Fortune's Run cover
Fortune's Run screenshot
Genre: Shooter, Role-playing (RPG)

Fortune's Run

Patch 0.2.124

That's right. Patch notes. It has bug fixes in it.


  • Added briefing screen! Everything is hooked up properly now and there are new images to look at.
  • Fixed some typos and spelling errors in the briefing dialogue.
  • Fixed Anserrah's timer remaining on-screen!
  • Fixed cutscene characters still visible after Ulibok fight.
  • Fixed glass pipes not save/loading properly in Growpod C1.
  • Fixed wrong subtitle in Cargo A Assistant call.
  • Fixed wrong hands displayed during tutorial (tattoos and gloves!)
  • Fixed Game Speed slider stacked on top of the Enemy Missile Speed slider in GAME settings!
  • Holding the crouch key is no longer required to do an Uppercut while in toggle crouch mode.
  • Made "DEPART" button cut off earlier dialogue.
  • Added audio to the starmap screen!
  • Fixed enemies doing their firing sound when their body spawns after a choke.
  • Added note that the LightGoggles make enemies detect you.
  • Fixed occlusion issue near the trap corridor.
  • Improved sun shadow resolution slightly.
  • Took away Light Goggles during the later parts of the tutorial, so people don't alert the ninjas by accident.
  • Fixed text overlap in dialogue box when binding long button names such as "RMB".
  • Fixed music cutting out after Ulibok fight.
  • Fixed wrong hostnames for the terminals.
  • Fixed some essential terminals being breakable.
  • Fixed Anserrah not walking during the blaster cycle.
  • Fixed Knife/SuperPunch behaving strangely while on ladders.
  • Fixed missing Assistant calls in the growpods. You can now receive instructions on the specific puzzles by calling while inside the growpods.
  • Fixed shock traps having a tiny flashing light that leaked into the ship, causing flashing in dark areas.
  • Fixed doors in lab becoming dark after reloading.
  • Removed weird climb hotspot in front of vents in Ops.
  • Fixed Commander's Keycard being blue instead of red.
  • Fixed bandolier description containing HTML tags.

Patch 0.2.122

GN, E! Patch 0.2.122 is out. Nothing major this time.


  • Increased fire damage to Anserrah. You can now use the pipe gas leaks to make the fight easier.
  • Fixed a bug which made the use key unuseable, blocking all progression. Whoops.
  • Fixed rapidly exiting the terminal getting the camera stuck in the camera view forever.
  • Fixed a visual bug when the boss dies at the same time as he throws a bola which looked a bit like the snowflake artifact from STALKER.
  • Added PDA to the lab explaining the devicectl command.
  • Made the turret at the center of the hull disable itself after the intro so it doesn't 1 shot the player when they're exploring later on.
  • Added Ulibok's missing voice lines and gave him a dodge move when taking damage.
  • Fixed Lab Module power state not save/loading.


Still working on the other issues. Soon!

Patch 0.2.117-0.2.118

Good news everyone!

Here are the patch notes for the past two updates. I didn't post for yesterday's since it was a really tiny one.


  • Fixed game hanging on the main menu (can't press Escape) on older GPUs due to a lack of 16 bit texture support. Now the game falls back to 32 bit textures if your hardware doesn't support it, which means that the rewind effect will record fewer images, since they'll cost twice as much VRAM.
  • Fixed the player being pulled in one direction when on a zero-g railing. If for some reason you still get this, type "set player.velocity 0,00" in the console. It should really be fixed, though.
  • Fixed game state becoming corrupted after picking up the basketball. This was the cause of a lot of random bugs. If you had some kind of problem that was solved by restarting the game and had previously picked up the basketball, this was probably related to it.
  • Reduced visual blur from head injuries by half but doubled amount of aim sway.
  • Added a way to disable head injury effects entirely in the GAME menu.
  • Removed ability to load tutorial autosaves in the menu. If you had done this and got soft-locked somewhere in the tutorial, the reason is that we never meant to have manual loading inside the tutorial... The save files get created since there are automated checkpoints, but loading them manually can break things. Anyways, we removed the option entirely. Sorry!
  • Fixed intro cutscene not having subtitles. The audio is slightly desynced, to be fixed in a later patch.
  • Fixed broken crates and other gibs destroying armour plates even though they cause no damage.
  • Fixed infinite loop if you fall onto the tutorial checkpoints, causing an autosave while you were damaged and for the game to reload that save infinitely. Oops.
  • Fixed the mugshot for Strange Box not appearing sometimes
  • Fixed helmet coming up if you crouch in a spot inside the Hab module
  • Fixed props disappearing when looking into Rec from Mid-Junc A
  • Removed ladders that dipped into the water in the grow-pods, since getting on and off ladders breaks the water physics!
  • Fixed Focus tutorial video having cutoff text.
  • Fixed missing music in map_aquaponics_c
  • Added missing description to the Bandolier item.
  • Fixed tutorial trigger extending a bit under the platform during the second jumping tutorial
  • Fixed tutorial marker visible during the Pinafore intro cutscene
  • Fixed loop in tutorial if you healed and ran into the gate too quickly
  • Fixed the trigger for the next area in the healing tutorial extending past the gate's hitbox
  • Fixed T'lic respawning when save/loading and other issues related such as them freezing in mid-air.
  • Made _tfdqd toggleable by calling it again.
  • Fixed gravity going in the wrong direction for some particles when upside down in the ring.
  • Added Manekis to the Pinafore map. Manekis for tutorial tomorrow!
  • Added Assistant CALL during the Anserrah fight which gives info on how to beat him. The Ulibok one is still missing! Soon!
  • Removed the ability to create savefiles with invalid names, which crashed the saving code. If you would like question marks in your savefile names, CC Satya Nadella.


Things not fixed:

  • Enemies not going into alert state may not properly when alerted by a stealth kill sometimes. Still checking it out, sorry!
  • Calling inside Growpod D1 sometimes does not give the hint about how to solve the puzzle.
  • Breaking the glass pipes sometimes does not properly disable sprinklers.
  • Game very rarely loads directly into the last auto-save on application start.
  • Timer sometimes persists on HUD after Anserrah boss fight.
  • Score screen automatically gives everyone S ranks. Sorry, but if you got a S rank... You haven't earned it yet!
  • Hands sprites for drinking tea and getting stunned are wrong during the tutorial.


Most, if not all of those will be resolved tomorrow!

If you're wondering what's happening with the future of the game, hold on for a moment. We're going to announce the roadmap very soon, we're still making plans to make 100% sure we don't announce something we can't commit to. Soon!

Thanks for all the support!
-Team Fortune

EA. WE RELEASED IT.

Yes. That's right. GOOD NEWS EVERYONE.

I'm not sure what to even say - we made it somehow.

Unfortunately, due to the absolute shit storm that has been battering us in the past few days, some things didn't make it in:

-A few cutscenes are missing audio
-Briefing screen doesn't work as intended, but all the dialogue from it is accessible. You just can't click the buttons, instead it's a dialogue tree... woops
-No manekis. Manekis tomorrow.

That's it! Wow, we made it. Well, almost. Two hours late. You know what I mean.

There will also be a lot of bugs, no doubt. We're going to be up for a bit monitoring the situation and live patching. At some point we both have to sleep. When that happens, you'll have to wait 6-8 hours, then we'll resume live-patching.

Enjoy it! Despite all the terror and madness, we enjoyed making it too.

À bientôt, homme-vache de l'espace.
-Team Fortune

EA Launch Undelayed!

Good news everyone!

Actual good news this time!

Steam has just approved our latest build. Which means we are back on track to launch.

How did this happen? We have removed all references to the mature content from the store page. The content remains in the game, and a content warning will be displayed to the user on first launch with an option to opt out, as originally intended. We will be looking into the store page situation in the near future.

Now, please excuse us for the next 24 hours. There is much to be done.

See you Orbital Vaqueros,
-Team Fortune

EA Launch Delayed

Good news everyone!

Wait, no. Bad news everyone. We have been rejected by Valve again.

We are now two days from release. Valve has frivolously rejected our launch for the third time.

Their first issue was that the "Huge Combat Level could not be found", an issue that arose from them testing for less than 30 minutes and not being able to exit the tutorial. This was resolved when we fed them console commands. Annoying, but understandable; unfortunately this process took over a week.

The second reason has to do with our game's subject matter. Our protagonist's journey is motivated by a past traumatic event involving sexual assault. For this reason, we chose to disclose both in-game and on the store page that there was mature content, and that the player would be allowed to opt out of direct references. Direct references include, in the current EA build, a sequence where the player views one of their attackers doing the deed from the first person perspective.

We were disappointed by how many games depict sexual assault as being gratifying and arousing, so we chose to depict it as simply disgusting and revolting. The sequence involves an emaciated, wrinkled alien creature bobbing up and down while licking the camera. This, to us, is so disgusting that it required advance warning and an option to disable the content.

Well, according to Valve, this is not sufficiently explicit to be a reference to sexual assault. So they rejected our build again.

Currently we are removing the content warning, which we feel is very wrong. Unfortunately, even doing this, there's a very good chance the build review will not pass before launch day.

For the past 3 years we've been working extremely long days to deliver this game to you. As you might know, we are only two people, so it's been an absolutely wild amount of work to meet all the deadlines. We are deeply sorry to delay again. Hope you'll still be with us once Valve decides we can finally be available on the store.

Better Luck Next Time,
-Team Fortune

Permanent Condemnation of Demo!

Hey!

We're now a few weeks out from release, and, as explained before, we will be removing the demo from the store and merging it with the game content, meaning users who have not purchased the game will no longer be able to play the demo.

Why is that? The primary reason is that we only have one developer in charge of maintaining the code, on a two-person team, and maintaining two separate apps is a lot of work. We would prefer to merge them into a single app, that way we can make sure all bug-fixes and engine upgrades are up to date. Going forward we'd like to focus 100% of our resources on the game itself, and there's a long road ahead! We're already barely making our deadlines and need all the help we can get (┬┬﹏┬┬)

The demo will be taken down 24 hours before launch, on September 26th. The exact time will be around 4:20 PM PDT, but don't hold us to that - we've been known to be serially late to everything ; )

See you Stellar Rancheros,
-Team Fortune

Fortune's Run vs. Tiny Teams!

Yeah! The thing up there! Go check it out here:

https://store.steampowered.com/sale/tinyteamsfestival2023

Want to watch someone else play the demo you've already beaten? OK! Tune in Sunday the 6th between 5PM to 8PM BST to see Pedguins and Ravs get frustrated by the tutorial exam!

See you, space cow hands,
-Team Fortune

Fortune's Run Delayed!

It is with heavy hearts that we announce to you that the early access release of Fortune's Run will be delayed. Fortunately, it will only be delayed 26 days. The new date is therefore September 27th!

We are doing this due to some scheduling conflicts, to be better placed vs. other release and also to give ourselves a few extra weeks to polish the content before we hit the publish button. Thank you for understanding!

See you there,
-Team Fortune

NextFest Patch 0.2.41

The main change for this version is that the bottles can now be picked up and thrown. This has actually been in the game the whole time but it broke slightly before the ballin' update, and we just noticed!


  • Fixed music out of sync/starting from the wrong position.
  • Fixed a bug in the MissilePool code causing corruption after loading an old save.
  • Improved collision model to function better against extremely concave surfaces. There are still some places where you can clip out of world if you really try, but it's very few and far between now.
  • Removed all convex collision meshes since the concave collision code actually performs better now!
  • Item hotkeys now correctly save to disk again. This was causing items to be stacked on top of regular binds when the application was re-launched.
  • Removed a bad ending where, if a terminal was destroyed while the player was using it, their soul became trapped forever within the confines of the machine.
  • Bottles can now be destroyed and picked up and thrown correctly.
  • Bottles can no longer be picked up after being smashed.
  • Other decos such as corpses now instance properly during save/load. If you have an old save, you may need to load it then save over it to version the save correctly. After doing this, corpses and bottles should save and load fine.
  • Fixed the messages server being down because GoDaddy deleted the SSL certificate. Fixed by switching to Dreamhost. Good job GoDaddy.
  • Fixed items duplicating during the tutorial when dying exactly 2 times.