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Oh So Hero!NewsOh So Hero! v1.13.001
Game update

Oh So Hero! v1.13.001

Oh So Hero! · published 16 Aug 2026, 01:33 UTC · build 24678497

All newsPlayers around this dateRead on Steam

Summary:

This is the thirteenth build following the release of Act 1. This is the first build since v1.10 to come out of beta, and the most important release for international or non-English-speaking players, as we enter our localization preview! I'm so happy to have a team of translators helping to bring Oh So Hero! to the world~ I'll let the preview images speak for themselves. We'll be back later this month with more news for our backers. Thanks for playing and supporting Oh So Hero! =}

Build changelog:

Here are the changes made since the last release (v1.12.005)...

New features:

  • 11 new languages! (Localization Preview)

    • In addition to the original English (US/UK) language, you can now play through the entire game in Spanish (EU and LatAm), Portuguese (Brazil), German, Italian, Chinese (Simplified and Traditional), Japanese, Russian, Swedish, and Finnish! Thanks to our Localization Team, whom you may learn about in the game's credits~

    • We have put in a lot of work to make sure these languages are ready for the public, but there is still a chance of incorrect translations or broken formatting, so we're calling this a "preview" so we have time to work out the kinks in upcoming versions. Let us know if you see anything that needs fixing! We'll be back with improvements and even more new languages (starting with French) as development continues.

  • New idle animation for Korko! (Watch him mix a drink at Smol Beach~)

Improvements & bug fixes:

  • Audiovisual feedback for low SP.

  • Character tint on becoming aroused (LP up).

  • Enemy HP bar shows hearts on LP maxed.

  • Update NPC heart color to match enemy HP bar.

  • Updated Damage Numbers Again:

    • Damage values are colored differently depending on who is damaged.

      • When Joe takes damage, red numbers appear.

      • When Joe deals damage, white numbers appear.

    • Damage values now spawn uncoupled from their targets, which fixes T#264 and just looks better.

      • In recent versions, I had uncoupled the X-positioning. This new version uncouples the Y-positioning as well. The old number animation made it easy to see who took what damage at the cost of keeping the characters covered in numbers too often. Most players find the Abacus and keep the Damage Numbers skill enabled, so presentation is more important than ease of data.

  • Fix Bates' X-positioning upon facing in a new direction ("Buggy Bates positioning" T#270).

  • Prevent "revival" multigrab when Joe's sex partner is KO'ed or swooned; defeat that partner and start one-on-one sex with the grabber instead.

  • New water shader added to Southeast Beach.

  • Speech bubble auto-advance has been revised to use a 1.5 second base delay with added time calculated from the text length and alphabet type (e.g., Kana, Han).

  • Fix a line of dialogue for the second Ket in Sheo Islands Beach ("But here's something more on the obvious side:").

  • Various text and localization-related adjustments throughout the entire game.

  • Add an animated cursor to the options screen (borrowed from the pause screen).

  • Larger value selection buttons on the options screen.

  • Lots of minor fixes:

    • Fix Mac Intel build / water shader / title screen flashing.

    • Defer water effect setting until leaving the options screen.

    • Reword some option descriptions.

    • Reposition lust/sexy hit VFX onto target center.

    • Always show the back button on the credits screen.

    • Lighting fixes in various scenes.

    • Hide 0 HP damage values.

    • Adjust/fix skip intro/cutscene prompt.

    • Options category button submit will change the cursor selection to the first option row. This is different from clicking or tapping, which selects the category and keeps the selection on the category button.

    • Fix option category button colors AGAIN.

    • Add Steam and OS (e.g. Android) language detection.

    • Seal the tiny gap to the unused room in Hiroto Dojo.

    • Adjust the positioning of Hamill's room in Hiroto Dojo (move it Z +0.1) so Joe does not clip through the door frame.

    • Fix invisible water jet positions (and scale) in Hiroto Dojo. Each one needs to be directly above a spring or pair of springs. A couple excessive jets were removed as they were not matched with any springs.

    • Fix missing dialogue portraits on quick re-talk. ➜ Also, ensure the Lood City Park under construction sign is still working!

    • Fix forest moving platform SFX (sound effect) loop on lever retarget.

    • Prevent errant Joe throwing animation on enemies recently KO'ed by throwing damage.

    • Fix forest moving platform call lever (LifePlatEX B-1 Stop 1 Switch).

    • Possible fix for forest Lono'e stuck between blocks when thrown by adding an invisible enemy blocker preventing the enemy from reaching that spot.

    • Fix for Joe's jump animation stuck descending on jungle arrows (invisible water jets).

    • Lock in Joe's throw target at time of input.

    • Prevent enemy AI (e.g. Bax) from attacking while thrown.

    • Update Hiroto Dojo invisible water jets to only push you during sex (stops repetitive bouncing on springs during the sex animation).

    • Possible fix for linked-room enemy activation causing some enemies to spawn improperly.

    • Fix screen shake (e.g. via butt stomp) during gameplay pause.

    • Fix slide softlock in Lood City West Avenue by adding an invisible wall.

    • Fix Sexy Pose VFX lingering after beating Bates.

    • Fix modal dialogue portrait dimming.

    • Tune legacy water reflection ripples for Lood City Park (experimental).

    • Reduce size of controller/gamepad/keyboard input glyphs.

    • Partial fix for thrown Bates infinite spinning (T#271).

  • And even more fixes that are too trivial to list!

Known issues:

  • T#277: Speedup when graphic quality set to lower with vsync on

  • T#278: Flickering Torch outside Brask's Palace

  • T#279: Infinite voyeur cum state during sex animation on spring

  • T#280: Bates Just Quits (Softlock)

  • T#281: Conditional soft-lock in Brask's Jungle gauntlet

  • T#282: Enemies Get Launched too high in Brask's Jungle

  • T#283: First gauntlet can be skipped through a hidden one-way collision

  • T#284: Sliding under the boardwalk at Smol Beach causes Joe to stand up

  • All Known Issues

🐸 Cheers, Ribbit~

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