Table of Contents
Changelog / Release Notes
Older Versions: v1.00~08 (Act 1 - 2025) + A Note About Version Numbers, v0.21~24, v0.20 (Bates), v0.19, v0.18, v0.17, v0.16, v0.15 (PE2), v0.14, oldest
Oh So Hero! v1.12.004 Beta Build
2026-06-15
Summary:
This is the twelfth build following the release of Act 1. As mentioned in recent posts including our launch-versary and development roadmap—as well as our dev preview—this is primarily a technical build with fixes, difficulty adjustments, and a preview of our new water shader. While it's an overall improvement to v1.11, there are still some regressions that I feel make this a bit unstable, so I'm labeling v1.12 as a beta build. New players should stick to v1.10. As for Steam, v1.12 replaces v1.11 on the beta branch, and later when I have a stable build ready (possibly v1.13), both the main branch (currently on v1.10) and the beta branch will get the new stable version.
I previously announced v1.12 would be available last month, and I'm sorry for not delivering on that. We're now on a bi-monthly build release schedule since a lot of our work is taking more passes over QA and I'm still trying to wrap up localization. I expect the first build with localization will be available in August as v1.13, but I don't want to overpromise. Nevertheless, I'm getting back to localization this week, and Red is still full steam ahead on Act 2 development! Thank you all for your patience and support! =}
New features:
- New Water Shader Preview (Win/Mac/Linux only):
- New water effects have splashed onto the title screen and Sheo Islands Beach as a preview for our new water shader. We are still in the process of customizing this new water shader and implementing it on additional scenes, so you can expect the appearance and performance of water across the game to change over the coming updates.
- If you experience performance issues such as low frame rate, you can go to Options ➜ Visuals ➜ Water Effects, and change the value from Auto or Full to Balanced (good quality), Basic (fast performance), or Legacy (old water shader). Alternatively, you can lower the Graphics Quality, though this currently only affects the new water shader if the Water Effects option is set to Auto.
- Some Mac Intel machines with lower graphical power, such as a 2017 MacBook Air with Intel processor, may experience white flashes on the title screen and the inability to start the game or perform any other actions. This is due to the new water shader added in v1.12. We do have a workaround made for this as well as a staged fix for v1.13.
- Android will always use Legacy (old water shader). There is no Water Effects option on Android. Unfortunately, the new water shader requires different API support that makes the game unplayable on our primary Android test device. This is a build issue that cannot be handled through an option. In the future, we may assess the possibility of an alternate Android build that targets a higher tier of devices, but there are no current plans to support this new water shader on Android.
Improvements & bug fixes:
- Joe ability adjustments:
- Buffed Joe's Crescent Moon:
- Added Red's crescent wind VFX.
- Increased hitbox range (1.5 ➜ 2 diameter).
- Slightly more damage (15 ➜ 20 HP).
- Tiny bit more knockback (1 ➜ 1.25 force/distance).
- Maintain character momentum during the attack (whether on the ground or in the air).
- Reduced Joe's Butt Stomp poise damage (10 ➜ 5 Poise). Regular HP damage remains the same (20 HP).
- Knockback calculation adjustment:
- Knockback now relies upon the attacker's position as the position to be knocked back from whenever the attack is joined to the attacker (e.g. punches). Detached attacks (e.g. projectiles) still use the hit position as the position to be knocked back from. This fixes an issue where punching very close to an enemy (such as a Daku) would propel them toward Joe rather than away from Joe.
- Joe collider adjustments:
- Joe's collider (bounding box) has been adjusted for consistency with our new level editor and design plans.
- Made Joe thinner (0.5 ➜ 0.4 units wide) so he can squeeze through gaps of 0.5 units wide, but still run across those gaps without dropping.
- Note that this also means Joe now needs to jump sooner when stepping off a ledge to prevent falling!
- Made Joe shorter (0.94 ➜ 0.75 units tall). When combined with the lift and safety cushion of his movement code, this will allow him to run through passages that are 1 unit tall.
- Allow Joe to slide and stand up within passages that are 1 unit tall.
- Item collider adjustment:
- Larger item colliders (0.35 x 0.35 ➜ 0.4 x 0.4 units) so Joe can more easily collect key items with his head (because Joe's collider is now shorter).
- Hiroto Dojo difficulty adjustments:
- Haya: Added cooldown between ninja/sexy star projectiles.
- Haya: Removed knockback from ninja/sexy star projectiles.
- Bax: Removed knockback from bubble projectiles.
- Puca: Reduced HP from 35 to 30.
- Added two life spring auras to Hiroto Dojo (full HP/SP).
- More enemy/boss difficulty adjustments:
- Daku: Removed knockback from and reduced hitstun of lust attacks/projectiles.
- Lono'e: Buffed Kick Attack: Move forward ~0.5 units upon kicking.
- Bates: Buffed Hearts Attack: 50% faster Heart Meteors upon descent.
- Bates: Updated boss max lust defense debuff. It now gives Joe 30% increased poise damage in addition to the original 30% increased HP damage, providing some compensation for Joe's Butt Stomp poise damage reduction.
- Credits Update:
- Updated asset credits.
- Unity 2022 upgrade:
- Upgraded Unity from 2021.3.45f2 to 2022.3.62f3 (LTS).
- Rewired (controller support) upgrade:
- Upgraded Rewired from Version 1.1.60.2.U2021 to Version 1.1.62.7 - March 23, 2026 (Unity 2022).
- In-game visual fixes/improvements:
- Damage numbers have revised animations with scaling that also fan out horizontally from the attacker. These are visible if you have the Abacus item skill.
- Fixed lighting on loot gems (removed darkness/shadows).
- Trailer Mode fixes/improvements:
- Trailer Mode (“T” key) hides UI elements during gameplay and dialogue (the dialogue text will always be visible). This is a useful tool for making trailers of Oh So Hero!
- There are a couple visual elements not managed by Trailer Mode that can be toggled separately:
- Damage Numbers can be turned on/off in the Skills menu (pause game ➜ Skills).
- FPS Display (frames per second) can be turned on/off in the Options screen (Visual category).
- Improved Trailer Mode behavior to hide even more UI elements but still show essential elements.
- Additional improvements to game over screen and skip cutscene prompt.
- Mouse cursor fixes/improvements:
- New functionality: Always On & Always Off.
- Visible When Paused now shows the cursor on the map and other menus.
- Fix: Enabling and disabling touch controls will not immediately restore the mouse cursor if it was visible before.
- Android/touch fixes/improvements:
- Removed the title screen back button. Instead, you can now click/tap on the main menu corner banner to go back to the full title logo.
- Added a touch controls preview button to the Options screen (controls category only). The touch control buttons will now overlay the options only while this is toggled on.
- Made option screen value arrows slightly easier to press. See known issues for a followup.
- UI fixes/improvements:
- Fixed area name (title) layering when pausing the game.
- Fixed the “Options” text getting bigger and bigger on the title screen T#261.
- Fixed black text on black background for category buttons in the options screen when clicking/tapping on option value selection arrow buttons.
- Always show the back button on the options screen (for mouse or touch).
- Updated mashout hold and rhythm meter prompts.
- Smaller keyboard input glyphs (they were too big).
- Fixed speech bubble dialogue carryover between NPCs.
- Stopped speech bubble writing while the game is paused.
- Unused player fap mode input update:
- Removed unused “player fap mode” input (“F” on the keyboard). This was intended for a conceptual gameplay pause feature that had most of its ideas implemented into the Gallery instead. Since the feature was never worked on, and we have no plans to work on it in the near future, we are removing the input since it conflicts with Tactical Stance (“F” on the keyboard; used for throw moves).
- Do not confuse this with “Fap on Command” / TheOne™ Cock Ring / JO ability. Fap on Command remains intact. (For those who are still out of the loop, by the release of v1.00, the “L” debug key was replaced with an in-game item [TheOne™ Cock Ring] that allows you to max your lust to 100% at any time by pressing Down + Sex after acquiring said item.)
- The following are fixes made after our Unity 2022 upgrade, so they may have been internal issues related specifically to that upgrade and not issues in v1.11 or earlier:
- Fixed screen resolution option value's frame rate (don't show fraction of a Hertz).
- Fixed invalid PlayStation input localization keys.
- Fixed missing item/skill names.
- Fixed inventory screen paginator in standalone builds.
- Fixed enemy AI.
- Fixed camera scrolling when entering a new scene.
- Fixed sexy switch camera framing on elevators in Treewish Forest.
- Fixed Korko's speech bubble over his dialogue menu.
- Fixed camera clipping on Bates ending cutscene.
- Fixed Amarus at Sheo Islands Beach.
- And even more fixes that are too trivial to list!
Known issues:
- T#272: Some Mac Intel May Not Work / Water Shader
- T#262: On Windows and macOS, there are multiple issues with the water. Changing Water Effects to Auto, Balanced, or Basic during gameplay does not apply all of the appropriate effects and requires quitting and re-entering gameplay to make the water to display correctly. The same occurs if changing Graphics Quality while Auto/Balanced/Basic is selected. Furthermore, Auto/Basic/Balanced do not apply all of the effects on the title screen. On some Macs, it may not be possible for the appropriate effects to display at all while Auto/Basic/Balanced is selected. These issues do not affect Full or Legacy (or Auto with Graphics Quality 5, which is effectively Full).
- T#263: On Android, in the Options screen, tapping the “<” & “>” buttons to change option values can still be difficult since the buttons are so small (it is an improvement over v1.11, but not by much). The next version will have much larger buttons to tap on.
- T#264: Damage numbers sometimes jiggle slightly after they land (often during throws).
- T#265: Black transition overlay and Pause menu issue
- T#266: One-way collision fall-through issues
- T#267: Pausing game reset's Joe's momentum
- T#268: Joe stuck in falling animation
- T#269: Fall-through floor spot in Hiroto Dojo
- T#270: Buggy Bates positioning
- T#271: Bates stuck spinning when thrown down near edges of the battlefield
- T#273: Joe's sprite is slightly darker than usual on Sheo Islands Beach due to a character light source being disabled.
- T#274: Forced Game Over upon getting double grabbed frame 1
- T#276: Higher jump on springs
- T#275 (Unity Editor Only): Lood City Park Water Reflections Are Buggy
Oh So Hero! v1.11.000 Beta Build
2026-04-15
Summary:
This is the eleventh build following the release of Act 1. This build is not recommended for new players. New players should use v1.10 (currently live on Steam). This v1.11 Beta Build is the first build in a series of occasional experimental builds that can be used to preview new features, but may contain some game breaking bugs. On Steam, a new “beta” branch will be created so Steam players can check it out there.
We have been busy with localization, so I apologize that I couldn't show off anything more interesting. But I'm fixing bugs more quickly now (v1.12 will arrive within a month as a legit bug fix build) and I'm looking at getting new features done soon. Thanks for your patience and support! =}
New features:
- New Options Screen UX (added between v1.10.000 & v1.10.044 [internal localization build])
- This is not a full redesign. I just wanted to move some things around to make the description easier to read, which is important in English and other languages, as well as playing on Android and Steam Deck. This is just one part of many changes I made to accommodate the 13 additional languages we plan to add! (I'd like to give you all a preview of the localization work next month.)
- Android note: It's currently difficult to tap on the value selection arrows (“<” and “>”). I've already prepared a fix for the next version, v1.12!
- New desktop mouse cursor visibility option
- Hidden During Gameplay (old/default)
- Visible When Paused (new) [shows the mouse cursor on the pause menu]
- Let me know what you think. Is this working correctly? Any other mouse cursor option you want to see here? =}
Improvements & bug fixes:
- Done between v1.10.000 & v1.10.044:
- Fix: T#6 Rapidly switching between levels causes complete control lock-up.
- Fix: HP bars are now hidden for enemies entering a multigrab.
- Fonts are updated and text has been adjusted game-wide.
- Added input glyph to Joe knocked out message: [“Press (A) to Continue”]
- Done between v1.10.044 & v1.11.000:
- Fix: Map screen UI layering.
- Fix: Speech bubble positioning and layering.
- Fix: Area name waits for loading screen fade out.
- Fix: Pause menu cursor has corrected oscillation.
- Added extra logging around victory against Bates to help with the known issue.
- And even more fixes that are too trivial to list!
Known issues:
- Bates lockups:
- The game may freeze (soft-lock) after beating Bates.
- The game may freeze after the ending cutscene.
- These issues may occur intermittently.
- This bug reappeared while adding code for localization into different languages. We are still trying to find a solution for this. (If you encounter this issue, please send us a debug log!)
- Enabling and disabling touch controls will not immediately restore the mouse cursor if it was visible before.
(The following known issues for v1.11 already have fixes prepared for the next version, v1.12.)
- Android: Option screen value selection arrows are difficult to press.
- Clicking/tapping on a value selection arrow makes the category name invisible (black text on black background).
- When entering an area and then pausing the game, the area name overlays the pause menu.
- On the title screen, entering and exiting the options screen makes the “Options” text on the title screen bigger and bigger.
- Title screen back button:
- The title screen back button is difficult to click/tap on (only visible with touch controls enabled or mouse cursor visible when paused).
- This button is going away in the next version. Starting in v1.12, you can click/tap the “Oh So Hero! Act 1 Main Menu” corner banner to return to the initial “Oh So Hero!” title screen.
Oh So Hero! v1.10.000 Throw Moves
2026-02-15
Summary:
This is the tenth build following the release of Act 1. This build finalizes Joe's Throw Moves! This is a feature we've been hinting about for the past several months, and has come out of beta since v1.09. We hope you enjoy yeeting those opponents as much as you enjoy romancing them~ We also have new idle/walking animations, gallery improvements, and various fixes. We expect to have news of upcoming work to share with patrons/substars before the end of the month. In the meantime, please enjoy this new v1.10 build of Oh So Hero!
New features:
- Joe's Throw Moves! (Now out of beta~)
- Throw DOWNED ENEMIES and CRATES in one of multiple directions: DOWN or to either SIDE!
- Hold down the Tactical Stance button and press Down to Down Throw, or Left/Right to Side Throw.
- Tactical Stance defaults to R1/RB on a controller, or F on the keyboard.
- Tactical Stance will be expanded upon in future acts.
- Joe's Throw Moves are now enabled by default. They can be turned on and off in the Skills menu.
- The Beta Throw Moves setting in the Options screen has been removed.
- The Throw Moves skill is granted by a new item, Weighted Shorts, which Joe starts with by default in both new and existing saves. View it in the Inventory or Skills screen for additional info.
- Thrown enemies now collide with solid objects and enemy blockers (invisible barriers) such as the enemy gauntlet boundaries.
- The Tactical Stance button has been added to Android Touch Controls (needed for Throw Moves).
- Some other fixes and minor improvements have been made to Joe's Throw Moves since beta.
- New Animations
- Ryuta has a new idle animation (by Arty & Red).
- O'Deere & Signal have new walking animations (by Red) that play when these enemies move into position to voyeur while Joe is engaged in sex with another character.
- Trailer Mode
- The Trailer Mode feature has returned! This was originally added during development to aid in creating trailers for the game.
- Press T on the keyboard to hide the HUD/UI, and press it again to restore the interface.
- Trailer Mode is not bound to controllers by default, but you can bind it in the Key Bindings screen.
- Trailer Mode has no effect in the Pause Menu or Options screen.
Improvements & bug fixes:
- Downed Enemy Glow
- Enemies that have been knocked down but have HP remaining (Downed state) are now outlined with a yellow glow. This is useful for multiple reasons:
- 1. It indicates you can throw this opponent (down or to the side).
- 2. It indicates you can have sex with this opponent to get loot gems.
- By contrast, sex with a KO'ed (stars VFX) opponent grants no loot gems.
- 3. The glow oscillates and fades based on the downed time, providing a visual timer for when the opponent will get back up!
- Enemy Gauntlets
- Enemies that are spawned inside a gauntlet and manage to escape through collision foolery are instantly knocked out to prevent soft locks.
- There is a known issue where this sometimes doesn't happen (T#254).
- Gallery
- Added a lock icon to gallery entries that are unlocked at 100% gallery completion (Brask's Palace is the only one at this time).
- Added entity completion stars next to gallery entity names.
- A solid star (★) means all animations are unlocked for an entity.
- A hollow star (☆) means some animations are unlocked for an entity.
- A question mark (?) means no animations are unlocked for an entity.
- And as mentioned above, a lock icon means it is unlocked at 100% gallery completion.
- Various Fixes
- Fix: Second interaction with certain characters will freeze the game T#247.
- Fix: Enemies should voyeur if Joe has NSP #1360.
- Fix: Excessive box breaking sounds in Sheo Islands Beach T#155.
- Fixed colliders around the alien ship in Sheo Islands Beach.
- Made minor text changes in preparation for game localization.
- And even more fixes that are too trivial to list!
Known issues:
- Joe attempts to throw KO-ed enemy T#249.
- Throwing crates at swooned/KOed enemies moves them T#250.
- Incorrect movement of Amaru body on the crane T#251.
- Speech bubble graphic bug on ultra widescreen (21:9) T#252.
- Behind O'Tary at Hiroto Dojo Secret Basement T#253.
- Enemies can escape slightly outside gauntlets T#254.
- Very short hops may glitch out Joe's animations T#255.
- Sex with thrown KO'ed enemy grants loot gems T#256.
Oh So Hero! v1.09.002
2026-01-15
Summary:
This is the ninth build following the release of Act 1. This is primarily a bug fix build, but we have an additional feature in development we are close to completing, so we're allowing beta access to it in this build: Joe's Throw Moves! Read the changelog to see how to access these moves and give them a spin! We estimate to have these completed by next month. Hope you enjoy what we're workin' on~
New features:
- Joe's Throw Moves! [IN BETA]
- This is the “Additional Feature” we mentioned in previous dev previews~
- Beta Throw Moves must be enabled in the General Gameplay Options before use!
- HOW TO USE: Tactical Stance button (F/R1/RB) plus Down Direction (Down Throw) or Left / Right (Side Throw) on a downed enemy (with remaining HP) or an Isadora crate.
- There is currently no touch control implementation for Android.
- Can't rethrow a thrown enemy until they get back up (by design).
- This throw feature is incomplete. Currently, enemies can be thrown through walls/barriers. Use at your own risk!
Improvements & bug fixes:
- Gamepad controller input glyphs will take precedence over keyboard input glyphs when both input methods are available.
- Potential improvements for certain controllers unknown by Rewired (input framework).
- Fix: Incorrect threesomes during gauntlets T#186.
- Fix: Bates may get knocked off screen T#207.
- Fix: 8BitDo Controller requires manual config on Mac T#229.
- Fix: Bates spamming flame shield at the edge of the screen T#231.
- Fix: Speech bubbles are visible during modal dialogue #1100.
- Fix: Defeated enemies can push around other defeated enemies, and be pushed by them.
- Note: While defeated enemies are now locked in place, KO'ed enemies (with stars VFX) can still be interacted with.
- And even more fixes that are too trivial to list!
Known issues:
- Second interaction with certain characters will freeze the game T#247.