Bill Manager Privacy Policy

The Bill Manager app only stores information you enter on your phone – it does not transfer the information outside of the app at all. If you would like to remove the data, you can do so by uninstalling the application or deleting it from the UI.

The information entered into the app is stored in plain text, so we do not recommend storing any important information (i.e. do not enter SSN, credit card numbers, or account numbers inside of the app.)

Keep Them Sleeping v2 released right on time

Not late at all with this release. Nope, released it right on time, exactly when the last post said we would.

All kidding aside, we had a release ready to go for the April 1st date, but it didn’t work at all in release mode. There were also a few bugs that we didn’t quite notice (you couldn’t beat the game because the asteroid would hit every 15-18 seconds, so you could never fully repair.)

Anyway, the new release has been tested and is up on GameJolt: https://gamejolt.com/games/keep-them-sleeping/27679.

We will most likely not be doing any more releases for this project beyond bug-fixes. We are moving on to our next project…we just need to determine exactly what that is.

Keep Them Sleeping v2 – Coming May 28th

Keep Them Sleeping

We have major update to Keep Them Sleeping coming soon. We have another project in the works, but before we dive into that too heavily we feel that Keep Them Sleeping was left partially finished. The upcoming release will be attempting to resolve that.

90% Scripted
The game is now mostly powered by Scribe, our scripting language. At the moment everything except for the very core of the game runs based on these scripts; so items, processes, and sub-systems are all powered by their own scripts. This has allowed us to work on balancing the smaller components more easily. We’ll be including a little bit of documentation with the game for Scribe and the engine, for anyone interested in playing around with it.

Traits
The game originally supported different “immune system strengths” that would affect how the crew members all reacted to the events in the game. However, it was difficult to balance, so everyone just shipped with a standard value. We’ve revisited this and now there are currently 6 traits in the game; a good and bad trait for each stat – Feeble/Hardy, Light/Heavy Sleeper, Weak/Strong Immune System (they can also generate with no trait.) We’ve contemplated adding a few more, but it’s not on the roadmap at the moment.

Music and Sound Effects
We added a music track to the game that was created for us. We also added sound effects to the UI and when asteroids hit.

Merged Cures
We merged the infection and disease cure into a single “cure”. Having both didn’t quite make sense after multiple play-test sessions. For scoring, we averaged the two values together and went with that. For clarification, there is still a distinction between being infected and being diseased, but there is now a single cure item and cure process.

New UI
We’ve revamped the UI with a new skin, some layout changes, and some animation (the layout is still WIP):

We’ve still got a little bit of work left before we can release, mainly testing. Scribe has had lots of testing already, but it hasn’t been used to this capacity before so we want to really work out the kinks.

Project #2

Since we stopped working on Lord Sen’s Battle Arena (LSBA), we have spent a lot of time stabilizing the multiplayer library that we were developing to run it. We’ve fixed some major issues with player connectivity (receiving the proper message once connected, receiving messages when players connect/disconnect, receiving messages when the server shutdowns to name the major ones.) We’ve also ensured that if a player disconnects, the library provides the ability for the player to reconnect. We allot a certain amount of R&D time each sprint and right now that time is going toward finding solutions to some of the problems that we’ve encountered ourselves while playing some other games.

Now, having mentioned LSBA, I’m not sure if it will be seeing a revival. We have a few different prototypes that we’re playing around with, but we haven’t decided what our new project will be exactly. We have a few ideas that we’ve had in our dev forums for years, so we’ll see. What we can say is that it will be multiplayer-based with PvP and co-op play. We’ll post some screenshots or videos of the different prototypes soon.

Keep Them Sleeping Version 1.0 Available

Hello all! Version 1.0 of Keep Them Sleeping is now available for download. This version contains a complete overhaul of the UI and some changes to how the game plays.

Since we only had one sound effect in the game (the click when you clicked a button), we have removed the OpenAL requirement as well and dropped audio completely for the time being. Once we have more sound effects and a soundtrack, we’ll get the audio system back in place.

You can download the game from either GameJolt or itch.io.

As always, any and all feedback is welcome.

Keep Them Sleeping Updates

I apologize, as I forgot to add a news item for the update that was made available last night – 0.5.2.0. As such, I will include it’s release notes below.

The game is really approaching the play style and difficulty that I was originally aiming for. Up until now you could basically win just by boosting everyone’s immune system over and over – keep it high enough and they won’t become infected and their sleep levels didn’t drop quickly enough to get dangerously low (most of the time.) To counteract this, we’ve overhauled a large portion of the inner workings and tried to iron things out (make actions more worthwhile, increased degradation of the immune system and sleep levels.)

Another major change in version 0.5.3.0 is the removal of the flush system. The initial idea was that the sleep levels would be higher throughout the playthrough and you might accidentally give the wrong pod a shot of sleep medication. This is what originally caused the overdose status, so you would need to respond by ‘flushing their system’ to lower their sleep level (or you could use it to kill off a patient.) Since this is the opposite of how the game plays now, we’re removing it.

There is a major addition in this version as well: high scores. At the end of the game you’ll be given the option to enter your name and it’ll store your time, your final score and the number of surviving patients.

One final note: the game now requires OpenAL to run (in the process of adding sound effects); the installer is included in the download file (run oalinst.exe when you’ve extracted the download file.)

You can download the new version here: Keep Them Sleeping version 0.5.3.0. Here is the full list of changes, pulled from the ReadMe.txt file:
Version 0.5.3.0 – (Released April 18th 2014)

  • Bars now change colors at certain intervals (red at 0-25, orange at 26-50, yellow at 51-75 and green at 76+) instead of linearly blending from red to green as it goes down
  • Added shading to UI skin
  • Added High Scores screen
  • Added Credits screen
  • Reshaded the uncolored icons
  • Changed ‘Diseased’ icon so that is more than a recolor of the ‘Infected’ icon
  • Fixed handling of high scores
  • Added click sound effect
  • Fixed emergency tooltip
  • Fixed emergency bar (it now correctly stays active until both hull and oxygen are restored.)
  • Both stabilizers now display messages, informing you of their actions.
  • Removed the flush system as it is useless (if a patient’s sleep level went over 100 you’d flush their system to lower it, but the chances of that happening are about 0.)
  • Doubled immune system and sleep degradation rates.
  • Increased initial Cure Disease to 3 (up from 1), Booster Shots to 10 (up from 6) and Sleep Shots to 10 (up from 6.)
  • Adjusted score calculation – all items are worth less, you gain more points for curing disease, you lose more points for overdosing a patient.
  • You now gain points for every item produced in addition to the the inventory score that is calculated based on your remaining inventory at the end of the game.
  • Adjusted production times: sleep shots and booster shots now take 4 seconds to produce (down from 5.)
  • Removed repair bot from inventory since it no longer changes.
  • Requires OpenAL (included; run oalinst.exe to install it.)

Version 0.5.2.0 – (Released April 17th 2014)

  • Fixed bugs in the Immune System Stabilizer
  • Adjusted immune system booster so that it will inject patients as long as there is one (instead of requiring that you have 3 or more.)
  • Increased pod repair success chance (was 85%, now 90%.)
  • Fixed pixel offset between titles and bodies for windows
  • Added ‘Repair Bots’ bar
  • Split ‘System Status’ window into ‘Ship Status’ and ‘Programs & Processes’ window
  • Removed option to create repair bots (it didn’t quite make sense nor was it beneficial to produce extra bots.)
  • Added pause menu (replaces “Do you want to quit?” popup; help screen coming soon.)
  • Corrected chance calculations.
  • Fixed notifications show they actually show.
  • Fixed pod windows so that all of the controls fade out when a patient dies.
  • Removed ‘Dead’ icon as it didn’t really serve a purpose and seemed out of place.
  • Added high score system