Welcome back, Astroworkers!
It's been quite a while since we last spoke! After the Christmas update we took some time away from the blog and our regular updates to put our heads down and work on a host of key features. We've had a lot cooking up and now we're ready to unveil the merger between feedback from our dedicated early access supporters and the ingredients we've had on the shelf at Q.
And because we really want everyone to get a taste of this new flavor of Nom Nom, we're reducing the price for the remainder of Early Access to $9.99 (Note: Price change will be reflected on Steam later today). If you've been waiting for a good sale to check it out, it's the perfect time.
There have been sweeping changes and updates throughout the whole Galaxy. Because the scope of this update is pretty huge, we'll just give an overview today and then give more details about the changes over the next couple of weeks. When you launch Nom Nom you're going to see new robots, enemies, planets, building parts, optimization, new modes, new moves, and... gum!?!
The foremost issue on our plate was getting Nom Nom Galaxy optimized for better play on a wider variety of machines. It's something that we hoped to be able to address earlier in the game's development, so we're really happy to put this new update out. Essentially, we've migrated Nom Nom Galaxy from our old PixelJunk Engine to an updated version that Double Eleven created when they were porting the other PixelJunk games to Steam. The original engine was beginning to show it's age - it's the engine we used to create all of our classic PlayStation 3 games. And while the ol' girl served us well, Nom Nom was sometimes too much for her to handle. The game looks pretty simple on the surface, but there's lots of stuff going on in the background, like how the planets are held together, fluid and gas dynamics, and calculating the "living parameters" of the plants and animals.
The update to the new engine, along with lots of code optimization on the team's part, means that soup production for our Astroworkers should be a much better experience. There's support for a wider variety of graphics cards, controllers, and monitor setups.
We don't expect everything to be perfect straight off the bat, so make sure you jump on the forums and let us know how Nom Nom is running on your rig.
Okay, I know you're eager to jump back into the soupy fray, but there's something that we've got to do before we start. Because of the magnitude of the changes, old Nom
Nom save data is no longer compatible with the current version and you'll need to start new games. When you start you'll be greeted with a new screen for managing your game data. Name your company and you're be ready to work.
One of our largest tasks was bringing together Yamamura's quirky art and our soup theme into an entertaining story and campaign mode. We've hinting at the larger theme of galactic domination by means of soup, but now you'll be able to dig into the background of the Galaxy. When you get to the new main menu, you'll see the new campaign mode, Corporate Conquest, where you can start your hostile takeover of the galaxy.
Corporate Conquest starts you at the training facility and you'll need to finish the two tutorials in order before you start exploring. After completing them you can go to any planet in the first sector of the galaxy. Each planet has two different play styles, a market battle vs. rival soup corporations and S.O.O.P, a sandbox mode for all those Astroworkers who want to make bases that are visible from space! You'll need to complete the market share battle to unlock the S.O.O.P mode for each planet.
To move to other sectors of the galaxy Robo-shacho requires that you discover recipes available on those planets. When you've satisfied him, the gate will unlock and you can move on to new planets.
The new Corporate Conquest mode has changed the way research works in Nom Nom Galaxy, also. Conquering rivals in market share battles earns you research unlocks. Those unlocks will carry over to future planets. We've done away with unlock keys on the planet, but you'll still need to earn enough gold by selling soup to buy research.
Well, I can imagine that by now the soup in your noggin is swimming with all of this new info that we're dumping on you. This is just the beginning, but it should get you prepared to take on the mantle of Astroworker once more. We'll be back later this week with more information on the new and improved Nom Nom Galaxy!
17 december 2014
Merry Christmas, Astroworkers!
It's been a little while since we've seen any updates for Nom Nom Galaxy, but we elves have been working hard behind the scenes. We've left a bounty of Nom Nom presents under our Cosmic Christmas Tree for everyone!
The first present under our tree is a new way for Astroworkers customize their bases. These nifty escalators will transport soup and ingredients up or down automatically and add some variety to base designs.
This is sure to make Astroworkers who construct huge bases happy. We've added a crystal generator that can supply additional power to your base. You'll have to find crystals hidden on the planets in order to create one first though.
If you've ever dreamed about zipping around the planet quickly, the new Warp Gates are right up your alley. For the cost of a little matter, you can teleport to and from your office to different Warp Gates that you set up around the map.
Our last big present is something we're cooking up for our PixelJunk Monsters and Tower Defense fans. Astroworkers can now build Stun Towers to stop fast moving enemies and give your Shot Towers time to attack them.
There's a lot more under the tree, so check out details below.
- Added new research tiers to increase rocket speed. Speed can be increased 5 times, with a 10% increase each time. Key cost will increase by one with each upgrade.
- Added Warp Gate to research. Costs 10 keys to unlock.The Office serves as the warp gate home. Multiple gates can be built and the Astroworker will travel round robin to each gate before returning back to the office. Warping costs matter that increases according to distance.
- Added Escalator to research. Cost 3 keys to unlock.
- Added Long Throw to research.
- Added Stun Tower to research. Costs 4 keys to unlock. Stun Towers will temporarily stop enemy movement within their range.
- Added Building Defense Up to research.
- Added Crystal Generator to research. Crystal Generators supply additional power to base equal to the main office. Astroworkers must find a crystal on the planet in order to construct a generator. Crystals can be found on Iddil, Pomelyk, and Apoxus-67.
- Added new in-game BGM some stages
- Adjusted the timing of punches to make it easier to combo.
- Added knockback to the shotgun when enemy gets hit
- Added some knockback when you punch enemies
- Astroworkers can now do a rapid fire punch at the expense of some of their oxygen.
- Adjusted the action icons (Eat, Plant, Ladder, etc.)
- Increased the damage on the Dash Punch from 10 to 15. You can't cancel out of this attack now.
- Added radar function to soup factories. Radar on the factory will now direct you to the closest ingredient. In 2P mode, the factory will find ingredients close to the last player to put an ingredient into the factory.
- Added a day timer at the bottom of the screen.
- With the Maintenance Menu open, you can now us L1 R2 (1, 2 on keyboard) to switch between buildings in the area.
- Changed the unlock key icon.
- Added button prompts to proceed on the Earnings Report and Research menus.
- Collectables (matter, floppy disks) can now be transported via treadmills.
- Charlie and Charles can now pick up items from the storage.
- Oxygen will no longer block water.
- You can no longer build a second base and must use Crystal Generators for additional base power.
- Fixed players being able to put items into buildings that no longer have power.
- Robots will no longer take damage from players.
- Seasonal changes will now be determined on a planet basis, not galaxy-wide.
- Added hint when placing blueprints (Corridor connection hints).
- Astroworkers can no longer punch while grabbing ledges
- Fixed building defense bug fix which would cause buildings destroyed using the maintenance menu to only deal damage to the building instead of destroying it.
- Fixed a bug where picking up an ingredient at the last second of decay would cause it to become invisible.
- Fixed a bug while climbing ladders underwater.
- Fixed a bug where the character would not be placed properly on the ladders.
- Fixed a bug where carrying a robot that carries a heavy object (soup) would not slow the player.
- Fixed shotgun pellet fire start location.
- Fixed a bug where you can achieve very high speed by punching while floating (In girdiers).
- Fixed problem where wielding a robot would prompt Eat and Plant commands.
- Fixed a bug where the player could climb into walls while getting hit by monsters.
- Fixed a bug which would cause the Astroworker to stop mid-attack if touched by enemies
As always, please let us know what you think in the comments here, on our Steam Community
, or Twitter
! See you next time!