Community Announcements - Mitaki

We've already talked about several different aspects of Galactron, and one important aspect of this is the way the game will handle those players who abandon their allies. That's the topic we'll be talking about today, but if you want to know more about the previous topics, you can catch up on all of them here on Steam Announcements.

Cutting Down on Disconnects
With Galactron in charge of matchmaking services and all other systems, players should no longer experience disconnects from the game if their connection to Steam stutters for a moment. And even if they do get disconnected from a match for any reason, they'll be able to rejoin the game as soon as their connection has been reestablished. This should significantly reduce, if not eliminate, situations where you would ever disconnect from a game against your will and not be able to return to the same fight within a few minutes.

While this takes away one frustration that many players have experienced at some point, that does leave another very real problem that the community faces: rage-quitters and people who routinely abandon matches. Because we're eliminating many 'random' disconnects with the changes coming in Update 3.3, we are now much better able to actually identify players who purposefully leave games... and rest assured: we fully intend to punish these players much more effectively for their disruptive behaviour! In addition, we would like to do what we can to minimize the negative impact these players have on other players as well.

Punishing Leavers
If a player decides to leave a game, they'll be returned to the main menu of the game. Here, they'll have only two options: rejoin the game they just came from, or exit the game entirely. They won't be able to queue up for a different game or enter a different match.

Should the player opt not to return to their game, the game they were in will become 'safe to leave' after several minutes. At this point, the player that left will definitively be classified as having 'abandoned' the game and be locked out of the matchmaker for a while. This lockout will increase in duration if a player continues to leave matches on a regular basis.

Reducing the impact Leavers have on a game
The remaining players will be able to leave the game without any additional punishment from that point on, but their rating will still be affected by the outcome of the game. If you decide to leave a game that has become 'safe to leave' you can immediately queue up for another game, or rejoin the game you just came from if you change your mind. You won't get an 'abandon' added to your profile in that case, and won't suffer any of the cumulative penalties we just talked about!

If all players on a team have left a game, the remaining team will automatically win after a short duration, which should speed up their experience as well.

This system is available in the Open Beta which commences on August 3rd, and will go live in Awesomenauts 3.3: Rise of Galactron. We'll continue to monitor the system and check values as we go along, like the actual duration of the Lockout, the way these punishments stack over time, and the time before a game becomes save to leave. If you have any feedback about this, please let us know!
Community Announcements - Mitaki

On top of all the cool stuff that we're adding to the game with update 3.3: Rise of Galactron, we'll be adding something extra that you've been asking for for a long time: assists!

Awesomenauts is a team game, and many takedowns that happen are the result of several members of a team coordinating and timing their attacks. With the new update, players who have been involved in the defeat of an opponent but did not actually land the killing blow will share in the credit!

The exact rules for being credited with an assist (assuming you're not already receiving a full kill for it) are explained below. We'll be tweaking the exact timings in the upcoming Beta!
    - Any direct damage dealt to an enemy within a short time prior to their death will give an assist to whoever dealt the damage.
    - Any negative effect applied to an enemy within a short time prior to their death will give an assist to whoever applied the effect (this includes damage over time effects, slows, stuns, and any other debuff).
    - Any positive effects (like heals or buffs) applied to an ally who is getting an assist or a kill within a short time prior to the death of their target will give an assist to whoever applied the positive effect.
    - There is no range limit on being credited with an assist.
    - Assists are counted alongside kills and deaths but don't have any direct gameplay impact.
    - Any damage or negative effects applied to an enemy within a short time prior to their death at their own hands or due gravity, the incinerator, or AI-controlled characters like turrets, droids, the Sorona Worm, or the Solar Boss, will result in a kill being credited to the player instead of an assist.
Assists will give credit to players involved in killing enemies even though they didn't land the final blow, and we're excited to finally bring this to Awesomenauts!

This new feature will be included in the second round of Open Beta testing for Awesomenauts 3.3: Rise of Galactron when it launches next week. This Beta will include a whole lot of fixes based on the feedback we've received during the first Beta!
Community Announcements - Mitaki
The Open Beta for Awesomenauts 3.3: Rise of Galactron is now available! If you haven't tried it out yet, head over to our Official Forums to find out how you can access the Beta and let us know what you think of all the changes that we've been working on!

Today we'll be talking about the changes to the Custom Game Lobby. This is the fourth installment in our series of Spotlights, and you can find the other episodes by heading over here.

Along with many other aspects of the game, the Custom Game lobby has been overhauled to work faster, be easier to use, and share more relevant information.

At the top of the screen you can now always see what the setting are for that game, and what map you'll be playing on. Figuring out which settings have been changed in a Custom game has also never been easier, as all settings that are not set to the default value for that particular game mode will be highlighted.

On top of all this, the Settings screen has been overhauled completely, making it much easier to actually find the setting you're looking for, and edit them in a much more comprehensive manner.

With the overhaul of this menu, we've also added a feature that has been requested for a long time: the ability to 'unready'! We all know that sometimes you've readied up only to have the match composition change at the last second, prompting players to want to switch teams or tweak some additional settings. Well worry no more, just hit unready and you'll once again be able to do everything you want!

The new Custom Game lobby screen is available in the Open Beta that's available right now. As with any other aspect of the game, we'd love to hear from you! If you have any thoughts to share about this, or encounter any bugs with it, please let us know through the Bug / Feedback form accessible through the main menu in the Beta. If you want to discuss anything in particular, you can also head over to our Official Beta Forums.

If you want to know about the changes coming in Awesomenauts 3.3: Rise of Galactron, check out the other Spotlights we've released on this topic so far or try out the Beta for yourself!

The Open Beta will be closed on Monday July 25th and will be reopened when we've addressed the issues that came up during the tests!
Community Announcements - Mitaki

The Beta for Awesomenauts 3.3: Rise of Galactron is now available! Log in and try out all the new features that we'll be adding with this massive update!

Among others, this update introduces the new Rejoin system, does away with the old Late-Joining functionality, adds a whole new matchmaking system and party system, and a whole lot more. To learn more about the details of these systems, head over to our Galactron Spotlights, which detail everything you need to know about the new update!

Don't know how to access the Beta? You can find our guide on the official forums. Rest assured: it's pretty easy!

Please let us know what you think of all these changes! In the main menu of the Beta, you'll find links to a bug report and feedback form. Please use these to let us know about any issues you find, or anything you find unintuitive!

The Open Beta will be available until Monday July 25th. We will then close the Beta and begin processing the feedback we've received. Once we've addressed these issues, we'll make the Beta available again. Stay tuned for more news on that!
Community Announcements - Mitaki

A new Season Reset approaches! Soon the slate will be wiped clean and you'll be given a new chance to prove your worth!

On Monday July 25th, we'll end Season 21 and start a brand new one. You have until then to improve your rating and climb to the highest league. Good luck!

Once Season 22 commences all rankings will be reset, giving players a new opportunity to prove they're one of the best.
Community Announcements - Mitaki

Awesomenauts 3.3: Rise of Galactron will bring many important changes to Awesomenauts, and we've been talking about some features already. Earlier, we talked about the rejoin system and the removal of late-joining as well as the persistent parties that will be added in Update 3.3. Today we'll talk about the most hotly-anticipated feature of all: a complete overhaul of the matchmaking system itself!

In order to improve the matchmaking experience, we've completely rebuilt the system from the ground up. When Awesomenauts 3.3 launches, the game will no longer require you to maintain a non-stop connection to the Steam servers, which will ensure you don't disconnect from a match if the Steam servers go down for a second or two. Matchmaking is entirely handled by our own tech, and we've fundamentaly changed the matchmaking flow to improve the experience.

Taking more time to match you
The current pre-Galactron matchmaking system tries to do the best job it can, given the matches available at that time. The system looks at the available games and picks the one that's the best fit for you. If the match hasn't started yet, you will have to wait until the game fills up before you can start. That means the system handles players one by one, and does the best it can with every single one of those. However, by handling all players at the same time it could probably do a much better job. That's exactly what Galactron will do!

When Galactron goes live and you hit Battle in the main menu, you'll register yourself with the matchmaking system and begin to test possible connections to other players. At set intervals, or whenever enough players have registered with the matchmaker, your system will give the matchmaker a 'report' on your possible connections to other players. The matchmaker will then use this information, together with your ranking information, to distribute all available players across a multitude of different matches.

All of these matches will start at the same time, and the matchmaker aims to create the very best combination of players for each game - taking into account your connection quality with those players, the rating of all players in the game, and the rating of all players on each team.

Freedom while you wait
While the matchmaking system is preparing all this, you can continue to navigate the menus, use the Global Chat and new party chat features, and use other features in the game. The only thing you can't do is enter a different match or make changes to your party composition. If you Alt-Tab the game while waiting for your game to start, you'll receive an audio-warning that your game has started.

A big step up!
The quality of matches will improve substantially, but there is still a chance that the match you end up in might not be perfect. After all, we can't eliminate latency between players entirely and sometimes a player who is a perfect fit with you in terms of experience might actually have a ping that's a little higher than you'd like, or have a great connection with everyone else in the game. There are just so many factors involved in making a perfect match (we can't account for your roommate turning on their torrents mid-way through a match, for instance) but it is important to note that on the whole, your matchmaking experience will improve substantially!

That said, we'll continue to tweak the system to make sure the matchmaking experience continues to improve from here on out! We'll listen to your feedback to improve this design further, so please let us now what you think when the Open Beta launches on July 20th!
Community Announcements - [ronma]nog1potje

The Open Beta for Update 3.3: Rise of Galactron is less than a week away! Starting July 20th you'll be able to test out the completely new matchmaking system, including the new rejoin feature we detailed recently. One other important feature that we'll add with this new update is the ability to enter into a persistent party with your friends!

Team up with your friends!
Everything gets better when you're playing with friends, and we're making it a lot easier to enjoy Awesomenauts with your BFFs when Awesomenauts 3.3: Rise of Galactron launches.

We're introducing a persistent party system where you'll team up with your friends even before selecting which game mode to play and stay in a party when a match has concluded. Even if a player disconnects, they'll reconnect to their party immediately when they get back.

This makes several things a lot easier, including queueing for matchmade games, entering public custom games (or even private ones) together, and simply staying in the groove inbetween matches. And perhaps best of all: you'll be able to chat with players who are in the same party as you are in your own private channel!

Getting into the fight!
You can invite players to a party by simply clicking on the empty slots in the top right corner of your screen. A party is limited to three players, and you can even enter local players into these slots if you want. Once you and your friends are ready to go, the party leader can decide to enter matchmaking or join a custom lobby.

All players will be asked for confirmation whether they're ready to enter matchmaking if this happens, and once everybody has confirmed they're locked and loaded you will all be entered into the matchmaking system together.

Overhauled invitations
On top of all this, the way invitations are handled will be overhauled. If you get an invite to a custom game or a party, these will now show up directly in your interface. No need to open up the Steam overlay and locate the correct chat window - you'll now have everything in one place!

The persistent party will make it easier for you to invite your friends, and greatly improve on the current system that handles invitations.

The persistent party system will be available in Awesomenauts 3.3: Rise of Galactron, but you'll be able to test it out for yourself in the Open Beta that launches on July 20th. That means it's only few more days until you can see all the improvements this update will bring for yourself!

Early next week we'll talk about the way the actual matchmaking system is being changed, so if you want to know more about that make sure to check back in!
Community Announcements - Mitaki

Awesomenauts 3.3: Rise of Galactron will bring many important changes to Awesomenauts, and over the coming weeks we'll go a little more in-depth on all of these. Today we'll talk about the removal of the late-joining system, and the rejoin functionality that ties into that.

Origins of the Late-Join System
An important feature of Awesomenauts has always been the fact that any unfilled slots in a match would be filled by AI-controlled companions, which could be replaced by players as the game progressed. The original idea was that players would never have to wait to start a match.

Over the years, player feedback has indicated that many users actually prefered a short wait ahead of matches to try and get all slots filled before the initial droppod ride to the battlefield. As a result of this feedback, we implemented a 4-minute timer ahead of matches after which players can decide to 'force' the game to begin. We continue to see many players wait beyond the required window if matchmaking happens to take a long time, and forcing a match to begin early is generally frowned upon by the community.

Always start with a full game
When Galactron goes live in Update 3.3, the new matchmaking system will ALWAYS pair six players together, so matches will always be complete at the moment you transition to the character select menu. This removes many of the reasons for which the Late-join feature was added in the first place, so we have decided to retire this feature when Update 3.3 goes live.

Rejoin if you DO disconnect
However, a second important aspect of the late-joining feature is to allow players to take over the spot of someone who has either left the match or disconnected for whatever reason. With the new update we'll start taking more serious steps to combat players who systematically leave games, but we'll also add a feature that allows you to rejoin a game if you happen to have disconnected from it.

If you reconnect within a reasonable timeframe, you will suffer no penalties at all, so if your WIFI happens to stutter momentarily or your cat knocks out your ethernet cable there is nothing to worry about. You'll be returned to the main menu if you lose your connection to the game, but once it has been reestablished you can just hit Rejoin and get right back into the game!

Six players start, same six players finish!
Because it is now possible to reconnect to a game, your slot will never be made available to another player, further removing the need for the late-joining system, though a bot will still take over from you while you're away.

Our goal is to facilitate fairer matches by making sure they end with the same six players who started out in it. We strongly believe this will make matches fairer and more fun.

We look forward to making these systems available to you in the Public Beta that will commence on July 20th. Of course, we'll listen to your feedback and improve the system based on that, so please keep in mind that all of this is subject to change. Let us know your thoughts!

In a future spotlight, we'll go into more details on the punishment that will be applied to players who routinely leave from matches, or repeatedly disconnect from them without rejoining within the alloted timeframe.
Community Announcements - Mitaki

Last weekend we ran a Closed Beta test of the Awesomenauts 3.3: Rise of Galactron update. Only a handful of players were invited, and they tested out all the new features that will be made available in the next update. This test helped us prepare for the Open Beta that will start on July 20th, and we're already working on addressing some of the issues that came up.

To help you prepare for the Beta, and give you a little insight in all the cool new features you can expect in Awesomenauts 3.3, we'll be posting some updates in the coming week. You can look forward to reading updates on the following topics:

- The Rejoin feature, and the removal of the Late-Join feature - Read it now!
- Persistent Party system - More info here!
- Improved Matchmaking systems - Post is available!
- Custom Game Lobby improvements - Read it here!
- Punishment for leavers and the 'Safe to leave' feature
- Improved character select screen

We'll start with the first topic soon, so stay tuned! To get you hyped up a little, here's a shot of the new main menu in Awesomenauts 3.3!
Community Announcements - Mitaki

Awesomenauts 3.2: The Green Guardian has just launched on Steam! Ix the Interloper, a character that has been designed and picked by the community, is now available! And best of all, it's completely free for everybody!

Ix the Interloper is our latest support 'Naut, and comes with the ability to bond with both allies and enemies. Once bonded, Ix can switch position with his target, allowing him to swap allies to safety and enemies away from their chosen location! Be careful though, because Ix is quite fragile and is easily taken out when hit by stuns or slows. His escape is a skill called Refract, which renders Ix invulnerable for a very brief period of time while being able to move freely in every direction.

Update 3.2: The Green Guardian also contains a brand-new skin for Scoop, called Bravely Scoop IV: Eternal Fantasy, and a futuristic skin for Ix, called Steel Seraph Ix!
For full patch notes on the new update, head over to:

Search news
Jul   Jun   May   Apr   Mar   Feb  
Archives By Year
2016   2015   2014   2013   2012  
2011   2010   2009   2008   2007  
2006   2005   2004   2003   2002