Rise to the top of the cooking world, satiating the every appetite of your new rulers. Prove your worth as you frantically flop and scramble to get the required ingredients to build your reputation.
Disperse your disgusting delicacies to the townsfolk, human and... otherwise.
Upgrade and purchase new equipment to pull in all sorts and shapes of punters.
Take part in frantic mini-games to access new ingredients, hats and the respect of the Old One's.
Venture into every sordid nook and cranny of a Victorian town to source all the foul and fetid ingredients you need.
Demonstrate your culinary skills before a panel of the most esteemed trans-dimensional culinary emissaries to engender yourself to the new Gods.
Bring a friend to dinner. Split-screen co-op play let's you waddle your way to the culinary top.
Please consider supporting us on patreon, we're a two person team working on this in our spare time, we need some help to make this full time!
So first things first. Our Kickstarter has now launched. We wanted to wait a bit longer, but due to workplace harassment, we need to get some stability as we are really really far from home and struggling at the moment. We're a husband and wife team with no other financial backing right now and we've been working on PPP in our spare time.
How the Kickstarter progresses will have an influence on how co-op is handled in the game. Currently, 2 way split-screen is implemented and we would like to increase this to 4 way split screen as well as online co-op. These will take a bit more time, so we really need support so that we can focus on them. The current state of the prototype is the ideal point to start implementing things like online play. So if you can support us or spread the word, we would really appreciate it.
Next up we're preparing for the next update to the prototype. This is coming in three parts. The first has already arrived and took care of some UI responsiveness, made initial introduction to the game more obvious and makes sure people know how to actually access information on recipes, ingredients and customisation. We have also tweaked collision to ensure that the player is a little bit more robust!
Second, we are implementing a modular building system. Right now you've probably noticed that all the houses look a bit...well...samey. This modular system will permit us to really introduce a lot of variation, rapidly expand the playable map and start integrating some more exploration achievements.
Story is very important to PPP and to bring the first main story quest to a close we need something a little more unusual. We've already started prepping some of the ingredients, although not all of them are so co-operative. But the giant eldritch tentacle monster demands them so...on we go! And stay tuned for some more hats!
We hope to see you on the next prototype update for more wobbly madness! As always, please give us your feedback and let us know what is working well or not in this latest update!
We've been hard at work on the latest build of PPP. There has been a lot of changes made since the first released version and we want to highlight a few...
To coincide with the #pitchyagame event and our participation in the Game Developers World Championship we just released a new version of the alpha/prototype...
We've been hard at work adding new quests, new joint stability, hats and some perilous regions! The next update is almost ready so here are some little...
We have quite a few exciting things to share about the upcoming update to Perfectly Perilous Provisions!
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Made changes to UI and the start of the game triggers.
Added a new quest, new joint stability, new character customisation and new hats!
This new version introduces various fixes to collision detection and UI.
This is the pre-alpha of Perfectly perilous Provisions. Please see below for details!
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