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Note: This Early Access game is not complete and may or may not change further. If you are not excited to play this game in its current state, then you should wait to see if the game progresses further in development. Learn more
In the hours immediately following the distribution of the 0.5.7 Gang Beasts Early Access build (publish on Thursday 29 June) we identified some performance issues on the Gang Beasts public servers, these issues escalated on over the subsequent days on populated servers triggering administration scripts to force server instances to restart and abruptly end game sessions on servers with the issue (the administration scripts are necessary to stop servers from terminally failing).
On Monday 3 July at approx 8pm BST we made the decision to take down the servers to address and patch for stability issues (and some matchmaking and connection issues) and have subsequently made multiple tests with a series of client and server builds. We have publicised the 0.5.7p1 build concurrently with this post and have provisions number of public servers at for testing.
Sorry for the protracted unavailability of public servers this week, together with Coatsink we have tried to maintain a high level of availability for public servers for the Early Access community by aggressively patching servers but were unfortunately not able to avoid taking public servers offline in this instance.
For reference the key issue compromising the headless Linux server builds (that run on AWS architecture) was a severe memory leak that made disconnections, stage loading failures, and other stability issues more frequent until server administration scripts triggered the server to restart.
We were not able to reproduce the memory leak in testing before publishing the 0.5.7 Early Access build and the associated public server builds last Monday (the issue was only identified when public servers were populated with a high volume of concurrent players).
For reference the 0.5.7p1 builds is a separate branch to the coming 0.5.8 build and has no modifications from the 0.5.7 Early Access build (other than being built from Unity 0.5.6p1 not 5.6.2f1 and having online support for the incinerator stage temporarily disabled for this build).
[UPDATE] For information on the current server unavailability see the pinned post at http://steamcommunity.com/app/285900/discussions/0/1368380934285718547/
Patch notes for the Gang Beasts 0.5.7 beta
In June we have continued working with Coatsink to address performance and stability issues and other annoyances, part of this work can be tested in the 0.5.7 Early Access build and associated server configurations (published with this post). The key patches and optimisations in the 0.5.7 build are specific fixes for the character distortion and freezing glitches introduced in the transition to Unity 5.6 (and other physics stability issues), a significant decreases in CPU use, numerous networking and matchmaking stability fixes, and reduced build sizes.
Other work included in the 0.5.7 build includes modified and optimised city geometry for the background of exterior stages (only in the blimp and girders stages currently), modified and optimised geometry for the girders, incinerator, and wheel stages, Rick and Morty character costumes and multiple new character costume parts , large enemy AI body types for enemy AI (in the current waves stages), an improved AI for the waves game mode (AI aggression and throwing still need additional work but can be tested in the grind and incinerator stages), and a modified colour tinting system to support more variation for costume customisations.
Other work that is partially exposed in the 0.5.7 build includes the implementation of a custom atlasing system for scene optimisation (this is the last stage in the stage optimisation workflow, only the gondola and wheel stages use this system in the 0.5.7 build but the other stages are being moved to the atlas system currently), a custom buoyancy system (only exposed on the wheel stage in the 0.5.7 build for testing but will be moved to the other stages that have water or meat paste volumes when the current buoyancy parameters have been modified and standardised).
Other work not exposed in the 0.5.7 build includes modified and optimised geometry for the alley, grind, towers, and roof stages, optimisations to the character and prop physics implementations to significantly lower the frequency of physics calculations made per frame and stabilise collisions.
14 of the 16 public stages support online in 0.5.7 build, the key priorities for July are to execute the current QA schedule, finish the last modifications and optimisations and add online support for the chutes and towers stages, finish the last modifications and optimisations for the alley and roof stages, make a last pass to standardise character, prop physics optimisations and climbing, fixes and improvements to matchmaking, game modes, UI, localisations, and post processing.
The list of modifications and fixes made in the 0.5.7 Early Access beta build are:
“I once had a persistent pugilist clutching my eyeball as she hung over the edge of a fatal drop, refusing to relinquish the ocular grip and admit defeat.”
Rock, Paper, Shotgun
“Gang Beasts is a brilliant, drunken multiplayer brawler.”
“Gang Beasts – probably the funniest fighting game ever made”
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