Phew! That took a while. The VR version took longer than I'd like to finish, and then my plan to grant it for free to owners of the Desktop version of IAS took even longer than I had anticipated, but after a while I finally was able to get it done AND grant it to owners of the desktop version for free!! Also buying the VR version grants you the desktop version for free!!
So yeah, the VR version is finally out! It features 3D models for all of the weapons, and of course, the game is fully playable in VR now!
I tested this VR version on the Quest 2, however you may have to rebind some controls if you're using a different headset or controllers.
Have fun!!
VR Version coming soon!
Hey guys, Sigyaad here again with another update to I Am Sakuya.
As mentioned way back during this game's release, I planned to make a VR version of I Am Sakuya, and I'm happy to say that now it's finally ready to release in a few weeks!
After extensive play testing, I can confirm the game looks AMAZING in VR and should run with any SteamVR compatible headset (I tested it on the quest 2 via the virtual desktop quest app).
The VR version features all new 3D models for all of the weapons!
And don't worry, the vr version is FREE to all owners of the base game, all existing and future owners of I Am Sakuya will be awarded the vr version absolutely free! And those who buy the VR version will own the non-vr version absolutely free as well!
Hello guys, Sigyaad here once again with probably the final update for the Reimu DLC!
This update's main feature is the addition of a completely new and fun game mode called Funky Mode!
Funky mode grants the old version of the Gouhei (Your Melee weapon) and grants you flight! It creates a truly unique experience to the game, of course, it is kinda broken, so I highly recommend ONLY playing on funky mode when you have beaten the main game!
Additionally, some parts of the game have been tweaked, they are as follows:
Map 1,2 and 3 have been slightly more optimized
A certain secret item was added to maps 1,2,3 and 5
The gates have now been optimized so Reimu cannot squeeze through them, Reimu's hitbox is now returned to it's normal value
Grenade launcher now fires even faster
That's about it for now, more games will come future, including a VR version of I Am Sakuya + DLC, another FPS game, and of course, even a sequel!!
Thank you and have a wonderful day, thank you to everyone who helped made this all possible, including Mittens, the mapper for this DLC!
Reimu DLC Balance & Bugfix Update !
(The awesome coverart/fanart was done by @corporalblake on Twitter!)
Hello everyone, Sigyaad Here, thank you to everyone who's dropped feedback and reported bugs for the Reimu DLC! I just pushed an update that makes a slew of balance and bug fixing changes to the Reimu DLC!
The changes are as follows:
Gameplay changes:
The infamous Gouhei (Melee weapon) has been reworked. It's now a long range, high damage melee weapon that restores your HP on hits.
The grenade launcher's explosion radius has been slightly increased, it's fire rate is now faster too
Yuugi can't be thrusted by the Gouhei
Increased Reimu's hitbox (She can no longer squeeze through the gates)
MAP 1, 2 and 3 have been optimised to perform better
The final boss kills you in 2 hits instead of one
Map Changes:
MAP 1 : Balanced most of the enemy encounters near the start and the cave bit since there were a lot of enemies and without the grenade launcher it gets really crazy. Fixed some missing water blocks on the teleporting spots. Added extra 1UPS
MAP 2: Slight balancing with the enemies at the shrine part, added extra 1UP and made the Yuugi a little bit smaller so her hitbox somewhat matches.
MAP 3 : Removed the bush cirnos, gone but not forgotten
MAP 4: Added more light candles to guide the player to the colored doors, more 1UPS in some rooms.
MAP 5: Balance the room by removing some of the Narzins so the room wouldn't be filled up with turrets, fixed book shelf texture and Pacthy glass painting. Fixed some miscellaneous offset textures.
MAP 6: Added extra 1UP, fixed some miscellaneous offset textures.
MAP 7: Added 1UP at the start.
BUG FIXES
Fixed a bug where some missing textures would appear
Fixed a bug where the gates would show the incorrect text if you did not have the rusted key
Fixed a bug where Reimu could get past gates without the key
Fixed a bug where all of the weapons were on the same slot, they are now on separate key slots (The Gouhei is on the 1 key, the shotgun is on the 2 key, and the launcher is on the 3 key)
Players can no longer go right up to Sakuya and break the event, there's now a barrier until the fight starts.
There may very well be another patch on the way to iron everything out, but hopefully this patch fixes the majority of the issues! Thank you and have a wonderful day!
Reimu DLC is OUT NOW!!
Hey guys, I'm very happy to announce that the Reimu DLC for I Am Sakuya is OUT NOW!! https://store.steampowered.com/app/2239300/I_Am_Sakuya_Reimu_DLC/ Revisit the SDM like you've never seen before and continue the story as Reimu!! Features beautiful new maps, new enemies and new weapons!
When you purchase the game, simply launch I Am Sakuya from steam and select the option to play the Reimu DLC! You may have to restart steam to see this.
Also, since this game runs in a separate folder on a newer version of gzdoom, workshop support is not supported as of yet, but this may change in the future, sorry for any inconvenience!
STEAM WORKSHOP SUPPORT IS HERE!
Hello everyone, I'm very ecstatic to announce that the final update to the game, workshop support, is here! (Accurate representation of this game after the release of this update)
This update features the addition of Steam Workshop support!
You can now browse the game's workshop page to easily install mods with a click of a button, or submit and share your own through the game's workshop uploader!
BROWSE THE WORKSHOP HERE:
https://steamcommunity.com/app/1960590/workshop/ As a matter of fact, thanks to the passionate fans of this game, there's already a handful of mods to install for the game! Including a mod that adds voxels (3D models) to the game! You can download the mod HERE: https://steamcommunity.com/sharedfiles/filedetails/?id=2876673304
Simply just click subscribe and it should be working when you launch the game!
If you have your own mod you want to upload, follow these steps:
Put your mod/wad file in a folder
Launch the game and select the Workshop Uploader option
Select "New" and select the folder with the mod/wad file, as well as selecting an image and creating a title and description for the mod.
Press submit and your mod should be on the game's workshop page after a while! It can take up to 30 minutes or more before it shows up. Once it's up on the workshop, users can simply subscribe and the mod will download and automatically run when you launch the game!
I'm very excited to see how the mod scene for this game evolves and grows!
Additionally, this patch also features a few QOL changes along with some bug fixes. I decided to forego a few things such as more sound effecst for the enemies, because they didn't fit right with me. The changes are as follows:
Added pickup text to keys
Added code documentation inside the game's files for modders
Added custom quit messages
Map 9's elevator is now faster
Cirno doll's shots are more centered on hard mode
Added a jump tutorial text on MAP 2
Mansion sprite in MAP 3 has been refined
The song on MAP 14 has been re-done a little to sound easier on the ears
Fixed a bug where Map 15's kill count was incorrect
"Fixed" a bug about a stuck enemy on MAP 7
Fixed some spelling mistakes in the text
Fixed a bug where Part 2's lunatic hub world wouldn't unlock properly
Fix a bug where players got stuck on map 2 if they crouch on the wrong spot
Removed error messages on startup
Fixed a bug where ammo replenishing on bosses wouldn't work if you stood still
Fix candles and candelabras clipping into the walls
WHAT'S NEXT?
This game certainly has come a long way since it's release and I couldn't be happier with how far it's come along! Although this is the final major update for the game, you will certainly see more content from this FPS series in the future! Will it be an expansion pack? VR version? A sequel? Stay tuned for more information!
Small hotfix update
Hey guys, normally I would save all of the QOL and bug fixes for a major update but these one were too big to let go until. Especially the voxel one, So I just released a hotfix patch that fixes the following:
Cirno doll has a proper pickup notification on hard
Cirno doll's pickup is now much smaller
Cirno Doll now does much more damage on hard
Reduced knives count on Hard
Fixed a bug where remilia didn't do as much damage on lunatic
Fixed a bug where the candles would turn into voxels for 1 frame
Removed the shotgun in the hub world (this was redundant anyways since the shotgun is already in the waterfall in the first level
Assigned p90 to the first weapon slot on lunatic
Assigned cirno doll to the 5th weapon slot
Unfortunately, this might break your save data, so you'll have to start over or revert back to the previous version before this hotfix, which can be accessed via going to the game's beta tabs in it's properties via steam and selecting the "IASOLD" branch. I deeply apologize for the inconvenience.
Of course, this is just a small portion of the bug fixes and QOL updates coming in the workshop update, so stay tuned! Thank you and have a wonderful day!
Small hotfix update
Hey guys, normally I would save all of the QOL and bug fixes for a major update but these one were too big to let go until. Especially the voxel one, So I just released a hotfix patch that fixes the following:
Cirno doll has a proper pickup notification on hard
Cirno doll's pickup is now much smaller
Cirno Doll now does much more damage on hard
Reduced knives count on Hard
Fixed a bug where remilia didn't do as much damage on lunatic
Fixed a bug where the candles would turn into voxels for 1 frame
Removed the shotgun in the hub world (this was redundant anyways since the shotgun is already in the waterfall in the first level
Assigned p90 to the first weapon slot on lunatic
Assigned cirno doll to the 5th weapon slot
Unfortunately, this might break your save data, so you'll have to start over or revert back to the previous version before this hotfix, which can be accessed via going to the game's beta tabs in it's properties via steam and selecting the "IASOLD" branch. I deeply apologize for the inconvenience.
Of course, this is just a small portion of the bug fixes and QOL updates coming in the workshop update, so stay tuned! Thank you and have a wonderful day!
Hard and Lunatic Mode, New Weapons And Hub World Added!
Hello everyone, Sigyaad here with yet another major update to I Am Sakuya! This updates adds the following:
Two new unlockable difficulties! Hard and Lunatic!
Two new weapons! The Cirno doll and a secret weapon for Lunatic mode!
Cute little hub world to relax in!
Fairies now have a small chance of spawning the Cirno Doll weapon! See for yourself how powerful it is!
As you probably guessed, the difficulties are unlockable, meaning you have to beat the game on Normal to unlock hard mode (the middle door) and you have to beat the game on Hard to unlock Lunatic (the far right door)!
Hard and Lunatic mode completely remix the game! Enemies are faster and have deadlier attacks, bosses have more HP, new attacks and do more damage! But don't worry, YOU are much deadlier too! You'll see what I mean! I truly do think it's best to go into these difficulties blind and see the changes for yourself!
Now I understand many of you have completed the game already and just want to jump into the new difficulties, no problem! Here's how you do that! (Minor spoilers below!)
How to unlock Hard mode immediately (Minor spoilers)
1. Start the game, enter the first level 2. Open the console with the ` key 3. Type "Map Map15" and press enter 4. Approach the final boss, when the final boss activates, defeat it by typing "Kill Flandre" 5. Congrats! The hard mode door should now be accessible via starting a new game!
Additionally, there's some minor balancing and bug fixes to the normal mode, they are:
Fixed a bug where level 1 would end too soon
Meiling and another boss attacks now also do flat damage of 33 like every other boss
Revolver now fires slightly faster
As I've said, I highly recommend experiencing hard and lunatic mode yourself, but I do think it's important to list and document the changes made, so here we go.
HARD MODE CHANGES:
You now have Akimbo revolvers with piercing shots The QuadShotgun now has a much higher faster and reload rate Knives now fire in 3 projectiles, but have reduced damage and greatly reduced ammo capacity CirnoDoll has increased ammo capacity and fires three lasers Pocket Watch's animations are much faster but Timestop's duration has been reduced from 10 seconds to 7 Fairies now fire an extra set of projectiles Wriggle's shoots more bullets and are a lot faster Rumia now has more HP Suika is now a lot faster and counters with more bullets All bosses have an additional attack pattern and have more HP, additionally they now kill you in two hits Patchouli's pain chance is cut in half
LUNATIC MODE CHANGES:
Replaces all weapons with Dual P90s Pocket Watch's animations are even faster but Timestop's duration has been reduced from 7 seconds to 5 Fairies now fire an extra set of projectiles (in addition to the ones already on hard mode) Wriggle's shoots more bullets and are a lot faster (in addition to the ones already on hard mode) All bosses have an additional attack pattern (in addition to the ones already on hard mode) and have more HP, and now kill you in one hit Patchouli's pain chance is now zero
WHAT'S NEXT FOR I AM SAKUYA?
Now, we will be moving on to the FINAL MAJOR UPDATE to the game, which will try to include STEAM WORKSHOP SUPPORT! I already have a few mods ready to go when if this is implemented, and of course, users will be more than free to submit their own mods to the game! I will include a guide for all the steps needed.
Don't worry though, if for whatever reason I can't implement the Steam workshop, I have a plan B! I will include more content in the game so as to not leave you guys empty handed.
Additionally, while I believe at least a good chunk of launch bugs and QOL issues have been fixed, I understand there's still more changes needed, so the workshop update will also include a lot polishing! This will include bug fixing, QOL/Balancing changes, under the hood changes, etc. so be sure to let me be aware of any bugs or small details you would like changed about the game!
FIVE NEW LEVELS AND EXTRA BOSS ADDED!
Hello everyone! I'm so happy I can finally announce that one of the major updates I promised to the game, extra levels, is OUT NOW! You can access the new episodes from picking new game in the main menu, or simply by beating level 10!
Thanks again to Mittens for providing these gorgeous maps! This update features the following:
FIVE BEAUTIFUL new levels!
An extra boss!
Extended story!
New ending artwork!
Two awesome new metal cover songs!
Additionally, some bugs, features and balancing fixes have been addressed:
Added a notification on how to use switches
Added key icons to the HUD when you pick a key up
Fixed a bug where the shotgun could infinitely alt-fire if you stopped time and stood still
Rumia now deals fixed 33 damage instead of random damage, like every other enemy
MAP 10's boss's attacks no longer instantly kills.
MAP 2 now drops the shotgun near the entrance.
Of course, this isn't even close to the end in terms of updates! The next major update will feature TWO NEW WEAPONS and UNLOCKABLE DIFFICULTIES! Here's a sneak peak just in case you missed it from the last announcement.
That's it for now! I hope you enjoy the new free content! Take care and have a wonderful day!