Community Announcements - Boneloaf
A number of issues have impacted online multiplayer gameplay since the 0.5.0 beta release on 21 December some of which were patched in a recent server update, the key issues were that have compromised online and physics stability are:

Concurrent Players

There servers had a significant escalation in the volume of concurrent players (peaking at ~160% or 2.6 times more players than the previous record high), to address this we have added additional server capacity and will continue to monitor contention for servers and scale capacity if the number of online players continues to escalate.



Player Hosted Servers

A high number of player hosted servers registered (or attempted to register) with the master server in the days immediately following the release of the Gang Beasts server tool (on 23 December 2016), this negatively impacted on the performance of the Master Server. A significant percentage of player hosted servers that successfully registered with the master server (player hosted servers that were shown in the server browser list) did not have port forwarding configured or were otherwise inaccessible stopping other players from joining them.

To address these issues we have temporarily stopped player hosted servers from registering as public servers until the implementation can be modified (remote players can still connect to player hosted servers with the Direct Connection option in the online menu).



For discussion and support for the Gang Beasts Server Tool please use the forum at http://steamcommunity.com/app/497110/discussions/

Physics Instability

We have been testing to identify the source of the physics inconsistencies introduced in the 0.5.0 builds and have identified the issue is with frame rate independence (making the game physics fluctuate significantly when running on different hardware specifications). We have been testing a potential fix for this issue and are publishing this as the 0.5.1 beta build concurrently with this post.

The modifications to the characters physics (which are listed in the change log in the 0.5.0 posts are not the source of the issues with physics inconsistencies), the issue is with the game physics not calculating independently of frame rate which manifests as lower (weak) forces for systems with lower frame rates and compromises character stability for systems with exceptionally high frame rates.

Quick Join

We are working on the Quick Join implementation to improve the management of contention for server slots with less frequent disconnections; if you have frequent issues connecting to servers with Quick Join please connect with the Server List with geographical filters (to index servers in proximate geographies) until improvements to the Quick Join implementation are published.

The list of modifications and fixes made in the 0.5.1 beta builds are:
  • fixed an issue with the character system to make the character physics work independently of frame rate
  • fixed missing collider on subway
  • modified amplitude of RingDing SFX to lower volume by approx. half
  • modified amplitude of warp SFX sample to lower volume by approx. half
  • modified the master server to manage higher CCUs (Concurrent Users)
  • modified the master server to make the server list populate faster

Information on switching to / from "stable" and “unstable” branches

To download the ‘unstable’ branch on Steam right-click on the ‘Gang Beasts’ game name on the Steam library page and select 'Properties' from the window that opens, from this window select the 'BETAS' tab and then the 'unstable' option from the dropdown menu (the menu labelled 'Select the beta you would like to opt into:’. To revert back to the last 'stable' branch select 'NONE- Opt out of all beta programs' from the same menu.

For reference switching between 'unstable' and 'stable' branches of the game forces the selected build to download to the Steam client (replacing the previously selected build).

Please note the 0.5.0 release replaced the previous default 0.3.4 and 0.4.4 "unstable" Steam Early Access builds, moving between the default and “unstable” builds on Steam will download the 0.5.1 stable build until the “unstable” build is updated to 0.5.2
Community Announcements - Boneloaf
Update Monday 26 December 2016

A number of issues have impacted online multiplayer gameplay in the last 2-3 days, the following paragraph summarises the issues with information on what work has been done to address the issues until full solutions are tested and published summarised in the next paragraph.

The volume of player hosted servers trying to register with the master server since the server tool was approved on 23 December 2016 has been impacting the performance of the Master Server. A significant percentage of these registered servers that were shown in the server list did not have port forwarding configured (preventing them from being joined by other players).

To address these issues we have temporarily stopped player hosted servers from registering as public servers (players can still connect to player hosted servers with the Direct Connection option in the online menu).

For discussion and support for the Gang Beasts Server Tool please use the forum at http://steamcommunity.com/app/497110/discussions/

Patch notes for the Gang Beasts 0.5.0 beta

Since the last Steam Early Access post was published at the start of December we’ve been working with Coatsink to test significant modifications and fixes to the character, costume, game mode and networking systems (the 0.5.0 build replaces the 0.3.4 and 0.4.4 Steam Early Access builds).

Servers will be intermittently unavailable for the next hour as servers are modified (the 0.5.0 build is needed to play online as pre-0.5.0 builds are not supported by the modified server scheme)

Thank you to everyone that nominated Gang Beasts for the “Better With Friends” Steam Award.

Online / Servers

Online multiplayer support in Gang Beasts has had numerous iterations since the online beta started in May and is now sufficiently stable and scalable to release in the default Early Access builds on Steam.

Currently the Gang Beasts online multiplayer supports the following server geographies:
  • US East (N.Virginia)
  • US West (N. California)
  • EU (Ireland)
  • Asia Pacific (Sydney)
  • EU (Frankfurt)
  • South America (São Paulo)
  • Asia Pacific (Tokyo)
  • Asia Pacific (Singapore)
  • Asia Pacific (Seoul)
  • India (Mumbai)
following the publishing of the 0.5.0 beta build we plan to add support for servers in US East (Ohio), and will then assess supporting server geographies in Canada (Montreal), China (Ningxia), China (Beijing), UK (London), and France (Paris) as and when Amazon Web Services, the server hosting solution we lease server capacity from, make these server geographies available.

For reference latency will be lower if you are can connect to servers close to your location (you can use the server filter to show proximate servers), if there are no servers in close proximity to your location please email support@boneloaf.co with information on your location. If you are playing from a location that is not close to the currently supported servers please test the dedicated server tool (published with this post) as a temporary solution until the server infrastructure is expanded to support your locality (the server tool should be available through the Steam tools section and support Windows and Linux currently, please read the readme.txt file distributed with the build for more information on the server tool).

The list of modifications and fixes made to the online and server implementation in the 0.5.0 beta build are:
  • added support for modifying the camera Y axis with the single player camera (mapped to left and right D-pad and left and right cursors keys by default)
  • added an lobby to invite friends to before connecting to a server
  • added support for playing with multiple local players online
  • added online support for the blimp, billboard, buoy, and container stages
  • added PTT VoIP (Push-to-talk Voice over Internet Protocol) support *
  • fixed an issue that could make input mappings fail online
  • fixed an issue that made servers ignore input held at round start (held inputs now trigger on round start)
  • fixed an input issue with servers
  • modified the scheme for storing and retrieving servers in the central server and refactored some backend server systems
  • overhauled the master server scheme (to improve stability and implement support for polyinstancing)
* the default mapping for PTT VoIP is right trigger on game controllers and the “C” key on keyboards

Please note the 0.5.0 build will replace the current builds on both the default and unstable branches

Please note the 0.1.0 Dedicated Server Tool will only have support for Windows and Linux operating systems initially (please read the readme.txt file distributed with the tool for more information

Local

Local multiplayer support in Gang Beasts has seen a number of improvements and fixes including, an provisional support for in game camera modification (single player only), support for playing online with multiple local players, provisional support for debug spawning (we plan to expand debug spawning support to form the template for sandbox modes in later builds), and a basic version of the revised waves game mode (currently limited to the grind stage).

The list of modifications and fixes made to the local game in the 0.5.0 beta build are:
  • added modified scenes and geometry for blimp, billboard, buoy, subway, vents**, and containers
  • added provisional support for single player camera adjustments (with D-pad or cursor keys)
  • added support for playing with multiple local players online
  • exposed the debug spawning system in local (currently does not have support player-controlled characters and some nav meshes are missing) ***
  • fixed an issue in local game modes (with more than 4 players) giving false server disconnection errors
  • fixed an issue that could make playing a local game with more than 4 players fail
  • setup the waves game mode for local games (currently only the grind stage with default grey AI is available for the waves game mode)
** the name of the fans stage has been modified to vents (the original name for the fans stage)
*** debug spawning is disabled for online for official servers

Stages

We are still working to finish modified geometry for stages but are close to having final geometry on most stages (excluding colour grading and post effects), the list of stages modified for the 0.5.0 build are:
  • blimp (optimisations, blimp geometry and colouring, beef city geometry, fog sphere)
  • billboard (optimisations, billboard and scene geometry, beef city geometry, fog sphere)
  • buoy (optimisations, water implementation, beef city geometry, fog sphere)
  • chutes (optimisations, scene geometry, escalation geometry)
  • containers (optimisations, container geometry, beef city geometry, fog sphere)
  • elevators (optimisations, provisional glass break particle system)
  • incinerator (optimisations, scene geometry, fire particles)
  • subway (optimisations, scene geometry)
  • vents (optimisations, scene geometry)
Menu / UI / messaging

We’re still working to standardise the game menus, UI, and messaging to remove annoyances and make key content more accessible, the 0.5.0 beta build fixes a number of issues with game menus and a modified score screen (with star shaped balloons for points), the key modification to menus, UI, and messaging:
  • added support for saving menu and character costume settings
  • added support for storing some settings (last character selection and other game settings)
  • fixed an issue with the Steam overlay triggering the in-game pause menu
  • fixed an issues that stoped local game modes from pausing when the pause menu is invoked
  • modified input mapping screen to show keyboard and game controller mappings concurrently
  • modified online menu UI to work with the new lobby system
  • modified server browser to show more server entries per screen
  • modified the score screen shown at the end of each round to prioritise score information (we are working on solutions to show other key information and metrics contextually in game)
  • modified the temporary main menu background to improve legibility
  • modified the loading and interstitial screens to only show a new stage is loading
  • modified when loading and interstitial screens show should now only appear when a new level is loaded
Character

Character movement, force parameters, concussion system, and targeting hierarchies have been modified to improve game play and the character customisation system has been exposed for testing, the full list of modifications to the character and character costume systems are:
  • added a grab delay to the jump implementation to stop characters from targeting posterior objects and enemies when jumping
  • added the costume customisation system ****
  • fixed a field of view issue that stopped elbows from triggering
  • fixed a targeting issue to make characters prioritise anterior grab targets (over posterior grab targets)
  • fixed an issue in the character hierarchy that triggered inconsistent leg behaviour
  • fixed an issue that made characters slide vertically on walls when grip fails
  • fixed an issue that made kicking forces and movement inconsistent
  • fixed an issue where melee attacks would apply forces incorrectly (should be less prone to physics explosions)
  • fixed an issue that limited grip parameters when climbing from a jump state
  • modified and optimised character movement forces and timings
  • modified colliders on character feet for stability
  • modified concussion parameters (to reduce length for long concussions)
  • modified damage parameters for body parts to make them take more damage to the chest, waist, hips, arms, and legs on collisions (head, stomach, crotch, hands and feet parameters have not been modified)
  • modified drag forces on characters (to make lifting and throwing characters less difficult)
  • modified force parameters for climbing to make climbing less difficult (some surfaces will still be difficult to climb until grab targets are fully populated to all stages)
  • modified force scaling in damage calculations (to inflict more violence than other collisions)
  • modified force parameters for punches, head-butts, and kicks to standardise character movement
  • modified front and rear sliding to make characters elevate their legs immediately before sliding
  • modified kick parameters to limit spamming
  • modified targeting hierarchies to contextually prioritise anterior targets when jumping or falling
  • modified the character breathing simulation to improve character stability
  • modified the character’s vertical field of view (to reduce the frequency that characters target objects below their feet)
  • modified the climbing implementation to contextually offset targeting per arm
  • optimised the object targeting system for stability and performance
  • restored contextual elbowing (for contexts where enemies are immediately behind the character)
**** saved costume customisations could be lost or corrupted on subsequent updates while the system is in development

Information on switching to / from "stable" and “unstable” branches

To download the "unstable" branch on Steam right-click on the "Gang Beasts" game name on the Steam library page and select "Properties" from the window that opens, from this window select the "BETAS" tab and then the "unstable" option from the dropdown menu (the menu labelled "Select the beta you would like to opt into:". To revert back to the last 'stable' branch select "NONE- Opt out of all beta programs" from the same menu.

For reference switching between unstable and stable branches of the game forces the selected build to download to the Steam client (replacing the previously selected build).

Please note the 0.5.0 build replaces the 0.3.4 and 0.4.4 Steam Early Access builds, moving between the default and “unstable” builds on Steam will both download the 0.5.0 build until the “unstable” build is updated to 0.5.1



Please post issues you identify with the 0.5.0 build in the comments for the pinned post at http://steamcommunity.com/app/285900/discussions/0/152392549356421433/
Community Announcements - Boneloaf
Since the 0.4.4 build was published at the end of September we have been working closely with partners to iterate on the character, game mode, and networking systems for Gang Beasts and are now testing release builds for the Gang Beasts 0.5.0 beta.

We plan to publish the 0.5.0 beta when testing ends, this should be in December but we can't set a specific date in December currently (as critical issues could still be found in testing).

To force server compatibility we need to publish the 0.5.0 build concurrently with the Gang Beasts Dedicated Server tool and significant updates to servers.

Please note the 0.5.0 build will replace the 0.3.4 and 0.4.4 Steam Early Access builds and game servers will be intermittently unavailable for an hour following the release of the 0.5.0 build (as servers are modified and restarted)

Please note the Dedicated Server Tool will only support Windows operating systems initially

Other Information

Currently we're working with Coatsink and SuperGenius to fix some stability issues with character costume parts and part combinations, other work has also been done to optimise the audio system, fix missing SFX, music and other audio, and fix issues with the character system. We have also been working to standardise game menus and in game messaging.

We have also been working with Coatsink to test Steam achievements and localisations, and to make the online multiplayer more stable and accessible (including key work on server automation, polyinstancing, local and online lobbies, VoIP, and support for concurrent local and online multiplayer game sessions).

We will make a post with specific information on modifications and content in the 0.5.0 beta build (including which stages have online multiplayer support) when the build is published later this month.

Costumes

The character costume system has been populated with the 179 costume parts (109 examples are shown in the image) made for the game to date, it is still missing some older costumes that need geometry modifying to make them compatible with the new costume system.



Please note some costume parts have been made specifically for enemy AI gangs (we plan to make these parts unlock-able in AI game modes)

VR

We have setup a Steam sub-forum named Oculus Keys for Gang Beasts Early Access owners to request Oculus keys for Gang Beasts.

Support for VIVE, Oculus, and PSVR head mounted displays is planned but only Oculus Rift support has been published to date (Oculus support is at a later stage as Oculus made extensive technical and hardware support available for implementing and testing VR support).

Online Support on Steam Early Access

Online gameplay in Gang Beasts is only supported in the "unstable" alpha builds on Steam Early Access, online support will be added to the default Steam builds when the 0.5.0 build is released later this month.

Information on switching to / from "stable" and “unstable” branches

To download the "unstable" branch on Steam right-click on the "Gang Beasts" game name on the Steam library page and select "Properties" from the window that opens, from this window select the "BETAS" tab and then the "unstable" option from the dropdown menu (the menu labelled "Select the beta you would like to opt into:". To revert back to the last 'stable' branch select "NONE- Opt out of all beta programs" from the same menu.

For reference switching between unstable and stable branches of the game forces the selected build to download to the Steam client (replacing the previously selected build).
Community Announcements - Boneloaf
The list of modifications and fixes made in the 0.4.4 "unstable" alpha build are:
  • added infrastructure for VOIP to be enabled in a coming build (when initial testing on the the push to talk system has finished)
  • added the framework for supporting additional multiplayer game modes (some additional work is needed before the first examples of other game modes can be made available for play testing)
  • added server modifications to support cross play between Steam Early Access and Oculus Early Access builds
  • added messaging to the root menu (for contexts when no connection to the central server can be established)
  • fixed an issue with the quick join setting that could potentially make multiple connections to a server (making the loading / interstitial screens hang)
  • modified the quick join setting to address an issue where scenes could load with missing geometry
Online Support on Steam Early Access

Online gameplay in Gang Beasts is currently supported in the "unstable" alpha builds on Steam Early Access (online support will be added to the default Steam builds when the local multiplayer versions of the 'buoy' and 'fans' stages have been restored to the game).

Character Movement and Concussion Times

There are currently a number of discrepancies / issues that make the recent "unstable" builds differently with older builds, we will be working to standardise the control scheme and concussion system in the "unstable" builds soon when online support is added to the default Early Access builds.

Information on switching to / from "stable" and “unstable” branches

To download the ‘unstable’ branch on Steam right-click on the ‘Gang Beasts’ game name on the Steam library page and select 'Properties' from the window that opens, from this window select the 'BETAS' tab and then the 'unstable' option from the dropdown menu (the menu labelled 'Select the beta you would like to opt into:’. To revert back to the last 'stable' branch select 'NONE- Opt out of all beta programs' from the same menu.

For reference switching between 'unstable' and 'stable' branches of the game forces the selected build to download to the Steam client (replacing the previously selected build).
Community Announcements - Boneloaf
The list of modifications and fixes made in the 0.4.3 "unstable" alpha build are:
  • baked lighting in the ‘elevators’ stage
  • fixed a gaze targeting issue on the character select screen
  • modified Steam IDs to only show when triggered (with the input mapped to show Steam IDs)
  • modified the scrolling implementation in the server browser screen

  • temporarily added a round timeout to end rounds at 5 minutes (we plan to review the timeout implementation / length when stage escalations are fully implemented)

  • temporarily modified the default game logic to a single win per stage (to reduce spectating), we plan to support the previous logic and modified logic concurrently in a coming build
Please note there is no "stable" alpha build release with this post, the next stable release will be published soon (when the 'buoy' and 'fans' stages have been restored to the default local game mode).

Online Support on Steam Early Access

Online gameplay in Gang Beasts is currently supported in the "unstable" alpha builds on Steam Early Access (support for online gameplay in the default Gang Beasts Early Access builds is scheduled for a later stage of development).

Information on switching to / from "stable" and “unstable” branches

To download the ‘unstable’ branch on Steam right-click on the ‘Gang Beasts’ game name on the Steam library page and select 'Properties' from the window that opens, from this window select the 'BETAS' tab and then the 'unstable' option from the dropdown menu (the menu labelled 'Select the beta you would like to opt into:’. To revert back to the last 'stable' branch select 'NONE- Opt out of all beta programs' from the same menu.

For reference switching between 'unstable' and 'stable' branches of the game forces the selected build to download to the Steam client (replacing the previously selected build).
Community Announcements - Boneloaf
The list of modifications and fixes made in the 0.4.2 "unstable" alpha build are:
  • added a countdown timer to the local multiplayer character select screen to support canceling the session if other players did not submit to join the session (press the input mapped for ’duck/crawl’ to stop the countdown)
  • added geography filters for new servers in Frankfurt (EU), São Paulo (South America), Tokyo (Asia Pacific), Singapore (Asia Pacific), Seoul (Asia Pacific), and Mumbai (India)
  • modified geometry for 'gondola' for stage
  • modified Steam ID labels to use the selected character colour
  • modified the default online game mode to not despawn the characters of players that leave the server (neglected characters will idle but not decrement / increment score metrics if removed from the stage by other players)
  • modified the game camera to frame the last player on stage end
  • modified the input mapping screen to support the mapping of single inputs
  • modified the input reference screens with revised information
  • modified train tracks on ‘subway’ stage to render in front of the Steam ID labels
  • removed ‘Draw’ messaging on stage end for single player local games
  • removed background plane and Steam Avatars from Steam ID labels
  • removed debug input for immediately loading the next stage in the current sequence (in the current default game mode)
  • restored 8 player support for the current default local games mode (
  • restored menu setting to enable / disable Xinput support
  • restored the ‘containers’ and ‘chute’ stages for the current default local game mode
  • temporarily disabled invoking the input mapping screen from the in game menu

Please note there is no "stable" alpha build release with this post, the next stable release will be published when the 'buoy' and 'fans' stages have been restored to the default local game mode.

Online Support on Steam Early Access

Online gameplay in Gang Beasts is currently supported in the "unstable" alpha builds on Steam Early Access (support for online gameplay in the default Gang Beasts Early Access builds is scheduled for a later stage of development).

Information on switching to / from "stable" and “unstable” branches

To download the ‘unstable’ branch on Steam right-click on the ‘Gang Beasts’ game name on the Steam library page and select 'Properties' from the window that opens, from this window select the 'BETAS' tab and then the 'unstable' option from the dropdown menu (the menu labelled 'Select the beta you would like to opt into:’. To revert back to the last 'stable' branch select 'NONE- Opt out of all beta programs' from the same menu.

For reference switching between 'unstable' and 'stable' branches of the game forces the selected build to download to the Steam client (replacing the previously selected build).
Community Announcements - Boneloaf
The list of modifications and fixes made in the 0.4.1 "unstable" alpha build are:
  • fixed Yogscast Charity DLC costumes
  • fixed an issue with characters not spawning randomly
  • fixed an issue with the placeholder loading screen not dismissing when joining a game as a spectator
  • modified the default game mode to 3 round wins (to win the stage)
  • modified the game architecture to improve stability
  • modified the placeholder loading screen to show the keyboard input reference if mouse inputs are used to start the game
  • modified the spectating system to spectate until the the current stage ends (spectating players join the game when the current stage ends)
  • modified the master server to prepare support for additional server geographies (in Asia Pacific, Europe, India, and South America)
Please note there is no "stable" alpha build release with this post (the next stable release will be published when more optimisations and fixes have been made to the 0.4.x builds).

Information on switching to / from "stable" and “unstable” branches

To download the ‘unstable’ branch on Steam right-click on the ‘Gang Beasts’ game name on the Steam library page and select 'Properties' from the window that opens, from this window select the 'BETAS' tab and then the 'unstable' option from the dropdown menu (the menu labelled 'Select the beta you would like to opt into:’. To revert back to the last 'stable' branch select 'NONE- Opt out of all beta programs' from the same menu.

For reference switching between 'unstable' and 'stable' branches of the game forces the selected build to download to the Steam client (replacing the previously selected build).
Community Announcements - Boneloaf


For the last month we have been working with Coatsink to implement online support in the 0.4.0 ‘unstable’ alpha build (published with this post). The information in this post summarise a number of the key differences between the 0.3.4 'unstable' and the 0.4.0 'unstable' builds.

The structure of the 0.4.0 ‘unstable’ alpha build has been significantly modified from the previous 0.3.4 'unstable' alpha build to include placeholder information screens and other planned content and some content is temporarily disabled, specifically the debug spawning commands, the ‘waves’ game mode, and the 'buoy', ‘chute’, ’containers’, and ’fans’ stages (this content needs additional work before it is restored).

In the 0.4.0 ‘unstable’ alpha build there are 4 online stages playable and 12 local stages, the online stages are:
  • grind
  • ring
  • trucks
  • subway
the local stages are:
  • billboards
  • blimp
  • elevators
  • girders
  • gondola
  • grind
  • incinerator
  • ring
  • subway
  • towers
  • trucks
  • wheel
The 'buoy', ‘chute’, ’containers’, and ’fans’ stages and the ‘waves’ game mode will be restored to ‘unstable’ builds in a coming build.

Downloading 'unstable' builds
The instructions for updating from 0.3.1, 0.3.2, 0.3.3, and 0.3.4 builds to the 0.4.0. 'unstable' alpha build are:
  • right-click on the Gang Beasts game name on the Steam library page
  • select “Properties” from the window that opens
  • from the Properties window select the “BETAS” tab and then the 'unstable' option from the dropdown menu
To revert to the default Early Access branch select 'NONE- Opt out of all beta programs' from the same dropdown menu.

The rest of this post is a series of paragraphs with current information and summaries on what progress has been made to date on content for the game.

Default game mode
The default game mode in the 0.4.0 ‘unstable’ alpha has modified win logic for the default game mode (winning scenarios is currently set to 3 wins to test stage cycling) to let player play in all rounds, the old game logic will be restored in a coming build.

0.3.4 and 0.3.1
The 0.3.4 ‘unstable’ alpha build has replaced the previous default 0.3.1 alpha build, please move from the ‘unstable’ to the default branches to continue playing with the debug spawning commands, the ‘waves’ game mode, and the ‘chute’, ’containers’, and ’fans’ stages until this content can be restored to the ‘unstable’ branch.

Online Beta
The signup process for the online beta ended at the start of July, the online beta itself is scheduled to end and be removed from Steam on Friday 5 August 2016 at 23:59 GMT (as support for online game modes is now included in the 0.4.0 Steam Early Access ’unstable’ alpha build).

Private Servers
Support for hosting private servers will be released when the 0.4.0 build and server implementation has been tested and made stable in August.

Couch mode
Support for playing online with 1-4 local players (players on the same system) has been tested internally and will be added for testing in a coming build.

Linux Support
Currently there is no Linux version of the 0.4.0 ‘unstable’ alpha build, we plan to make a Linux build available in August.

Servers
Currently the 0.4.0 'unstable' alpha supports servers in the following geographies:
  • US East (N.Virginia)
  • US West (N. California)
  • US West (Oregon)
  • EU (Ireland)
  • Asia Pacific (Sydney)
we will be working to add servers in the following geographies in August:
  • EU (Frankfurt)
  • South America (São Paulo)
  • Asia Pacific (Tokyo)
  • Asia Pacific (Singapore)
  • Asia Pacific (Seoul)
Xinput
There is no setting to enable or disable Xinput support in the 0.4.0 ‘unstable’ alpha build currently (this will be restored in a patch release soon). For reference the 0.4.0 build shares preference settings with the 0.3.4 build and defaults to the current XInput setting used for the 0.3.4 build and some earlier builds (a temporary solution for enabling or disabling XInput support is to switch to the 0.3.4 build and use it to enable or disable XInput then revert to the 0.4.0 build).
Community Announcements - Boneloaf


For the past two months we have been working with Coatsink to iterate on the networking scheme and game content for the Gang Beasts online beta, in parallel to this work we have been collaborating with SuperGenius to scope and implement the game mode and character customisation systems for the game.

The next stage is to merge the online support and stage optimisations from the online beta with the ‘unstable’ branch and then integrate the Character Customisation, Character Colour, and Game Mode systems.

The rest of this post is a series of paragraphs with current information and summaries on what progress has been made to date on content for the game.

Online Beta

The online beta has been in testing for approx. two months and has been played or pre-loaded by ~60,000 players from 133 countries to date, the work on the network refactor has been committed to the Gang Beasts master branch and we have moved to merging the online multiplayer beta with 0.4.0 ‘unstable’ beta (for release later this month).

0.4.0 ‘unstable’

We currently expect to finish the work to merge online multiplayer support into the 0.4.0 ‘unstable’ alpha in July (for reference the current 0.3.4 ‘unstable’ alpha build will replace the current 0.3.1 default build on Steam when the 0.4.0 is published).

Online Beta Keys

We have postponed removing the Gang Beasts online beta signup page at http://beef.city/beta until Monday 4 July 2016 at 11:59pm EDT (Eastern Daylight Time) to give owners of Gang Beasts on Early Access additional time to requests keys before the signup page is removed. For reference there is no selection process for participating in the online beta and participants are not expected to promote the game, stream, or record gameplay (for information and signup instructions for the online beta please see the post at http://beef.city/u_0-3-4 or the pinned thread at http://beef.city/key_info).

Key Issues

Key requests made before 1 July 2016 have been sent out, if you made a request for a key or keys before this date and have not been sent keys, please populate and submit the form at http://beef.city/key_issue with your information for support.

For reference the first batch of keys for the online beta expired recently and a second smaller batch with an incompatible release state were added to the distribute() system in error, these keys can be activated in the Steam client but the ‘Gang Beasts Online Beta’ title will not become available in the Steam Library. A number of the keys sent out on Friday evening and Saturday morning were from the second batch, if you received keys with the wrong release state please forward the email you received with the incorrect keys to support@boneloaf.co to get replacements.

Entitlement Issues

For online beta participants with the false ‘Failed. Entitlement’ issue, this issue has been patched in the 0.0.8 online beta build released last week.

Character System

Work on the character customisation and character colour systems is close to finished but we don’t currently expect to be able to include them in the 0.4.0 build but should have a version that is sufficiently stable for testing in the weeks after the 0.4.0 build is published.

Game and Gang modes

Work on the game modes system is also close to finished but can’t be fully implemented until the full Character Customisation system has been tested in game.

Stages

We have been working with Bruce Slater (a technical artist at Ruce) to build and optimise the stages for the full version of the game and expect to have some of this work in Early Access builds of the game soon.

Private Servers

Support for hosting private servers is planned but not supported in the online beta currently as we have to limit the number of server types at this stage of testing.
Rock, Paper, Shotgun - contact@rockpapershotgun.com (Graham Smith)

Some of you live high atop remote mountains with no other people around, which means local multiplayer game and gelatinous brawler Gang Beasts [official site] has thus far been useless to you. No more! The game of haphazard punching in comically hazardous locations now has an online multiplayer beta, so mountain-dwellers everywhere can play together – assuming you can get access.

… [visit site to read more]

...

Search news
Archive
2017
Nov   Oct   Sep   Aug   Jul   Jun  
May   Apr   Mar   Feb   Jan  
Archives By Year
2017   2016   2015   2014   2013  
2012   2011   2010   2009   2008  
2007   2006   2005   2004   2003  
2002