Cyco cover
Cyco screenshot
Genre: Adventure

Cyco

Shadowboxing.Update.001B Hotfix


  • Fixed 'The Little One's navigation error.
  • Made loading screen bar more visible.

SHADOWBOXING.UPDATE.001

Hello my name is Collin Hansard, sole-developer for the game 'CYCO'.

This is our first public update, this update is using a branch of the game that has recently undergone alot of recent implementations for the next content update so there may be some regressions, but we found that some of these improvements where worth the risk. Please let me know if one of y'all spot any and I'll have it fixed immediately. I have only partially completed the effort to remove the initial boot stutter, there are still avenues I can take to fully alleviate the issue. The ingame stutter is still present but like I have outlined before, the stutter only happens the first time an object spawns, subsequent respawning of the same object won't have the stutter, I have some ideas on how to alleviate this but will have to come in a future update.

Also this update may reset your config file for the game, sorry this will hopefully be the only time this happens. Config files now have Steam cloud support.



  • Added button to toggle AI Attacking AI (Not available in final arena for thematic reasons)
  • Re-worked Initialization system to speed up boot-up.
  • Improved Character Animation Blending, all animation transitions should look smoother.
  • Vastly improved 'Climb Over' Detection

  • Adjusted Combo Curve parameters

    -Inverted the Combo Curve Damage parameter, you now do more damage the higher your combo.

    -Combo Curve parameters to be more staggered and have the changes happen at more easily and reliably interpret the effect your combo count is having on gameplay.

    -Note: While we encourage combos fully. We are cautious to curb infinities / prolonged combos past 20/25, while it's still possible to reach high combo counts we are aiming to make it more difficult the longer a combo goes on.

  • Increased the maximum color slider amount in the config menu.
  • Fixed error that caused tool-tips in the config menu not to show when hovering the mouse over text.
  • Potentially fixed rare dependency error that caused crash on Linux


Let us know if you find any issues with this update or anything you'd like to see in the game in general.

DEVELOPMENT UPDATE 07.22.24

DEVELOPMENT UPDATE 07.22.24




Hello, my name is Collin Hansard, sole developer for the game 'CYCO'

We have decided to do weekly updates every Monday for the time being, we chose this day of the week because people seem to dread Mondays, the hope is that these updates could be something to add to the day and it less bad in some way.


First I'd like to start this update by disclosing some of the projects history and future goals. One of the biggest challenges we face is getting updates out in a short period of time, we built this new engine to be extremely small, efficient and scalable, meaning we can make huge changes and additions on the fly with minimal interference from previous work. The target is to get these content updates out every three months, I think we can reach that goal if we abide by our pre-planning. While it's not guaranteed we release on target, it is critical that we make these release windows as we have alot we want to show.


Going back to Shadowboxing, I have many ideas for minor additions that would have great impact to guiding new players into becoming familiar the games mechanics such as additional cinematics and AI behaviors that display what the player is supposed to do to pass the tests of the level. However I must disclose, one of the core philosophies behind Shadowboxing is to show not tell, we completely refrain from and language written or spoken, so we are somewhat limited on how I can approach this as I refuse to break this principle, I'll try to get these changes out soon as well as some minor additions and some fixes for bugs I've noticed in the current build.


As for 'The Rock', we are mostly focusing on asset creation and content density for this content cycle, while there will still be some additional mechanics and systems we will be including, we are trying to leverage on what is already currently established, and in fact, we will likely be focusing on making the code-base even leaner and cleaner, as it is a bit too 'dirty' for my liking, despite it being relatively clean and concise.

As of today we have the first area and world space (sky/lighting/distant geometry/color direction) completed, the intro cinematic are completed, as well all 10 of the new character types completed (minus animations). Some features that will debut in 'The Rock' are actually already in the current game build that are simply not accessible. While many assets and mechanics for the update are completed, the truly hard part is to make sure these elements have impact, and that is what threatens us making our release target, sometimes concepts fall apart in practice, and great ideas appear in the final hour. For 'The Rock' we are implementing a new style of development, instead of working on the map all at the same time, we are isolating each part of the map and getting them to 100% before moving onto the next area, so far it seems to be working out well, and we will try to leverage this new way of doing things to great effect. We are taking a couple risks for this content cycle, but risk is nothing new to us, we take action and bear the consequences and never apologize for things we intend: We will always be true to what the game needs to be, at cost.

One last note on The Rock, while the last content cycle did not have any language what-so-ever, The Rock will feature dialog, however we are going to evolve the motif and treat the dialog as a way to teach the player the language the game is being played in as if they where a baby with no prior knowledge on how to speak, it is a major goal is to have players to understand what is happening with the overall plot and major themes even if they have the game on mute, and vise-versa with no video and audio only. It would be cool if we could have CYCO be a tool to learning new languages by playing them with different localization, so far the game will be in English only, but we intend to expand the localization as the opportunities arise.


I've read y'all's comments and greatly appreciate your interest and enthusiasm, the best is yet to come. We have something major to disclose for next weeks update so keep an eye out.

-Collin Hansard

Next Content Update: The Rock

Hello my name is Collin Hansard, sole developer for 'CYCO'.

I am joyous that players are learning and enjoying the game systems and mechanics as we will continue to develop these systems further and beyond what currently exists. Before I start speaking about the next content update I'd like to address common concerns and issues that have been raised about the game in it's current state.


  • First and foremost I must apologize, I did not publish the announcement that denoted we have undergone a complete engine overhaul / re-imagining. To clarify: The old version of the game soft launched on July 15th 2022, while this new engine overhaul released just two days ago (As of 07/17/24) on July 15th, 2024. This new version took 10 months to develop and we seem to have every major system gameplay system up and running, what you are seeing now is essentially a vertical slice of what is to come.

  • Regarding the loading and stuttering concerns: This is caused by the game being rendered using the Vulkan API, the issue comes from how Vulkan works as if it does not detect a pre-compiled version of the shader it will compile it in real time, so for example: When you throw the knives out for the first time and Vulkan does not have the required pre-compiled shaders, it will compile them the second the knife object is spawned, this also explains why the game is taking a while to boot up initially but boots fast on the 2nd opening of the game. This isn't necessarily a defect with Vulkan, but the problem stems from the fact the game has re-released on an entirely new engine as it will be a short while until Steam will automatically detect these shaders and distribute them to players, in short: This issue will be resolved in time and soon, in the meantime please make sure you have "Enable Shader-Precaching' enabled in your Steam settings under the Downloads section. If this problem continues to persist for new players we will take the nuclear option and dedicate the time to rework the entire initialization system to route this issue.

  • Regarding the "Shadow-Boxing" content update, while yes the map is a de-facto training level, the map is fully considered by us to be a full entry / content update, while it may not be representative of the future planned game loop, we consider it to be core to the foundation of the game, we personally see it as a sandbox environment where players can freely lab the mechanics and systems of the game in a vacuum. For the concerns of accessibility and learning, we greatly value accessibility and teaching the players how to be effective within the game's systems, while 'Shadow-boxing' is currently in maintenance mode at this point, we will add features to further demonstrate how the game is intended to be played, not just for Shadow-Boxing, but for the future maps as well.

  • Now finally in regards to the lack of content, the next three content updates are partially started, however the next content update 'The Rock' is the being worked on full time. It is too early to show off too much we can disclose some things what the content update will feature.


    - New Map: "The Rock"
    - New Playable Character
    - Two Assist Characters
    - 4 Enemy types
    - A multitude of Non-Combat activities and cinematics
    - Swimming


    While there is more content that will be featured not described above, this is what can be guaranteed at this time. Here is a sneak peak for 'The Rock':



  • One final thing: I can't speak on this too much: early adopters will be rewarded greatly for having to deal with these growing pains.


I will for the time being keep communication to a minimum unless further issues appear, until then I will need to remain focused on working on 'The Rock'. I have spent a long time working on this game in private, so please bear with me as I am learning how to communicate the direction of the game in a public manner. Thank you for your patience and continued interest into the project, your kind words will be the fuel that makes dreams become reality.

-Collin Hansard

CYCO TOTAL ENGINE CONVERSION

Hello, my name is Collin Hansard, sole developer for the game 'CYCO'.

After almost a year in development we have finally released a totally new version of the game running and an entirely new engine, as well as releasing the first content update: "Shadow Boxing". This new version of the game is more in line to the core idea of the game and I am beyond pleased with how it has turned out. The game's major systems are all fully implemented and this content update represents a full vertical slice of what is to come, we are now working on the next content update and should hopefully be out soon.

Thank you for your continued interest.
-PHOSPHORUS

MAJOR CONTENT UPDATE: BAD RECON: 04.04.23.A

So many additions and changes have been made that this list will only contain major updates, as there are too many minor updates to list.

-Added Linux and Steam OS build
-Added Controller Support
-Added Console and Console Commands
-Added Cinematic System, including four cutscenes
-Added Music Player
-Added Loadout Page
-Added Movelist Section to Info Page
-Added Character Thought System
-Added Character Appearance Options
-Added Attack Customization
-Added Pose Customization
-Added More Input, Video, Audio, and Gameplay Options to Config Menu
-Added Perk System
-Added Visual Effect to determine Player / Enemy health
-Added Black and White, CRT and Scanline filters
-Added two new music tracks
-Added World Hit Interaction System
-Updated Ego Moveset, Added, Removed and Updated attacks in Ego Moveset
-Updated Boot-Up and Level Select System
-Overhauled Gameplay
-Overhauled AI Navigation and Combat Determinance
-Overhauled Main Menu and HUD UI
-Overhauled Hitbox System, added new systems to ensure accurate hit detection
-Improved System Performance, Stability and Memory Usage

-ALTER:
-Added Tutorial Mode
-Added Trials Mode
-Overhauled Level Visuals

-BAD RECON
-Added new Enemy Type: Bad Recon: Aerial
-Added new Areas to Level
-Added Survival Mode
-Added Body Count Mode
-Added Endless Mode
-Added Peace-Time Mode
-Added Ghost Town Mode
-Added More World Elements
-Added More Spawn Locations
-Updated All Bad Recon Assets
-Overhauled Level Visuals

MAJOR CONTENT UPDATE: BAD RECON UPDATE: CC.04.04.23.A:

So many additions and changes have been made that this list will only contain major updates, as there are too many minor updates to list.

-Added Linux and Steam OS build
-Added Controller Support
-Added Console and Console Commands
-Added Cinematic System, including four cutscenes
-Added Music Player
-Added Loadout Page
-Added Movelist Section to Info Page
-Added Character Thought System
-Added Character Appearance Options
-Added Attack Customization
-Added Pose Customization
-Added More Input, Video, Audio, and Gameplay Options to Config Menu
-Added Perk System
-Added Visual Effect to determine Player / Enemy health
-Added Black and White, CRT and Scanline filters
-Added two new music tracks
-Added World Hit Interaction System
-Updated Ego Moveset, Added, Removed and Updated attacks in Ego Moveset
-Updated Boot-Up and Level Select System
-Overhauled Gameplay
-Overhauled AI Navigation and Combat Determinance
-Overhauled Main Menu and HUD UI
-Overhauled Hitbox System, added new systems to ensure accurate hit detection
-Improved System Performance, Stability and Memory Usage

-ALTER:
-Added Tutorial Mode
-Added Trials Mode
-Overhauled Level Visuals

-BAD RECON
-Added new Enemy Type: Bad Recon: Aerial
-Added new Areas to Level
-Added Survival Mode
-Added Body Count Mode
-Added Endless Mode
-Added Peace-Time Mode
-Added Ghost Town Mode
-Added More World Elements
-Added More Spawn Locations
-Updated All Bad Recon Assets
-Overhauled Level Visuals

CYCO: 07.26.22.S1

> ADDED: Arch Objects to Bad Recon (map).
> ADDED: Objectives. Time Bonus. Break Targets.
> ADDED: Rank System. Reimplemented Mission Timer.
> ADDED: Dead Rank (Game Over)
> ADDED: Character appearance in training mode
> ADDED: Weather effects to Bad Recon (Map).
> ADDED: Manual Fever Drain, performed by pressing PROWL while in RESET.

> FIXED: Bad Recon (unit) textures changing and blood values being incorrect.
> FIXED: Fever drain giving more sustain that the max amount.

> UPDATED: Improved Special Fire Ground/Air to have better knife positioning
> UPDATED: Enemy AI formation improvement.
> UPDATED: Hit number visuals.
> UPDATED: Prevented dead Bad Recon (unit) from moving around when pushed by player or AI.
> UPDATED: Blood VFX on dead Bad Recon (unit) animations.
> UPDATED: Further Improved Bad Recon (unit) pathfinding

CYCO: 07.20.22.S1

ADDED: REGAIN FULL HEAT AND LACERATE WITH FEVER DRAIN.

FIXED: HEAT AND LACERATE REGENERATION NOT WORKING.
FIXED: ACTIVE TARGET NOT DE-TARGETING ON DEATH.
FIXED: BEING ABLE TO TARGET DEAD UNITS.

UPDATED: IMPROVED EG MODEL.
UPDATED: MADE AERIAL ATTACK HITBOXES MORE GENEROUS.
UPDATED: LOWERED BAD RECON (UNIT) NAVIGATION SPEED.
UPDATED: FURTHER IMPROVEMENTS ON BAD RECON (UNIT) ANIMATIONS.
UPDATED: IMPROVED EG ATTACK ANIMATIONS.

CYCO: 07.19.22.S1

ADDED: INTRO CINEMATIC.

FIXED: FEVER TIME / SUSTAIN DEALT NOT WORKING PROPERLY.
FIXED: AFTER DEATH, ENEMIES NOT RESPAWNING CORRECTLY.

UPDATED: LARGE REDUCTION IN MEMORY USAGE.
UPDATED: FURTHER IMPROVEMENTS TO RESPAWNING SYSTEM.
UPDATED: ADJUSTED FEVER UI ELEMENT
UPDATED: FURTHER IMPROVED BAD RECON (UNIT) ATTACKS.