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Displaying posts with tag ReleaseDate.Reset Filter
Versus X Studio
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BIOASSHARD -ARENA- VERSION 0.9.271 RELEASE DATE!

Hello everyone!

Once again, this time has come… A new release is almost upon us and here we’ll tell you some of the features added to it and also the release date.

+New+ Jump system 2.0

The Jump system got reworked from the ground up. It works basically the same as before for the player, but it’s easier to work with in the editor. No more adding NavLinks (the stuff necessary to make the AI to react to them) manually over the levels, they’re now procedurally generated.

This has been the main focus for this release; reworking this system along with adding the new jump types. Now you have 3 more jump types you can test on in the new Mission 11. This also added the new jump types for the enemies as well (and this part is the one that required the most time for this release to be completed along with having to make new animations).

And we noticed that, sometimes, randomly, some enemy will get stuck in a jump… The thing is that the code for the jump is always the same, and the collisions for the enemy with any wall, floor, etc. gets deactivated so there’s no logical reason for them to get stuck. I don’t want to blame unreal on this because it’s more than probable that we missed something when coding the jumps for them. Anyway, they’re still killable so, if you find any stuck enemy, feel free to get that kill :P

This will require some iterations and hopefully for the next version it will be totally fixed.

+New+ WIP (temp?) jump camera

As part of the new Jump System, we also implemented a WIP camera for them. Nothing fancy, just to give it some more strength to the movement. We put the “temp?” part because we’re not sure you’re going to like it or prefer it the old way. So just let us know when you play it.

+New+ Interaction System totally revamped (3rd version/time ~ hopefully this one is the definitive)

Yeah, as you read it. It probably still needs some iteration, but so far so good. I noticed no problem at all at interacting with anything except sometimes receiving an attack/dodging it near an interaction, will remove the prompt in the screen for the interaction but still works if you press the button to do it.

Now, when there is more than one thing to interact with, the closest one gets priority, instead of the last one that entered the “interaction field”.

Also tested it with all the doors and they’re all working properly no matter the angle and also the door camera is working again (something that stopped working in the past for a not so clear reason XD).

+Fix+ Weapon upgrades aren't read when playing a different/newer version than the one where the upgrade was done.

This one needed some strange workarounds, because the values were there saved, but somehow, they didn’t update for the weapons themselves, so we had to force that reload. Also, we implemented some checks to avoid losing the upgrades when changing Rank Tier. I think we nailed it but it’s something really hard to test and we didn’t want to spend much more time on it, especially when the way this is working here in the Arena has nothing to do with the way it’ll work in the Game with the real save system in place.

+New+ Content for the Showcase Level: Designs

+New+ Content for the Showcase Level: Enemies

Yeah, some new sneak peaks have been added to the Showcase level. Nothing more to add, just wanted to make sure you noticed it XD.

The FAQ for Bioasshard Arena got its final update

As it sounds. Make sure you pay a read to it in case you missed anything. We think everything that could cause a doubt is answered in there.

And that’s all about this that we needed to remark, I think. Again, we mentioned this in the previous releases but just once more to be on the clear side XD:

We’re aiming to finish the Arena as soon as possible, that’s why we focused only on adding the necessary mechanics to call it done, before jumping to the Game. And that’s why there’s no new Sexttacks (or enemy types or new bosses, or put w/e you want in here that is not necessary for the Arena) added. Thanks for your understanding and be ready for the Game where there will be lots of those (Sexttacks, enemies, bosses, …).

With that said, here you can take a look at a reduced version of the Changelog:

+New+ Mission 11

+New+ 3 more jump types for Julia

+New+ 4 more jump types for enemies

+New+ Jump animations for the new jump types for Julia and the enemies

+New+ Key items can now have more than one use

+New+ 3 hair pubes styles (including a new fiber one) for Julia

+Change+ The physical attack to a stunned enemy command prompt has now priority over everything else, including dodging

+Change+ The POI icon for interactable stuff has got its behind the scene behavior (i.e., the code for it to work) reworked making it lighter and simpler

+Change+ Every interactable is now a 'child' of a Parent class containing all the shared code for them to be interacted

+Change+ The mission selector screen now allows scrolling through missions

+Change+ Tweaks have been made to Mission 1 in terms of enemy's behavior

+Fix+ Changing your tier level resets the weapon upgrades

+Fix+ There's a jump down in the "VR Level" (Mission 1 & 10) that can get Julia stuck out of bounds

+Fix+ Closed doors aren't showing their associated camera

+Fix+ Inflation keeps causing flickering on Julia's belly when it's not at full

+Fix+ Reading a document with a usable item equipped (does not happen with weapons) show both the item and the document in the hand

… For a completer version read the “CONTROLS & CHANGELOG.txt” file included with the release (you can also look for the document inside the new mission).

Oh, almost forgot! It’s not that important but hey here’s the release date XD:

#10-21-2023

Much love <3 everyone!

-Versus X Studio

IMPORTANT INFO

Please, check this info before asking. Most of the questions (that commonly are: 'where are the fantasy cards?, 'release dates', 'I have problems with Fantasy Cards', ...) are solved within these links.

From now on we're not answering any questions already solved there. Is very tiresome and time consuming to be answering the same question over and over again every day. So if you don't get a personal answer to your questions is because the answer is on those links, so don't take it personal.

This text and the links below will be published in every post starting today (so there can be no excuses not to see the links).

The Fantasy Card System and how it works!

The Fantasy Card System FAQ

PROJECT LIST ->> Links to downloads, Fantasy Cards, Guides and other stuff

FAQ ->> Answers to most common questions are here!

Bioasshard FAQ ->> FAQ section dedicated specifically to Bioasshard

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Versus X Studio
Public post

THE REAL BUSTER SWORD - RELEASE DATE

IMPORTANT INFO

Please, check this info before asking. Most of the questions (that commonly are: 'where are the fantasy cards?, 'release dates', 'I have problems with Fantasy Cards', ...) are solved within these links.

From now on we're not answering any questions already solved there. Is very tiresome and time consuming to be answering the same question over and over again every day. So if you don't get a personal answer to your questions is because the answer is on those links, so don't take it personal.

This text and the links below will be published in every post starting today (so there can be no excuses not to see the links).

The Fantasy Card System and how it works!

The Fantasy Card System FAQ

PROJECT LIST ->> Links to downloads, Fantasy Cards, Guides and other stuff

FAQ ->> Answers to most common questions are here!

Bioasshard FAQ ->> FAQ section dedicated specifically to Bioasshard

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Versus X Studio

*OMNIA IN UNUM - A VERY LONG NIGHT *

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Public post

BIOASSHARD VERSION 0.4.253 RELEASE DATE + CHANGELOG

Hello everyone!

Here I am, back again. This time to give you some info and what you’re expecting the most: A release date.

The next version is going to be the 0.4.253.

The release date will be: 2-8-2021

But, please, make sure you read everything below so you can understand what you gonna find on it.

“0.4.253” Yeah, “253” that’s a lot of stuff done in much less time than for the previous release xD.

Anyway, below you’ll find some stuff from the Changelog, (you’ll be able to read more with the release, in the “CONTROLS & CHANGELOG” text file) but first I want to give more details on some areas.

First and foremost, the new level/mission.

+New+ Playable Mission/level

This is now the first mission when you enter the mission selector. Why? Because here’s where you can unlock your new weaponry. Let me tell you, it’s not a very easy task to unlock everything in there, but definitely doable. IMPORTANT: Make sure, you reach the goal in time, otherwise you’ll lose whatever you’ve unlocked Unlocking a weapon, will give you access to it on every other mission, but remember you have to find it on that mission as well.

+New+ Dynamic Difficulty System (similar to the one seen on some RE games)

Yeah, you may find that, overall, the Arena is harder now. We found that the inventory was easily bloated with ammo and/or herbs so we tweaked that a bit. But also made some deep changes to the difficulty overall, just like some Resident Evil games have (RE7, RE2 Remake and even RE5 but I never noticed on this one xD). What this basically means, if you never heard about this is that, if you’re pro, the game will become gradually harder for you, while if you get hit or die a lot, the game will become easier. You’ll want to make sure you never fool around too much without your clothes on, as hits in that state can be quite big. You’ve been warned xD. Obviously, it’s probably not perfect as it is right now and we’ll be tweaking it with future releases. This system right now, affects:

• The damage you inflict

• The damage received

• The enemies’ HP

• The enemies’ Strength

• The inputs you need to get freed from a grapple

+Change+ Improvements made for Infected Weight maps

This is something that was pretty noticeable in previous versions. In the pelvis area the weights were all wrong causing some strange deformations on enemies’ gens, especially when bending over. But fixing this caused a side-effect, I didn’t notice about until I was on other stuff, and that is, that the majority of clothes for them now causes clipping. I didn’t lose time fixing those, since it’s not that important for this release. But still wanted to let you know, so you’re aware of that and that we know about it, so no need to report it as a bug.

+New+ New weaponry + sounds for them

You already know this and I have nothing especial to talk about that apart from saying that the total number of weapons now is 7. The thing is that this new weaponry required new damage reactions for enemies. I started adding them and noticed how poorly I coded them (well, that’s somehow reflected in how they behave during play). Well, to the point, even if I fixed a lot of problems with them (like the one allowing them to grab you through “jump-over” surfaces or another one where they can grab you when they’re dying), you may notice they glitch sometimes like dying in idle (this mainly happens when you kill them the moment, they were trying to grab you) and stuff like that. For now, just ignore that, because, since the next release will be focused in adding the first boss, we’ll take the chance to optimize the enemy from scratch using proper tools to make their AI and all, so this way we can derive all enemies from a very robust base.

+New+ “Call your attention” system for items and other things of interest (will be allowed to turn that off in the future)

Where you sometimes mad because it was too hard to find the items required to progress? Well, this one’s for you. Almost every interactable part of a level, will now call your attention from far enough. As mentioned, you’ll be able to turn that off in the future, because not everyone wants to have those pop-ups (I’ve read so many complaints about that on RE2 Remake xD).

+New+ Sexttack system + 19 new animations

Yeah, as it sounds, some new animations have been added along with a new system that makes the Sexttack system to be aware of its surroundings. This way you can see animations against walls or lying on floor when there’s enough space. Keep in mind though that they can trigger just as much as the previous ones, meaning they’ll happen randomly.

+New+ The Big guy can now be killed with some weapons

You asked for it? You now have it! But I’ll let you discover the weapons that can kill him. Sorry, I’m vile XD. Anyway, being killable doesn’t mean he’s easy to fight with. That’s why there’s also this: +New+ Julia can now free from Big guy’s grab (but not Sexttack). Yeah, you can now fight your way out of the Big Guy’s grabbing, but the moment you fall for his Sexttack, you’re done, you can’t free from that. Also, keep this “+New+ The Big guy can now jump” in mind… Hehehe.

+New+ Now all the Missions are unlocked from the very beginning. You don’t like a Mission? You don’t have to play it anymore

As it sounds, you don’t have to unlock Missions now and don’t have to play a Mission you don’t like (well, unless you want to unlock something that’s only unlockable through that very mission). But, it’s very recommended to play the first one, since it’s the one where you can unlock the new weaponry.

+Change+ The inventory does not save anymore between levels, to avoid for now the problems that may be caused by engine updates

Maybe you remember that with the previous release, the old save didn’t work anymore, because, updating the engine brought many internal changes to structures and things like that. So, for now, and to avoid that, we decided to get rid of that function. Now at the start of every mission you’ll see some useful items to help you get on the mission (like the handgun and some ammo). This adds a plus to difficulty as well since you can’t grind ammo from one mission to the next anymore (yeah, I know you’ll hate me for this XD).

+New+ A WIP system to forbid the aiming when the arms would go through an obstacle

This is what it says, but what I want to comment about this is that in the very last moment I found a bug on this and it’s specifically happening on one area, the Sewers. If you aim close to the water areas, you won’t be able to, since it’s taking like if that was an obstacle. That will be fixed in the next release for sure. But you may report if you find other places where this happens.

And I think that’s all I wanted to explain. So here I let you with part of the Changelog:

-v0.4.253-

+New+ A very WIP corrective shapes system for Julia

+New+ New weaponry + sounds for them

+New+ Total revamp of the weapon mechanics made from scratch

+New+ Total revamp of player mechanics, changing to a fully FSM oriented system

+New+ Total revamp of the animation system for the player, adapted to the new FSM oriented system

+New+ Julia now has different IDLE animations

+New+ Custom bullet case mesh for the assault rifle made by Badguy292 (a huge thanks to him <3)

+New+ A WIP system to forbid the aiming when the arms would go through an obstacle

+New+ “Call your attention” system for items and other things of interest (will be allowed to turn that off in the future)

+New+ Playable Mission/level

+New+ System to unlock weapons under certain conditions

+New+ Screen fade system to work with the “call your attention” system

+New+ Sexttack camera system, allowing it to go through objects making them transparent instead of clipping into Julia or the Infected

+New+ Sexttack system + 19 new animations

+New+ Julia can now free from Big guy’s grab (but not Sexttack)

+New+ The Big guy can now be killed with some weapons

+New+ The Big guy can now jump

+New+ Dynamic Difficulty System (similar to the one seen on some RE games)

+New+ UI to show a new parameter for the new Mission

+New+ Now all the Missions are unlocked from the very beginning. You don’t like a Mission? You don’t have to play it anymore

+New+ Fantasy Cards and codes

+Change+ New improvements made for Julia’s model

+Change+ Textures for Julia improved

+Change+ The size of the damage effect for certain weapons

+Change+ Improvements made for Infected Weight maps

+Change+ Temporarily made the knife to show in the belt as if it was in its sheaths. This will remain or not based on your input

+Change+ Big optimization pass made on Tick code for Julia, making it to only execute what it’s strictly necessary

+Change+ Made Julia’s flashlight a bit stronger

+Change+ Some corrective shapes remain disabled until a Control Rig gets implemented

+Change+ The new weaponry is now available in all the Missions when unlocked

+Change+ The inventory does not save anymore between levels, to avoid for now the problems that may be caused by engine updates (like what has happened with 0.3.198 Rev.2 to Rev.3)

+Change+ Reorganized the Missions. The new Mission is now Mission 1, for coherence reasons

+Change+ A big optimization pass has been made to the Cave, reducing the drawing distance cost, and mainly texture sizes, etc.

+Change+ The version number to the new one

+Fix+ Enemies keep respawning in front of Julia when there’s no other place to respawn

+Fix+ Quickly spamming the Quick-Knife button causes a soft-lock making Julia to keep attacking forever until restart or getting hit

+Fix+ Aiming while in an IDLE animation variant make Julia to repeat such animation when stop the aiming

+Fix+ Footstep sounds doubles sometimes due to the new animation system

+Fix+ Animations when aiming with certain weapons aren’t looping correctly

+Fix+ Many actions while aiming causes the weapon reticle to keep showing on screen

+Fix+ Reloading without aiming makes Julia to not rotate in the movement direction

+Fix+ Enemies lying on the floor while dying allow the player to make CQC on them

+Fix+ Trying to get a second item just right after getting one, causes Julia to soft-lock

+Fix+ The bullet case for certain weapon is not appearing

+Fix+ Unequipping a weapon while aiming causes the reticle to keep showing on screen, the camera to stay like she was aiming and gets Julia into a soft-lock

+Fix+ It’s possible to make CQCs even when Julia is getting hit or even in floor

+Fix+ Animation for two directions while aiming with the handgun aren’t well looped causing jumps in Julia while moving during aiming

+Fix+ The camera is showing black borders during grapples and Sexttacks

+Fix+ During a grapple the equipped weapon doesn’t disappear

+Fix+ During the getting free from a grapple animation the equipped weapon will disappear and after that it won’t appear again

+Fix+ Not all VXS emblems are shootable on the Cave

+Fix+ There’s a hole between two walls in the Mansion on both Missions where the Mansion is

+Fix+ There’s no visual effect of raining on the Exterior but only sound effect

+Fix+ The unlocking notifications sometimes just make the sound but don’t appear on screen

+Fix+ Enemies can grab Julia through any object whose height is below the enemy’s chest

+Fix+ Enemies can grab Julia in the very exact moment of receiving a deadly shot, making the process to getting grabbed and therefore Sexttacked by an invisible/dead enemy

Please make sure to take care and stay safe <3 See ya in the next report.

-Meguido

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