you chose to spend time with a person and generally said things they agreed with, a few fumbles won’t wreck everything.

But again… how do I signpost that? How do I reassure the player that they can explore the game and not feel they have to take the safest, most cautious choices they possibly can out of fear of everything exploding as punishment? How do I do it without breaking fourth wall and telling them to just have fun with it and not worry?

Not sure. Not sure at all. If you’ve got any ideas, let me know. I’d love to hear your opinions on this. Thanks!. Arcade Spirits Releases February 12th!:
We’ve got a release date — February 12th, 2019! Woo your arcade partner just in time for Valentines Day. And along with that announcement we’ve got a new trailer which features some of the great voice acting you’ll be hearing!

The demo itself doesn’t have voice yet, but I’ll be updating it soon to include voice acting (and a few minor tweaks and changes). Everything should be tip top shortly.

See you in February for love in a time of quarters!. Streetlight People / Headlines From 20XX:
Apologies, forgot to upload last week's dev blog -- and it was a doozy, so let's make sure we don't pass it completely! I'll roll last week and this week into one post.

Today we're talking about the new animated backgrounds we're adding, one of which you can see in our updated demo. Nearly every single background in the game is animated, adding lighting effects and other subtle animation cues. Little things that bring the otherwise static images to life.

Today, let’s go over three scenes, and how they’ll be different under the new animation. First, we’ll look at the Funplex.



The Funplex has three main effects going on. The first, and most commonly used across all the revamped backgrounds, are glowing elements glowing brighter than before, with the extra glow fading in and out softly. It’s almost impossible to see unless you’re looking for it, but adds some life to the scene. next, the prize game at the bottom left has a shifting color scheme, to reflect the lights inside the game changing colors. Finally, there’s a simple animation of the UFO Catcher crane lowering and raising.

Next let’s go to Flotsam Beach, home of the Obligatory Beach Episode Where Everybody Wears Sexy Swimsuits.



The streetlights (in the niiiiiiiight) pulse, in a bit more obvious a fashion as this is an old Mid-Atlantic beach town under disrepair. Similarly, some of the tube lights in the arcade will flicker, showing the double tube bulbs before turning back on full strength. I considered a cloud animation, since the clouds animate during the daytime scene, but figured the lighting was more important.

Finally, let’s look at a scene from later in the game, which I won’t spoil beyond showing you this vague imae of a run-down arcade...



Lots of stuff going on here — glitched out game screens, pulsating neon lights, error codes, and more. It’s a flashier scene, to be sure.

“But wait!” you might say, as I’m pouring the gasoline and getting the match ready. “What if I don’t want to be distracted by fancy background effects? Also, put down the matches, please.”

Not a problem! We've revamped the Preferences menu. Not only did we improve the ‘Style’ option to show you what each of our three UI styles looks like, but we added an option for the background animations. It defaults to Slow, which should provide ambiance without being distracting — but you can turn them Off completely, or even make them Faster if you want something flashy and fun! It’s up to you.

As we finish up the story and start polishing up the game, we’ll have more new features to show you — including a pretty big one which we’re not ready to talk about yet. Let’s just say there’s a reason I had to crop down the Preferences screen…

Okay, with the technical stuff aside, let's do some goofy shenanigans next.

I like world building. Hey, who doesn't? And frankly I've been wanting to do more world building for 20XX, the timeline in which Arcade Spirits takes place, where the video game crash of 1983 never happened. How are things different? How are things the same? Let's find out.

Not sure if these are canon or not -- we'll know if we end up selling so well that a sequel becomes a good idea. So hey, if you want more... y'all know what to do. Spread the word!

Introducing THE (entirely fictional) 20XX TIMES, an (entirely fictional) Newspaper From The Year 20XX.

--- President Mitchell Embroiled In New Emulation Controversy – Tweets Focus on "No Hot Sauce Collusion"

New allegations have risen regarding President Billy Mitchell's most recent high score submission to Twin Galaxies for Donkey Kong. Independent investigators have verified that his video evidence was created using MAME emulation, thus negating his score.

When pressed for a comment, President Mitchell instead focused on another scandal facing the White House, concerning illegal campaign contributions made by a hot sauce manufacturer from Georgia. Sources say that he was encouraged to divest his own hot sauce company prior to election as President in exchange for a sizable campaign contribution, filtered through numerous individuals.

Twin Galaxies has struck President Mitchell's score from the record books pending a complete investigation. The White House has issued no comment, although press secretary Roy Shildt stated that President Mitchell remains adamant that any reports of falsified scores are “fake news” from “dishonest scoreboards.”

--- Nintendo to Announce the Nintendo PlayStation-U Pro, With Features Similar to Atari XLX

Sources close to Sony of Japan say that an announcement is just around the corner regarding a new release of the Nintendo PlayStation-U, dubbed the “PlayStation-U Pro,” which will have both advanced 3-D capabilities and better support for consumer-grade CRT televisions for full backwards compatibility with classic titles.

Critics have long lambasted Nintendo for having a distinct lack of backwards compatibility with still-hot retro titles and eSports standards, forcing players to re-purchase barely upgraded remasters of classic titles if they wanted to move forward to the next iteration of Nintendo hardware. Meanwhile, their primary competitors in Atari and Sega have maintained twenty-plus years of backwards compatibility, able to read and play any discs from earlier consoles through embedded hardware or emulation.

“Nintendo thinks they deserve the attention of gamers, just because they beat everyone to optical media back in the 90s,” an alleged source within Atari posted on Facewall today. “And don't get me wrong, the Nintendo-Sony partnership really moved the whole industry forward. But they did so at the expense of supporting home ports of arcade classics. Atari believes in game preservation, and will always maintain full backwards compatibility.”

While many game developers have pushed for adoption of HDTV for higher resolutions and crisper images, a counterpush by gamers for CRT support in order to properly display older titles was embraced two generations ago by Atari and Sega, resulting in the multi-monitor setups common today.

--- Exidy Partners with Gottleib For New “Indiecading” Push

With the rising trend of bespoke arcade games crafted by independent video game developers, it was only a matter of time before one of the big names sat up and took notice. In this case, two mid-tier players in the arcade scene are teaming up to scoop up the rights to mass-distribute several indie titles, under the “Indiecading” name.”

“Exidy has always pushed forward with innovative new gaming experiences,” explained CEO Paula Westenbach. “Together with Gottleib, we believe we can get a wider exposure for these great titles. No longer will you have to go to a smaller arcade to enjoy these amazing games – we'll be in Deco's Palace, DisneyQuest, and several other major chain arcades.”

Exidy-Gottleib are currently in negotiations for the rights to Magical Moon Cuties, the hottest independent title on the scene. If all goes well, we can expect to see this game in an arcade near you within the next fiscal quarter.

--- OpEd: MicroPlay To Unveil Revolutionary New Ultra-Responsive Arcade Joystick; Snake Oil or The Next Big Thing?

Here we go again, folks – another company claiming to have the next big thing in arcade hardware. MicroPlay, a recently formed mash-up of the decaying corpses of FunWare and Sinneslöschen, have announced their first commercial product, a new “psi-responsive” joystick.

According to Cooper Technologies, the parent company which bought out what was left of those two once-slightly-better-than-mediocre companies, this new joystick will “use bio-electric feedback to read the user's intentions, providing unparalleled responsiveness in arcade gaming.” So basically it reads your mind. Through your hand. Meaning... why tap the joystick at all, if it's just going to predict what you want to do based on your thoughts?

Yyyeah, I'm thinking this is yet another flop from Cooper Technologies. From my research, only ONE tech initiative of theirs has gotten past the investment stage – remember the Phantom Console, which ended up basically being a phantom? That was them. They also had a large market share in the technology behind the Nintendo 32x, that abysmal add-on. About the only thing they've ever done which went anywhere was “Iris,” a dime-a-dozen virtual assistant with extremely limited capabilities and a heavy-handed sponsorship by PizzaYums. But hey, she's cute, and people like cute apps, so...

I've said it before, and I'll say it again – arcades are driven by highly short-lived gimmicks, but ultimately are ruled by classic titles that bring people back time and again. All sorts of gimmicks have come and gone, including force feedback, and virtual reality. (Although recent moves by the Oculus-Ouya partnership suggest they may be taking a run at that cheeseball 90s helmet-and-gloves idea again.) So I wouldn't expect much of anything from these supposed telepathic joysticks.

Besides, with Fist of Discomfort expected to move on to optional USB controllers with its forthcoming iteration, who really needs built-in control innovation? Just bring your favorite input device to your local arcade, and ha. Who We Are / Yummy Arcade Preserves:
Ever since the PQube announcement, we've had new folks tuning in to see what Arcade Spirits is all about. Hello, new folks! We've got a blog (which we mirror to Tumblr[stefangagne.tumblr.com] and Steam), we've got a Twitter for announcements and arcade culture tidbits, a Discord[discord.gg] to connect with other arcade fans, a Patreon[patreon.com] if you want to support us on a deeper level, and finally a website[www.arcadespirits.com]. That's a lot of stuff! Just pick your favorite way to follow us, and enjoy.

But also, I'd like to direct you to an old blog post[stefangagne.com] you probably missed, which describes the pillars of our game, and why we made the choices we did when designing the game. To summarize so you don't HAVE to go digging through the blog if you don't wanna, we've got four guiding principles in telling our lighthearted tale of love and quarters...

  • We’re inclusive by not restricting player choice of romance. Be who you want to be, romance who you want to romance (or nobody at all). We're LGBTQ+ friendly without specifically being a game about LGBQT+. Notably: coding in restrictions based on your preferred pronoun takes effort and we're too lazy for that. But it's laziness in favor of player choice, so hey!
  • We want you to be able to choose how to react to things around you. Player agency is sometimes missing in visual novels, so we want as much as we can pour in. We focus heavily on roleplaying and self-expression, letting you react as you like.
  • There should be clear signposts for easy decision-making. We don't like blind choices, or needing to play with a FAQ open on your second monitor. We're going to be relatively clear what each choice is going to mean for you -- who you'll spend time with and how they'll react. You have some leeway, too, so you don't have to scoop up EVERY point to get the ending you want.
  • One tale, with your own personal path chosen from beginning to end. We'll say up front this isn't about massively branching paths and multiple distinct endings. It's about a personal experience that's never exactly the same as any other player's, thanks to the choices you make along the way and who you decide to be.
We're aiming to deliver one heck of a tale for you, a story that you participate in rather than passively read, a story you can insert yourself into or play whatever other personality type you like. Play things straight, romance or don't, get wild, be snarky, do as you want. And we hope you enjoy that story.

...

Okay! That's our introduction out of the way. Let's talk this week's actual (slightly depressing) topic, based on Recent Topical News -- specifically Nintendo squishing several ROM and emulation sites with legal papers. Pirated retro games are no longer quite so easy to find, thanks to their actions.

In Arcade Spirits we've added a mini-documentary hosted by Naomi which is all about building your own emulation cabinet. It's pretty detailed on the hardware and software you'll need, but one thing we skim over is obtaining ROMs -- because let's be totally honest here, Nintendo and their ilk have every legal right to say "Hey, uh, please stop giving away our games for free, okay?" You just can't condone that sort of thing, not if you work in the game industry like I do. There's no ethical leg to stand on.

But unfortunately, this also poses a serious problem for video game preservation efforts. Many of these games are a tangled mess of copyright holders, many of which are out of business or were sold again and again, to the point where it's unclear WHO owns the copyright on a game anymore. Therefore, there is no legal way to play some of these games short of tracking down original arcade hardware and spending hundreds to thousands of dollars on it -- and if that hardware is just flat out gone, cabinets junked and sitting in landfills, a game can be lost forever. Look at the movie industry, where the majority of films from the dawn of cinema in the 30s are simply gone, because nobody thought to preserve them.

Emulation and abandonware archives were one way to keep those dimly lit and flickering candles alive. Legal? No, but given the copyright holders cannot -- or in many cases, will not -- provide a legal means of obtaining the game, not many options remain. Even games which aren't exactly in danger of vanishing can be withheld... Scott Pilgrim vs. The World is a good recent example. It never had a physical release, only digital downloads, and as licenses expired it was pulled from digital storefronts. You literally cannot legally obtain this game anymore and likely never will be able to again, and because it was loaded on DRM-locked modern game consoles, any act of preservation runs afoul of the DMCA.

So... what to do? There's really not a good solution in the hands of gamers. And again, I can't and won't condone piracy. It's up to the companies involved to be willing to loosen their grip on these games, and many refuse to budge. As noted, they're even actively fighting websites that preserve games. And thus, an impasse.

Hopefully we as an industry will find a way past this issue, to make these classic games available conveniently and without legal problems. Either that, or as fans of arcade classics, we'll have to mourn the passing of more and more great games.. Freshly Canned Laughter:
Welcome to the Arcade Spirits developer blog. Each week I post an in-depth look at some aspect of the game, or of arcade culture in general. Today, let's talk about one of the slightly more obscure influences behind Arcade Spirits -- the classic 1980s workplace sitcom.

As a kid, I grew up enmeshed in the world of the 80s / early 90s sitcom. Night Court, Cheers, Wings, things like that. "Must See TV." I wasn't really that interested in the standard family-based ones, though -- no Steve Urkel for me. I like workplace sitcoms. There's two key aspects to these, a sense of place, and a sense of belonging.

The place is obvious: wherever everybody works. An office, a bar, a courtroom, an airport, a diner, something like that. The locale is the same every week, and you get a feel for the flow of rooms and hallways, the background details baked in which make it feel unique and lived-in. Sometimes they're populated by extras moving around in the background, going about their lives... customers, usually. It feels like a living, breathing location and not just a sterile living room or something. This is where you come back to when you want to be somewhere familiar. But it's not a home, some generic suburban house; it's got a flow and a purpose directed towards whatever the business is.

When you're there, you belong there. You're family, without actually being family. The television family consists of the friends who you're close to, the ones you're emotionally tied to, working arm in arm towards a common goal or just choosing to spend time together. There's no typical drama from being stuck alongside a parent or sibling you hate because these are the people you've selected to be your family, rather than a coincidence of birth. (Shows where the family hates each other 90% of the time and all the drama arises from that are pretty much the opposite of what I want.)

I wanted those two things for Arcade Spirits -- a sense of place, and a sense of belonging. The Funplex becomes familiar to you, and your character grows to consider it something of a home. The staff and the regulars are more than just co-workers and customers, they're your friends, your family. Even the ones you aren't actively trying to romance are close companions, willing to help you and you them. There are conflicts along the way, bumps in the road, but you work through them because keeping the family together and keeping the home intact is important.

The story is even divided up like television episodes, with each contained story being its own "Level" of the game. Unlike an 80s sitcom, though, they feed into each other serially, gradually developing character arcs and plots rather than being standalone piles of gags.

Overall, I want the world of Arcade Spirits to be something you want to come back to not just to laser-focus in on your romantic target and woo them, but to be because it's a place you want to live in for a time. Familiar, friendly, warm, and inviting. And when the credits finally do roll, I want that time looked back on fondly. I hope I can provide the same feeling I had watching these sitcoms to you as a gamer.. Arcade Spirits v1.1:
The game's in good shape, 99.97% of bugs and typos are gone, and any significant story edits we wanted to make are now made. This patch is mostly polishing things up, with one feature addition to make loading save games easier.
  • Upgrades engine to Ren'Py 7.2.1.
  • Saving your game between levels caused some UI confusion before, where you had to manually click 'Return to Game' after loading. We've fixed this issue; now when loading you'll be dropped back into the game immediately.
  • Fixed a minor transparency issue in Ashley's icon.
  • Fixed typos.
. Arcade Spirits v1.02:
Welcome to Arcade Spirits v1.02! We've added a big feature, changed a few things, and fixed up a bunch of minor issues along the way...
  • The Home Arcade Documentary is now available from the Prizes menu! This interactive documentary hosted by Naomi explains how you (yes, you!) can build or buy your own multi-purpose arcade machine and really get your game on!
  • Modified one of Percy's endings to add some ambiguity. (Mouseover to reveal this spoiler if you've already finished the game...) It felt too punishing to have him simply die if you didn't befriend him. Our game promotes positivity and this stuck out weirdly. Now, it's simply left ambiguous. Enjoy your retcon!
  • By popular demand, added Pizza Facts to the end of each episode! Thank you for subscribing to Pizza Facts!
  • Adjusted the 'Basic' style user interface for improved readability and accessibility.
Minor fixes:
  • Fixed a crash when using "They" pronouns and dating Naomi.
  • Fixed more instances of QueenBee's costume being incorrect.
  • Fixed unlockable Juniper image to the main menu extras.
  • Fixed Mateo's full name being misspelled in Level 03.
  • Adjusted some language for sensitivity.
  • Improved comedic timing on some lines.
  • Simplified Iris's initial explanation of Fist of Discomfort.


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