NONAME replaces the Unity engine with another engine.
NONAME Patch Notes — January 13, 2025
Aggregated from Steam, cross-tracked with Battle.net coverage on GamePatchNote.
In the middle of December 2024, Visual Studio was having problems with memory issues.
This memory explosion appears to be a problem where the software is trying to support too many processes at once, which causes a lot of processes to start up in the manager and causes code to be eaten abnormally.
At the same time, suspected hackers made strange changes to the creator's code.
The original creator's design was such that when an enemy was killed with a Gobe sparring skill, the enemy's land would revert to empty land and move away.
However, the hacked game package has a bug that allows you to kill an enemy with Gobe sparring skill and not have it revert to empty land.
This hack is clearly just a silly prank that changes what the creator intended.
Originally, NONAME was about taking creations from stories and using them in a different way, like in tactics and strategy.
But when a third party changes the creator's principles, the creator is no longer creating, but strategizing as a tool.
Here's an example to help you understand what's happened.
Analogy 1: You're drawing a picture on a piece of paper, and someone rips it up.
Another example is if you're sculpting a brick, and someone breaks it.
Another example is if you're playing a musical instrument and someone breaks the strings.
So, I've come to the conclusion that we should move the engine.
We originally used Unity.
I've been using Unity since it didn't work with Visual Studio.
There was definitely a problem with the memory explosion.
I think this is what broke the code, and the fact that the Gobe sparring skill doesn't work well is also a possible hack.I think we need to move the engine.
Even now, if you run noname and try it, Gobe sparring skill doesn't work the way it used to.
We'll move the engine and fix this in the next update.
This process might take some time, so please be patient.
And my DiscatGames Rules.
discat games rule
1. DiscatGames creates games that are purely for fun.
2. we don't make games about real-world social issues, trends, or politics,
We make games that are quirky, creative, and epic.
3. If I need talent, I'm looking to build the future and want the right people.
We are short on pure capital right now, so partners will come later.
Please understand this.
4. We currently speak Korean and English.
When our net capital grows, we will support the languages of each country.
5. DiscatGames remains an indiegame - we don't use, and ignore, any language of numerology and promises.
http://discatgames.imweb.me/
We are currently working on a game that is much different and more advanced than the first one. We changed the engine and moved the whole game.
We're adding a main storyline and improving the interface and design to make it more accessible for beginners.
That's all for Discat from DiscatGames.