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Table of Contents
Changelog / Release Notes
Older Versions: v1.00~08 (Act 1 - 2025), v0.21~24, v0.20 (Bates), v0.19, v0.18, v0.17, v0.16, v0.15 (PE2), v0.14, oldest
Oh So Hero! v1.10.000
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.
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.