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POPGOES Evergreen

3 years ago

POPGOES - Weekly Update + Fanart Showcase (14/10)


Hey guys,

Another week, another update! Not complete without a fanart showcase of course. Happy to say that there is more stuff to share today than last week, so let's get started. Firstly...


Fanart Showcase:

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by AllMightyMiwo - (Source)

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by Mattmat - (Source)

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by Dentra - (Source)

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by Bjmo Aurea - (Source)


POPGOES Evergreen:

Work has continued on trading cards and phones this week, with some very nice progress.

Happy to say that the trading cards are FINISHED! Meaning all fifty cards have had their character and background artwork completed entirely, by StupidButterfly (Ellie) and Turntail (Sian) respectively. They all look amazing. And to celebrate this occasion, and Halloween of course, I will be revealing all seven Halloween trading cards on October 31st. Look forward to that!

Garrett and I have been working on "oddbody" phones recently, as you probably know already. I've been sharing updates on these with my Buy Me a Coffee members for feedback and the reception for these new ones has been pretty sick. I know a lot of people were disappointed at the Chocolate and Jukebox phones being scrapped, but trust me when I say the phones that are actually in the game are waaay better. And you can expect plenty of references to other FNAF games, like FNAF1, Sister Location, POPGOES Arcade, FNAF+, and more.


POPGOES Arcade:

I had nothing to share for POPGOES Arcade (Steam) last week, but today I've got a fair bit.

As some of you already know, we are working on a refined ESC menu for the game that has better parity for other versions of the game (console and mobile), with additional features. Something a LOT of people requested was volume controls for example. Well, it's done! Here's how it looks:

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This menu will let you change master and music volume, but it'll also let you revisit the credits, 100% ending, and 200% ending (if you have "unlocked" them) if you are on the title screen. Waaay better than the current ESC menu.

On top of this, we have worked on some quality-of-life improvements for the game based on feedback we've received since launch.

These changes include:

• Speeding up dialogue has been reworked so that holding space immediately speeds up the next text box.

• The first sign in The Dead Forest now just says "TIP" in its overworld sprite, to be extra super duper clear about it.

• The note on the bed in the Inn now lets the player know that the Bestiary doesn't contribute to completion until The Machinist.

The Dead Forest spoilers:

• When we increased the speed of battles, the Jump and Dig abilities were somehow not affected. Fixed.

• The Jukebox is now available at every inn once it's unlocked. BB's dialogue has been adjusted accordingly.

• The clippable wall in the castle is now much more obvious, with a slight twitching/glitch animation.

The Machinist Spoilers:

• The Robo-BB barricades can now be interacted with before defeating the Machinist to give at their usage later.

• When revisiting the South Forest after defeating Pristine Bonnie, the ground will sometimes "shake" to hint at The Mangle.

• Torches and water will be static in the North Forest/Castle when revisiting it in the "somewhere you shouldn't be" state.

I hope these are appreciated! We're hoping to get this final(?) update out by the end of the month. It's a big one and it requires a lot of testing. Wish us luck!


Other:

Finally, the Popgoes and Candy Funko plushies have arrived!

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Thank you to everyone who has bought Popgoes, Blake, and Candy plushies. The support has been amazing and I hope you enjoy these goofy guys that, in my opinion, represent a pretty huge, important step in gaming history.

Until next week!

- Kane

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