I'm proud to announce Evil Labs was full released to Steam today (June 15th).
It was a wonderful journey and I'm very proud of what we achieved with your help, especially being a solo developer.
Thank you very much for all your help and support! :)
For v1.0, I polished the game a bit and fixed the last bugs reported by the community. I also added some new stuff.
Here is the changelog:
- Added 2 new secret customers (cosplayers)
- Added "Add Max" button to Raw Material Menu
- Added "Buy All" button to Raw Material Menu
- Added total to Raw Material Menu
- Improved shipment methodology
- Improved Disease Menu
- Some changes in the Raw Material Menu layout
- Enabled the Reset button to shipment
- Enabled "set max/Max All" button to shipment
- Fixed some lab researches requirements
- Fixed some misc researches requeriments
- Fixed an issue that let you send a negative number of medicine to other regions
- Fixed some tooltips (pause mode)
- Fixed some buttons errors
- Save Menu layout changes
- Secret customers chance changed
- Some other minor improvements
- Some other minor bug fixes
Full Release on June 15th
Hello there!
As many of you may already have read in the last announcements, Evil Labs is leaving early access this friday, June 15th.
It was a long way from the very first version. But I now believe the game become wonderful and exceed my expectation. And it was all because of you, who supported the game from the very beginning, giving me ideas, suggestion, telling me about bugs and ways to improve the game.
Thank you very much! You guys are the best! ːsteamhappyː
As result of the early access, I have some statistics for those who love the numbers, lol:
Buildings: from 16 to 43
Staff: from 1 to 12
Scenario: all redone
Interface/UI: all redone
Products: from 1 to 4
Customers: all redone + added 5 new avatars + special clients
Animations: +1200 new animations
Systems: added about 15 new systems/mechanics to the game, including time, day cycle, daily costs, raw material...
And many other changes, improvements and additions.
By the way, this doesn't mean I'll stop working on Evil Labs after the full release, but it is going to be a new phase for its development.
Thank you once more!
See you at the full release! ;)
Update 0.92
Hello there,
We are getting very close to the full release, on June 15th, and I've been doing some polishing/bug fixing.
Probably this isn't the final update before the full release and I'm aware of some bugs you guys reported these last days. So I'm doing my best to fix all of them before friday.
Thank you so much for your help and support. I couldn't have done without you! :)
This is the changelog for v0.92:
- Cursor now hides when placing buildings
- Fixed a bug that prevented researchers and cashiers from gaining xp
- Exit pop-up layout changes and improvements
- Load menu improvements
- Factories methodology changed a bit
- Basic Factories speed increased by 60%
- Advanced Factories speed increased by 50%
- Small changes of the starting customers
- Fixed a customer's animation
- Beta Branch was temporarily disabled
Update 0.91 and Full Release
Hello again!
So, we are getting very close to the full release of the game, which is going to be on June 15th.
It's been a long way from the very first version of Evil Labs and now the game is far more interesting than I've expected/planned. That's all because of your support! Thank you so much!
In this update I've added the last two missing buildings. In the next week (pre-launch) I'll be fixing bugs and trying to polish the game even more. Also, I won't stop working on improvements for the game after the full release. But EA is coming to an end.
I hope you guys had as much fun as I had in this several months of Early Access.
You guys are the best! Thank you!
Oh! And here is the changelog for Evil Labs 0.91:
- Added 2 new buildings (Nuclear Generator, Study Room)
- Added +52 new animations
- Revamped all the regular customers skins
- Number of bedrooms needed in order to research Superior Bedroom reduced to 3
- Fixed a bug related to elevator doors
- Fixed a bug that prevented researching marketing upgrades
- Fixed an issue that caused a window open when closing another
- Some other small bug fixes and changes
Update 0.90
Hello there,
It took a long time, but I finally managed to finish update v0.90.
There are a bunch of new stuff in this update so I hope everyone enjoy it :)
What's new:
- Added new staff class: Keepers
- Added 100+ new animations
- Added 6 new buildings (Legal Office, Medical Center, Deluxe Bedroom, Armory, Gym, Control Room)
- Added threaten system
- Added event system
- Added the possibility of being discovered
Changes:
- All Basic Factories cost reduced to $800
- Ajusts of some menus
- Saving without a name now is going to use the current date/time
- Elevators/doors are no longer clickable
- Some system improvements
- Other minor ajustments
Fixes:
- Fixed a bug that prevented some buildings to be destroyed
- Fixed the staff upgrade bug
- Fixed the missing cashier bug (if you saved with this bug, you may have to order someone to work there first)
- Repaired staff's requeriments
- Fixed the no name save bug
- Fixed the research information box position/layout
- Fixed a number of information boxes
- Fixed the ground loading bug
- Fixed some saving issues
- Fixed the store upgrade font color
- Fixed some issues with Steam API/DRM (This should fix various achievements issues)
- Tooltips now show properly
- Some text fixes
- Other minor bug fixes
Evil Labs 0.82 - Summary
Hello everyone!
I'm proud to announce v0.82 is now live.
And because versions above 0.80 brought so many changes I decided to make a new trailer, new screenshots, etc. Here is the new trailer:
https://youtu.be/6fuc13uJ22I
And a screen:
If you haven't played after Early Access Update v0.80, here is the summary of the changes:
- Totally revamped UI with new UI elements
- Added 4 new products to produce and sell
- Added 15 new buildings (8 factories, 2 labs, 2 staff, 2 storerooms, 1 admin)
- Added 12 new researchs (and modified a dozen more)
- Added new mechanics to disease creation (save, name, etc)
- Added new mechanics to clients
- Added new mechanics to infection system
- Added raw materials
- Added price system (raw material cost changes each day)
- Added regional mechanics (buy and upgrade stores on each region)
- Added logistics mechanics (pay to ship your meds to your regional stores)
- Added time mechanics
- Added report system
- Added six world regions with different characteristics
- Added staff and store daily cost
- Added day/night cicle
- Added new game background
- Added new lab expansion mechanics
- Improved game performance
- Improved customers A.I.
- New Easter Eggs
- Dozens of new character/buildings animations
- Hundreds of new text
- New jokes (I hope =X )
- Many other new stuff!
I hope you all enjoy these changes as much as I loved to work on them.
- Improved game windows script
- Increased cashiers speed
- Some performance improvements
- Some improvements of clients script (early game)
- Raised the chance customers would want some medicine you produce
- Customers now go away faster if the player doesn't have the medicine they want
- Improved cafeteria base hunger recovery by 10%
- Improved Tv Room base fun recovery by 10%
- Improved Game Room base fun recovery by 20%
- Improved Bedroom base stamina recovery by 10%
- The save now uses the last save name for saving
- Customers base money slightly improved
Fixes:
- Fixed some issues with camera control
- Fixed clients waiting time
- Fixed staff hiring false negative
- Fixed mouse selection after firing a staff
- Fixed Disease Synth construction (price + energy)
- Fixed a bug that prevented the proper display of disease name and effects (after modifying it)
- Fixed a bug that freeze the keyboard after spreading diseases while paused
- Fixed load menu text blur
- Repaired the buildings upgrades info (after upgrading)
- Repaired the disease synth upgrade info
- Repaired small storeroom info
- Material quantity now properly displays after 999
- Corrected Max Staff 3 research info
- Other minor bug fixes
What's coming next?
After I fix a few more bugs I couldn't fix yet (so it won't take too long between each update), I want to do some improvements to the game.
Then, after that, I'm going to start working on version 0.9, which will bring the military stuff, government threaten and so on... Oh! And the rest of the missing buildings as well.
Thanks all for the support! You guys are awesome!
Tiago Jackson
Early Access Update v0.81 - Hotfix
Hello there!
I took this last week only to find and fix bugs, and I believe most of them (especially the ones you guys reported) are fixed by now.
Here is the full changelog:
- Staff's stamina consumption reduced by 30%
- Changed parasites icon
- Changed fungus icon
- Today balance now properly displays the results of the day, rater than the player money +- day result
- Fixed the daily report staff calculation bug (hopefully)
- Fixed a bug that sometimes locked the camera commands
- Fixed regional sales calculation bug
- Fixed a bug with virus research
- Fixed disease points bug (after load)
- Fixed a bug related to firing staff
- Fixed a bug related to promoting staff
- Fixed staff quantity (after load)
- Fixed an automatic recovery bug
- Fixed the 2 staff on 1 bed bug (hopefully)
- Fixed the always full factory bug
- Repaired a minor sound bug
- Repaired disease extras buttons
- Repaired storeroom upgrade
- Repaired switched tooltips at contagion options
- Corrected some wrong text lines
- Corrected parasites info
- Varios performance improvements
- Other minor fixes and changes
If you happen to find another bug or the one you reported isn't fixed yet, please inform me.
Thank you all for your support and patience! :)
Tiago
PS: I'm redoing the all tutorial. It should be reactivated soon.
Early Access Update v0.81
Hello all!
I'm proud to announce Evil Labs v0.81 is live both to unstable and default branches.
It took a lot longer than I was expecting, but I believe the results are awesome :)
The complete changelog of this update is in the end of this post.
And if you haven't played version 0.80, many things have changed. For example:
- Now you have to buy raw material in order to produce medicine;
- There are now 4 medicine types, 15 new buildings
- It was added time and day/night cycle
- Many many other cool stuff (please read Changelog 0.80 to see the full description)
Oh! The older saved games won't work with this version and may corrupt the game. I had to change various aspects of the save script to work better with the new features. I'm sorry. :(
Other than that, I hope you guys enjoy it! :)
See you soon!
Tiago
PS: The Tutorial was temporarily disabled. It is going to come back as soon as I finish doing the changes needed to better reflect the new gameplay.
Changelog for version 0.81 (from 0.80):
What's new: - Added day/night cicle (test only)
- Added day time sky background (not the definitive version yet)
- Added some clouds to the sky (test only)
- Added shelves control and new shelves graphics (Store Rooms)
- Added camera control speed options
- Enabled the erase disease buttons
Changes: - Starting max stock changed to 20
- Small storeroom size changed to 20
- Improved the research script
- Improved the load script
- Improved sound volume sliders
- Changed options menu layout00:58 28/02/2018
- Improved/corrected "red buildings" graphics
- Improved the clients spawning rate
- Improved the clients disease type algorithm
- Added a limit for on screen clients
- Modified the building info layout
- Reduced the time customers wait before getting angry
- Changed Evil Labs configuration banner
- Changed Mirabolis splash screen
- Some other minor changes
Fixes: - Corrected various text lines
- Corrected research buttons image after loading
- Corrected Advanced Ointment Factory animation
- Fixed some lab expansion graphics bugs
- Fixed a bug that prevented Clone Lab and Robotics Lab from being researched
- Fixed the Bacteria research button (requirement)
- Fixed advanced injection factory research
- Fixed some lab expansion bugs
- Fixed various other loading related bugs
- Fixed the client locked on screen bug
- Fixed a bug that sometimes prevented clients from spawning
- Fixed a bug related to play/pause
- Corrected disease starting percentage
- Fixed menu locking bug
- Fixed the TV button bug
- Fixed the doors selection square
- Fixed some other small bugs
Early Access Update v0.80 - UNSTABLE Hotfix
Hello there!
As many of you may know, I got married and took a few personal days. :D
But now I'm back to work and I have already fixed various bugs of the unstable branch.
That means that we are getting very close to the release the v0.80 on the regular branch. Yay!
So, here is the list of what I've changed/fixed/added:
- Added russian language
- Added spanish language
- Removed the doubled Free Play text
- Corrected various UI issues
- Fixed the doubled staff number on load
- Fixed syrup factory no chemical bug
- Fixed game room staff animation bug
- Fixed a bug that paused the game when buying raw material
- Raw material price is now displaying properly
Thank you all for the patience and support.
And a big special thanks to the people of the community who are constantly giving me their feedback, sending bug reports, etc. You guys are awesome!
See you soon!
Tiago
PS: I'm also working on another big load issue that prevent the game from loading buildings and a issue that drops the framerate a lot after researching everything. As soon as I finish fixing them, I'll upload the patch.