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Hey everyone! I'm in a good mood lately since I've been making some major strides in the development of part 2 for AFH. I plan to put together a kickstarter pre-launch page for it soon and will likely link it in future posts. I also will be revisiting part 1 to add new content as well as fix some rare bugs I'm hearing about. I do apologize for how mid some of the minigames turned out, I really want to edit some of those to be cooler. I'm thinking in part 2 I'm going to make the minigames part of battles as special moves as well as the overworld and make them much more rhythm heaven inspired as well as having death animations like slay the dragon. I'm feeling very confident in the projects development and actually have a small team working on these things with me now, instead of just me! I learned ALOT from part 1, especially about launch dates and bug testing lol! I appreciate all of your continued support, you're all amazing and here's a few WIPs from part 2.
I'll be upgrading graphics in part 2, I was going to make them large like on the right, but realized the animation is super straining. (May as well make a cartoon by that point) so I decided to shrink the upgrade! Tell me your thoughts on this new style!
Disco Dave's dog is dying now and is in a machine that keeps it alive. The machine is powered by his dancing so he can never stop moving.
As punishment for letting you escape the Bigg Suits arm was taken away and replaced with an augmentation. He won't let you escape this time.
Slickers will now have motorcycles.
I have ALOT more under wraps right now, stay tuned (:
I put in all the hatman minigames, including half the announced town minigames. Also added an easy, normal, hard mode. A ton of bug patches as well. I pushed these a week or 2 after my car crash, I was going to wait until my next visibility round to officially announce, but I'm just doing it now. Do keep in mind when I work on the game and push updates, I'm not well off financially and this game is definitely a passion project atm and may be forever. I am 100% way in over my head, I tried to solo dev a AAA level art/code game and in doing so, it produces AAA problems that only long sit down dev times can solve since I don't have a team. Chances are when I get to the sequel, I'll need to do a kickstarter or something to expand my team and make dev time faster. I will say though, thank you to all who have been supportive and let me know your thoughts on the added minigames. Also honestly give your thoughts on my deving and work as a whole if you can, feel free to be brutally honest.
I am started on part 2 with a friend, but may need to dial it back since the art itself may make it so we never finish that game lol.
Here's some pics:
-Minigames are practically done, just being bug tested and will be added in a week.
-Some Cutscene additions are being worked on still and will give a proper release on that soon.
-Difficulty settings will be added very soon and possibly alongside the minigames within a week.
-Might be adding cutscene skipping in this or next update as well.
-7 new quicktime/rhythm minigames
-2 new cutscenes
-Major Update to hatman battle (new moves/events)
-Fixed all reported bugs
-No crashes
-Added a scene for after you defeat the final boss.
Added several features including the game decaying if you go afk for too long, die, close and reopen, and a few other things.
All earlier mentioned bugs should be solved and we will be adding A TON of new content going forward so long as no more rear there heads.
Very sorry about the bugs, all should be cleared up within this week. I appreciate all the patience and help you have all given, Thank You.
If you encounter any bugs during your playthrough, please say something in the community notes. We will be updating the game every 1-3 hrs with patches. Thank you.
The game is ready. I look forward to you all playing it and we will be updating it weekly with tons of new content over the next month!
Thank you all for your patience and look forward to hearing feedback in 2 days! Launch should be 8pm EST this Friday.
Hi everyone, this was a very tough call.
I have to **push the release of Away From Home back by two weeks.** The game is technically beatable right now, but I’d have to cut a large number of side missions and content to ship it today, I just beat the cut content version of it and felt it took away a lot of the games uniqueness and made some areas empty. I was considering releasing early access today and full in 2 weeks, but the game just isn't as good with all the stuff I'd be cutting.
I know this isn’t the update you wanted, and I’m sorry for the frustration this causes. This short delay lets me deliver the full experience I promised instead of a rushed version. I was thinking a lot about cyberpunk when making this decision (I was a day one buyer.) Thanks for sticking with me—I won’t let you down.
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This page aggregates Steam news feeds, patch notes, and developer announcements for Away From Home, sourced from official Steam community posts.
Major updates, balance changes, and seasonal events often correlate with player-count spikes — cross-reference announcements here with the live charts on the main Away From Home statistics page.
Articles link back to Steam for full changelogs. SteamScope refreshes news entries as new posts are published to the game's Steam hub.