v1.0 early access 1 preview
Version 0.6 reflections:
I'm happy with how v0.6 turned out in the end. And it felt really good to have such a productive month to finish up a somewhat rough early access period.
Ideally I wouldn't have gotten burnt out in November, but I guess it was a good learning experience. It definitely taught me to take a step back every now and then and re-evaluate my workflow.
The public release of v0.6 will be sometime after this month's early access release.
Version 1.0:
The jump from 0.6 straight to 1.0 might seem a bit strange.
But there was never much reasoning behind the version numbering, other than it getting incremented by 0.1 with every public release.
Version 1.0 will more or less be the game I envisioned back in 2024.
Then any additional content like extra floors can be added in v1.1 and beyond.
The following is a list of all the main features I want to have in v1.0:
The expanded church area that was supposed to be added in v0.6.
Reworked outfit, cinematic and player avatar systems to support custom playable character mods.
A new floor with new enemies and a final boss.
An ending for Chloe that can be triggered instead of looping back to the start.
A couple of new elite monsters like the water floor kraken, for existing floors.
An alchemist npc to finally replace the vending machines.
More masturbation tiles so each floor has its own unique variant.
All the remaining base animations for Chloe, like threesomes and anal cinematics.
This list isn't necessarily in order, and there will probably be more stuff added to it.
The plan is for this to be one long early access period. But, since there is still a lot of character models and animations that need to be made. If it ends up going for obscenely long, I might do a public v0.7 release halfway.
Early Access 1:
The new cinematics this month will be the recruitment blowjob cinematic that won the February poll, as well as the Frank x Lava Siren cinematic.
This month I'll also get as much work done on the new church area as possible.
I have most of the character model for a new slimegirl nun finished already.
She will start off as a regular slime on the first neutral floor, and the player has to bring her to the second neutral floor to turn her into a slimegirl.
She will also give the player a way to become a slimegirl, kind of like the nightmare possession.
I would also like to upgrade the game engine to Godot 4.6 this month.
It looks like the new version fixes most, if not all the issues with the dx12 build.
4.6 uses dx12 as the default rendering api, and it also looks like the engine can finally change between dx12/Vulkan while ingame. Which means the windows build won't have to be split into two separate versions anymore.
Upgrading the game engine is a bit scary, since I don't really know if it will cause new issues for some players. So I'll upload a separate build at some point if people want to help test the new engine.
There won't be a poll this month since the February poll also covered the April build, and as always this month's build will be posted on the 20th for early access members.
Comments (26)
Hey, i just tried the new update and i love it, but i am confused about the power buttons on the alien level. Do they have a function or is it for the next update?
请问游戏会更新其他语言吗 谢谢
isn't it supposed to be released today?
Yes, will probably be late tonight euro time.
Is there any plans for "all the way through" or "cum through" content? Would be super cool too see, especially if theres both "ass to mouth" and "mouth to ass" versions of both.
It´s possible to know if there will be a chance to receive more possession content despite the ones we have? I love how you imagine them and it´s amazing, thanks!
I kinda wanna do one possession effect for each of the feminine monsters. So slime, nightmare, lavasiren and succubus/incubus. The succubus and incubus would have to be different since they're regular physical beings. But they could turn the player into a succubus or something along those lines.
Crazy good game. I am unsure if anyone has brought this up, but are there plans for toy compatibility... is that possible in this engine?
Thanks. I looked into the buttplug io stuff early on when a script maker asked me about it. But I never found the time to work on it and then I kind of forgot. I'll look into it, I seem to remember there were some open source plugins for the connection stuff. And I might be able to reuse some of the audio system code to load the scripts.
Thank you for developing Hard Stuck. I feel genuinely proud of you for the quality you put out and for keeping at it for so long! Are you also considering redoing features related to combat? Weapons, rings, upgrading at the Blacksmith, special abilities of enemies, etc. It's been a while since getting a Health Regeneration ring + a few Blacksmith upgrades meant GG for the current and all future runs. There's no reason to change weapons either after reaching there, you can just dump upgrades into the same weapon because any weapon found in the future will have the exact same base stats anyways. Really I just wish there were some incentive to swap weapons or rings during a run. Whether it's differing base stats on item drop, equipment with rare prefixes or suffixes, equipment breaking down over time. It's all to add more dynamic elements and give an excuse to keep exploring: to get better equipment and kill harder (ha) enemies.
Thank you for the kind words. There are a lot of things that need balancing in the game, especially the weapons. Early on I wanted to have more enemies/tiles that would destroy/degrade equipment based on their material. Like how Kobolds and lava burns the starting equipment, there used to be a salt water tile that would degrade metal equipment. But it got really annoying and wasn't very intuitive so I removed it. I think the best solution is making enhancements on weapon and armor temporary. So the weapon would lose its edge when hitting and the shield would wear down when blocking. Then the weapon level could be relative to the floor/loop it's found on. And instead of lowering the strength requirement the weapon level gives more damage, and shields give more AC. The blacksmith should also only be able to improve weapons and shields. The rings are meant to play a big part of the run. But like you said, having a +99 regen ring just breaks everything.
Hell yeah!
So excited for 1.0! It's been so inspiring watching the steady and measured development you've been doing with hard stuck.
Gee Chloe! How come FLoppy lets you eat TWO wieners? Super excited to see all the next updates, this game has been awesome to follow alll this time. fingers crossed for a wolf companion at some point in the future.
Nice
The hotdogs XD. I can't breathe. Floppy always funny.
I love being the female protagonist and I enjoy a variety of male and futa partners. Also anything mating press.....that gets my heart {and other things wink wink} going straight away.
So with 1.0 in sight. Will we get a Hardstuck 2? Was just thinking, the same game just with Chloes Brother would also work great. Instead of Male Enemies you just haven them be Female xD
Hard Stuck 2: Stuck Harder Maybe? I dunno. I'll keep working on the Hard Stuck for as long as there's an appetite for more content. But I'm leaning more towards Hard Stuck being the game where the player is on the receiving end. I do have an idea for a smaller game though, one where a male player character would giving "tango lessons" to a bunch of monster ladies.
Any plans to allow increased frame rate on the cinematics? There’s a mod floating around that gets made for some versions that does this but would be better if the game did it on its own
I'm not a fan of the smooth look personally, and it causes a bunch of annoying clipping issues. It would also be too much work to change all the cinematics for a higher framerate. But I suppose there could be an option to switch to smooth interpolation. I've added it to the todo list.
I keep saying it again and again, Floppystack you're the GOAT
Praying for nun outfit,secret outfit weapons and easter eggs,but still KEEP UP THE GOATED WORK
Thank you for your hard work and dedication to this beloved project. Remember to take needed breaks and stay inspired.
I'm looking forward to seeing your work.
Sweet. Keep up the good work!
