Clockwork Empires - GaslampGamesInc
Since Gaslamp Games shut down regular operations at the end of 2016, and as PC gaming hardware and software has changed since Clockwork Empires’ release, we feel that we can no longer adequately support the game. We’re going to cease the sale of Clockwork Empires on Steam or any other platform shortly.

If you have purchased Clockwork Empires you will not lose access to the game or your files, this move will simply remove the ability for new customers to purchase the game.

Thank you for your support over the years.
Gaslamp Games
Clockwork Empires - dbaumgart
We've pushed the 1.0D experimental patch of Clockwork Empires live to the Experimental branch!

To access this experimental patch, right-click on Clockwork Empires, select "properties", find the "BETAS" tab, and select "Experimental". Beware though, we will change this version of the game more often so if weird stuff happens or a new experimental is released, you may lose your progress. On the other hand, there's lots of cool stuff, like so:

Full changelog for 1.0D:
  • added REDACTED
  • barracks will stock more ammo of a type if they have more weapons
  • lockers for that ammo type
  • incoming Steam Knights will have area around their arrival made visible even before they arrive
  • added 10 new achievements (and fixed an old one)
  • if you make peace with an enemy faction while an invasion is in-progress - but before enemy troops arrive - the invasion will be aborted
  • added acknowledgement for various failure states for the Mad Carpenter event
  • if a Steam Knight is stuck inside a building for more than 30 seconds, it will shove itself outside
  • traders will place trade goods into Trade Office itself rather than on ground nearby
  • made tooltip display for Brewed versus Distilled booze more clear about which will be served in Public House depending on mode selected
  • animals will now shove themselves outside of structures if they get stuck inside
  • added a timer to make Fishpeople less enthusiastic about intimidating your colonists
  • added alert for first horror corpse disposal
  • rewrote Mysterious Ore event to be more clear about its gameplay effects
  • added "witnessed descent into madness"
  • improved behaviour of fish cult
  • improved behaviour of dominant foreign faction
  • added the Steam Knight MK1, a more advanced steam knight that costs more to create (Removed gun from steam knight prototype. Massively buffed steam knight melee damage.)
  • made slight improvement to chapel functionality; preaching will now only be done once per day (per chapel) and gives everyone in the colony positive memories
  • added new event arc: Mystery Herb
  • Arguing Rivals will now tell you if you have an NCO/Bartender/Vicar but can't use them in the event because they're one of said rivals
  • Ominous Dreams event now has a number of additional possible endings/rewards
  • Family Tree Research is now an event arc
  • Fey Mood event arc will now tell you what item was made at the end
    did small fix to Empire Times event strings
  • added Advanced Workbench to the chemistry workshop
  • FIXED: Fancy Bookshelf and Vacuum Chamber recipes
  • FIXED: Gun Lockers now have proper trade values
  • FIXED: chicha and pulque recipe display
  • FIXED: a large number of events will no longer consider dead people eligible to participate in them
  • FIXED: crashes with leyden guns
  • FIXED: farms/graveyards/roads/zones no longer have rendering issues after flatten terrain operations are performed
  • FIXED: minimap no longer takes you to a location if you right click on it or mousewheel over it accidentally
  • FIXED: various typos, grammatical errors, extraneous alerts
  • FIXED: objects placed by "organized finds supplies" was swapped with "science assistance"
  • FIXED: Lord Palmerstoke will give science rather than construction related rewards
  • FIXED (1.0C): resupply tag fix affecting Public House & Naturalist's Office
  • FIXED: more typos
  • FIXED: dead arguing rivals
  • FIXED: coffee
  • FIXED: more overflowing memory names
  • FIXED: more unclaimed REDACTED spores
  • FIXED: error during Foreign Invasion event if player colony is near edge of map
  • FIXED: mineshafts can only be occupied by one worker at a time
  • FIXED: buildability not saved/loaded correctly (oops)
  • FIXED: another really obscure error case in cult events

Enjoy! And please let us know if anything goes wrong.
-- GG
Clockwork Empires - dbaumgart
We've just switched on Steam Trading Cards and all the little bits and bobs that come along with them for Clockwork Empires. So now you may find:
  • fun badges to display your affection for colonial management
  • emoticons for important concepts like fishpeople, cannibalism, and longpork
  • peculiar steam backgrounds
  • and of course cards to trade (presumably) with Foreign Nations
Enjoy!
Clockwork Empires - @Citizen_Daniel
Just a few minor things to clean up before we get back to more substantial patch content!

  • FIXED: some incorrect tooltip descriptions for ingredients required for producing certain modules
  • FIXED: possible to get into a state where tutorial won't advance if too much time passes before conditions for advancement are met
  • FIXED: removed mention of assigning overseers to stockpiles from tutorial (this can't be done)
  • FIXED: gold reward bar now defaults drops at start position rather than map center
  • FIXED: various text typos
  • FIXED: a certain type of REDACTED will no longer get stuck inside buildings
  • Cleaned up the embark screen a bit.
  • FIXED: crash demolishing a house
  • FIXED: some achievements

Thanks to everyone for letting us know about these issues so we could sort them out quickly.
Clockwork Empires - Nicholas Vining


Clockwork Empires version 1.0 has emerged, glistening, from its development-spore and launched on Steam! We are out of Early Access and into the wild frontier that calls for Colonial Bureaucrats to manage bustling colonies and chop down all the trees and maybe start a cult maybe for Progress and Civilization! You can purchase Clockwork Empires through Steam for a 10% discount for the next week!

The Development Progress Report has been updated with a full annotated changelog for version 55A to version 1.0. We’ll put the full changelog at the end of this post for those interested in seeing what the last month month of Early Access has brought to the game.

This is not, of course, the end of work on Clockwork Empires. We shall be continuing support for game stability and bugfixes, and we have a list of additional content and some features we’d like to add post-release.

Major player-facing additions this month:
  • performed a huge UI improvement pass for release
  • also a huge balance pass, including making the later biomes more difficult
  • added the Steam Knight Manufactory!
  • added Achievements
  • much stability & polish
  • oh yeah, we’ve released the game to 1.0 with all that entails!

As always, the full development progress report can be found here: https://clockworkempires.com/development.html and the full changelog is below.

Thank you for your support during two years of Early Access! We hope you enjoy Clockwork Empires version 1.0, and please stay tuned for what's next...

Full Changelog for Beta 55->Version 1.0B Below:

Colonist Behaviour
  • awkward hugging made less likely to cause errors
  • “Drunkard” trait now additionally causes happier memories from drinking
  • “Hale and Hearty” trait now additionally causes barbershop treatments to heal more
  • “Mushroom Lover” trait now additionally gives happy memories when eating fungus-based foods
  • when deciding initial feelings toward other colonists, Overseers will now consider Labourers beneath their notice for friendship/rivalry unless said Overseer has the Common Mingler trait
  • made colonist auto-burial timer check itself more often (colonists are not given automatic burial orders if hostile enemies are nearby; this will now be checked upon every new workshift.)
  • colonist traits now affect certain climate quality of life effects
  • added booze vat pathing check to get drink / fill vat jobs
  • vicars can now convince cultists to leave their cult
  • “Made a friend/rival” memories will now have the name of said friend or rival
  • balance: Steam Knight presence now affects safety QoL
  • balance: added more despair and anger overall
  • balance: made people slightly more upset in general
  • balance: when your colonists die it will now decrease your empire standing a bit
  • FIXED: scripterror when using Leyden weapons
  • FIXED: military holding commodities while fighting
  • FIXED: characters would occasionally get stuck and stop moving when the entity “thinklocking” them would disappear w/o releasing the thinklock (in particular, if a spectre talked to a colonist then disappeared due to sunlight, the lock would not be released.)
  • FIXED: enraged characters will no longer build buildings
  • FIXED: Safety quality of life calculation for colonists was incorrect on days 2 through 5
  • FIXED: if a scientist is enhanced due to REDACTED their lab will properly update its skill display
  • FIXED: murder
  • FIXED: scripterror in military_interrogation_event.fsm
  • FIXED: some eldritch memories didnt give (enough) despair
  • FIXED: spectres should no longer freeze people in place forever under certain rare conditions
  • FIXED: slightly incorrect string compilation in conversation memories
  • FIXED: edge case error in ai_damage

Non-colonist characters
  • doubled trader mission time
  • Occult Inspector now inspects buildings more intelligently
  • made dormant spores more Fun
  • FIXED: steam knights freezing!
  • FIXED: possible steamknight issues with placement /not/ into buildings
  • FIXED: added safety check to fishpeople group deletion notification

General Gameplay Balance
  • changed overseer workplace cap modifier to scale w/ number of overseers
  • balance: adjusted incidence of bad guys in biomes according to difficulty scheme
  • balance: made certain enemies send more dudes when you’re later in game
  • balance: reduced Fishpeople incidence in desert biome
  • balance: non-temperate biomes impose various and increasing QoL penalties from tropics, desert, to cold as most penalized
  • balance: more vicious will spawn in non-temperate biomes
  • balance: biomes with extreme weather may produce unpleasant memories
  • balance: military interrogation has been made less effective by 50%
  • balance: doubled trade crops value
  • balance: added extra bandit spawning in desert + cold
  • balance: bandits in more difficult biomes now get better gun loadouts
  • balance: decor object trade value updated
  • FIXED: overvalued steam radiator (and other decor items)
  • FIXED: Bricabrac now has a trade value

Workshop/Buildings
  • added the Steam Knight Manufactory. Have fun!
  • more workshop interior textures changed
  • optimized Laboratory science refresh function
  • science has undergone a massive overhaul: The number of techs has roughly doubled. A number of advanced modules now require research before they can be built.
  • balance: Overseer house has had the windows requirement moved to its 2nd bonus condition
  • Assembly Workbench now has 2 access points (down from 4)
  • added naturalist’s office info to module descriptions
  • the Trade Office now has a module todo list that will determine how many traders arrive. Range is currently 4 – 14. (Traders will always use the best office in your colony to determine how many to send, rather than adding multiple offices together)
  • added some new options for increasing standing to the Empire via the Foreign Office
  • added more feedback to Foreign Office when changing standing
  • FIXED: ammo recipes now all make 1 ammo as intended
  • FIXED: a large number of incorrect recipe costs
  • FIXED: that typo in the laboratory
  • FIXED: house demolition crash
  • FIXED: invisible buildings
  • FIXED: airship masts work again
  • FIXED: rare door scripterror when a door was built before its parent building (or something)
  • FIXED: missing Steel Plates recipe
  • FIXED: connected components would fail to be computed correctly when creating a building with weird shapes (the actual problem is more detailed than that, but let’s go with that one)
  • FIXED: various path stutters related to the new connected component code, involving animals not correctly finding corrected components that ignored doors, various other issues with aquatic entities, etc.
  • FIXED: building can no longer consist of two discontiguous blueprints
  • FIXED: steam knight chassis recipe output is no longer world’s most expensive landmines
  • FIXED: incorrect recipe ingredient info for various products
  • FIXED: dismantle objects assignment beacon now works correctly

Events
  • replaced Sunny Day event with much more varied “Unusual Weather” event w/ unique effects per-biome
  • some events that spawned characters now properly allow clicking their event popups to zoom to those characters
  • made major eldritch events more Fun
  • re-added Ominous Dreams as event arc
  • Novorous Logging moratorium now checks for larch/bamboo farming
  • added Arguing Rivals event
  • if your Empire standing gets low enough the Ministry will limit and eventually entirely halt immigration until you pull it back up
  • balance: made Foreign Invasion redcoats not take > 7 days to despawn
  • balance: removed revolver locker chance from ministry supplies in foreign invasion event
  • balance: made disturbance points at slightly higher at low end of scale
  • balance: made cults easier to trigger
  • balance: adjusted weights of various events
  • balance: doing airship crash research now gives standing reward
  • FIXED: scriperrors in certain cases in “arguing rivals”
  • FIXED (55J): scriperror in cult art, fishperson cult arc
  • FIXED: scripterror with criminal work crew foreign office event
  • FIXED: some buildings would say you didn’t have required modules when eventlocked
  • FIXED: bureaucrat desk couldn’t be used for event arcs
  • FIXED: rare crash when using Aerial Surveillance
  • FIXED: order to kill all fishpeople now works correctly
  • FIXED: grimoire event had ending error if researcher died
  • FIXED: scripterror in Above 30 Population event
  • FIXED: scripterror in certain cases in Arguing Rivals
  • FIXED: possible scriperror in Mad Carpenter

UI / UX / Text
  • performed a major overhaul of the Colonial Handbook; all pages have images and have been reformatted to be easier to read
  • replaced many intrusive pop-ups with alerts
  • tooltips for missions (in Foreign Office) are now minimum sized and shouldn’t overrun container
  • added descriptions for sub commands (in bottom left menu)
  • improved alert tooltips (for pop-up alerts on right side of screen)
  • improved visibility of colonist traits via gameplay and fluff fields (ie. traits that affect workshop are highlighted)
  • rewrote a bit of the “wrapped label widget” to make the constructors more sensible
  • mineral survey waypoints now use assignment beacons (which is very nice)
  • consistency: any string that says “Cheap Cabinet” has been set to “Simple Cabinet”
  • Mine will give alert if assigned an owner and it has no supplies to operate
  • Naturalist’s Office will give alert if set to a different mode w/o Overseer assigned
  • Naturalist’s Office will give alert if set to a work mode w/o supplies for that mode
  • all instances of “citizenry” changed to “colonists”
  • adjusted Safety Quality of Life description so having a low rating doesn’t (necessarily) say that you have few soldiers (it’s possible to get a low rating due to other factors)
  • exclusive windows (ie. history log) now make a noise when they close
  • improved load screen UI
  • overhauled Trade Office interface
  • improved layout for character info panel
  • edited embark screen to show biome difficulty of site selection
  • added cancel button to the load screen
  • added per-workshop backgrounds to Overseers window (makes it much easier to see which overseer is assigned to which workshop)
  • made expression widget bgs round for thought/dialog
  • added better tooltips to Workshop production menu
  • polished up character info panel
  • moved “Unassign Overseer” to the top of the overseer assignment element (in building panels)
  • added detailed tooltips for terrain objects
  • added informative tag icons to map objects
  • did better tooltip requirement visualization for buildings
  • added hitpoints, quality to building tooltips
  • proposing and cancelling trades now work properly and update the UI on time
  • removed zoom to worksite button for character panel (it did not really work)
  • FIXED: shortened some more overflowing memory names
  • FIXED (really this time): cancelling a gabion creation job no longer leaves ghosts
  • FIXED: farms now display their farm type in the office creation menu
  • FIXED: dead colonists will no longer display a job as if they were alive
  • FIXED: changing the order of the workshop modules in the workshop didn’t work properly
  • FIXED: some more memory name ui overflow
  • FIXED: minor typos
  • FIXED: some minor text overflow in the foreign office
  • FIXED: work crew UI now uses disabled scrollbar thumb properly
  • FIXED: the label for “sleep” wasn’t showing in the character info panel
  • FIXED: crashing the game when viewing the credits
  • FIXED: flashing character nametags
  • FIXED: new tooltip code no longer crashes the game if a product has no explicit definitions in data files
  • FIXED: overflow of recipe tooltip for product details in workshops
  • FIXED: farm overseer assignment display updating
  • FIXED: overflowing tooltip in house dialog
  • FIXED: blank tooltip on overseer in overseers panel
  • FIXED: embark icons flickering to incorrect states when switching between them
  • FIXED: clicking on the minimap while zoom-to is selected will now correctly reset it

Biomes / Nature Objects
  • adjusted ground textures in alpine terrain to look colder
  • added some more difficult stuff to provide Fun / blood for the blood god in harder biomes
  • renamed “Lacquer Tree” to “Lacquer Plant” (to imply that “Chop Tree” is not an appropriate tool to use with them)
  • mine survey point visuals redone
  • added informative tag icons to map objects
  • balance: non-temperate crops made more difficult
  • balance: increased vermin spawn and animal spawn timers (for less spam)
  • balance: forage output and regrowth time increased
  • FIXED: vermin will not spawn in invalid positions (caused pathing errors)

Engine/Tech/???
  • optimized connected component code to fix stuttering when flattening/building
  • FIXED: stutter when placing gabions, buildings, or flattening terrain
  • FIXED: scaling issues on fullscreen for Windows if the aspect ratio of your monitor exactly matches your suggested resolution (unngh)
  • FIXED: Longpork pie used incorrect model

"Now this is not the end. It is not even the beginning of the end. But it is, perhaps, the end of the beginning."

-- Gaslamp Games
Clockwork Empires - Nicholas Vining
A few small problems have been addressed in Beta 55A via your friend, and mine, the Hotfix. This has been pushed to the default branch, so you should not need to switch to the experimental branch on Steam.

Changes:

  • added disturbance tooltip
  • balance: Bricabrac Prices of certain wall modules have increased in preparation for Things
  • FIXED: bandits now make better decisions when placing tents
  • FIXED: foreign_relations_correction would correct in wrong direction in certain cases
  • FIXED: public house will correct booze count when drinks are used up
  • FIXED: a few more bugs with flattening terrain not rebuilding everything correctly
  • FIXED: regenerate all height map passability when loading a new game
  • FIXED: a bunch of incorrect recipes including Vacuum Chamber
  • FIXED: Wine Recipe + Made it available on Mechanical Brewing Vats
  • FIXED: bug with emotion values in workshop QoL effects
  • FIXED: upkeep display on airship mast
  • FIXED: a bunch of typos
  • FIXED: spice rack / hanging pots quality

I'm just a bill, I'm only a bill, and I'm sitting there on Capitol Hill,

-- Gaslamp Games
Clockwork Empires - Nicholas Vining


Beta 55 of Clockwork Empires, "ONWARD! FOR QUEEN AND EMPIRE", is now available on Steam.

Major player-facing additions this month:

  • implemented an Office Supply system to replace the upkeep system
  • added biome unlocking
  • redid guns & ammo (pew pew)
  • added madness and enraged states
  • and made enormous improvements to UI all over the place

Begin the full Beta 55 changelog!

UI

  • text input boxes now have a caret
  • keybinding widget now works in Configuration screen
  • added Serpent Bell icon
  • UI for all offices has been given a polish
  • UI for all offices now has various alerts for reasons why work cannot be performed due to lack of overseer/modules/supplies
  • mine UI now displays more information
  • added visual cue to indicate that a module must be affixed to a wall
  • all recipes should now grey out correctly depending on your materials
  • all modules in the game now have sort IDs and will display in the Modules Menu in a much more logical order
  • added/improved tooltips on a large number of constructions and buildings
  • renamed some office UI to try and make it a bit more clear
  • added more info to character panel tooltips
  • fixed order strings so they now also work on the filter buttons on the module placer UI
  • added randomized start backgrounds
  • added command tooltip details
  • did polish changes to where tooltips show up
  • made improvement to tutorial controls image
  • did major update to all tutorial text
  • redid a number of building tutorial images
  • wrote all Colonial Handbook help files
  • removed a mysterious sound that played when nothing happened
  • workshop button now turns red when commodities are unavailable for a production that is set for a job
  • area designation stamps now highlight what objects can be selected
  • “Designate Building” dialog now attaches to blueprint for confirmation once it is drawn out
  • lack of booze for Public House will generate alerts
  • Fishperson-related alerts should have sounds more consistently now
  • added product listing to mine tooltip
  • failure states for workshop jobs now show properly
  • added parent container code for office UI buttons
  • Quality of Life is now a first class element in the character info panel
  • Combat tooltips pared down significantly
  • building quality display improved
  • can now add widgets to the front of a container’s stack
  • scrollbar track clicks are now more useful (sorry track clickers, i never do it, didn’t realize what a sorry state that was in)
  • improved nametag code, incorporated alert icons into nametags
  • made interactive objects like rocks and trees have tooltips that are anchored and show up instantly rather than being on the cursor and having a delay. Some new players weren’t seeing them at all, so this should improve their visibility.
  • all instances of “work crew” have been changed to “overseer” to make difference between LC/MC chars clearer
  • you will now be alerted if you build a building with no door
  • FIXED: static buttons for work crews
  • FIXED: finally fixed our scrollable vert boxes so they don’t do weird things with scrolling too far and their padding isn’t horrible. Finally. After i think 2 years of this bug.
  • FIXED: edge cases for the building confirmation window
  • FIXED: offset so that modules menu isn’t below the screen
  • FIXED: progress bars with “0” percent in them still showed some percent
  • FIXED: lock up in character screen when character had maxed out skill tree or zero skill
  • FIXED: bug where unassigning an overseer wouldn’t immediately update the window.
  • FIXED: Tutorial FYI text boxes can now expand properly.
  • FIXED: tooltips being basically everywhere.
  • FIXED: image buttons not pushing their size appropriately
  • FIXED: gameSimRequireGameObject not working correctly for requirements; various other graying behaviours not working correctly
  • FIXED: a bunch of bad button typecasting
  • FIXED: a number of bugs in production menu grey-outs
  • FIXED: loading bay door claiming to add -1 quality in tooltip
  • FIXED: scrollbars not sizing correctly on OS X
  • FIXED: a number of buildings that displayed the wrong cost in the buildings menu have been fixed
  • FIXED: long-standing issue with wrapped text
  • FIXED: janky scrollbar movement while the game is unpaused
  • FIXED: wacky QoL tooltip offset
  • FIXED: workplace limit display not being reset properly on save/load
  • FIXED: crash in stamp area designation mode when an interactive object in the area is deleted (such as, say, setting fire to a mushroom)
  • FIXED: discrepancy of carpentry icon in command button vs. module category

Economy/Offices/Workshops

  • upkeep removed as-such; it’s being replaced with Office Supplies!
  • Naturalist’s Office now uses ammo for hunting, paper for surveying (scouting is free)
  • Foreign Office now requires paper to do bureaucracy
  • Foreign Office workers will prioritize use of modules that increase their work speed ie. Bureaucrat’s Desk
  • Barbershop now requires Medical Supplies to do healing; if Sulphur Tonic is available, it will be used to make healing more effective and more pleasant
  • Chapel now requires Iron Cogs as votive material to perform religious services
  • Academy now requires paper to do training; if ink is supplied, it will double speed of training
  • Mine now requires trusses to operate
  • Laboratory now requires Science Materials to perform research
  • added a number of new commodities and workshop recipes to support the new office overhaul
  • added sugarloaf to traders
  • added additional safety aborts to consume supply calls in fsms
  • made artifacts tradeable
  • added small vs. large stockpiles
  • added a new mining tech
  • clarified bric-a-brac display names
  • “Workbench” is now “Assembly Workbench” and is used only to make modules, except in the kitchen
  • added new module: Decor Workbench. Makes all relevant decor items for that workshop
  • removed module recipes from ceramics/carpentry workbench
  • removed decor recipes from all modules that aren’t Decor Workbench
  • Mine now caps depth if you don’t have modules required to dig deeper
  • removed basic brew, added back individual brewing recipes
  • added Workplace system
  • sulphur made more easily mined
  • naturalist now requires musket locker to hunt
  • “Explore” command now works (from Naturalist ui)
  • Naturalist’s Office can now do targeted “Survey” and “Hunt” commands
  • product of fishpeople butchering humans no longer (always) auto-claimed by player
  • balance: Chemical Works has been moved earlier in the game progression (for ammo)
  • balance: changed cost tiers of a vew buildings to streamline the early game
  • balance: lowered quality bonus from rugs since they don’t block walkspace and are therefore superior to normal decor
  • FIXED: incorrect Ceramics Workshop tech modifier display
  • FIXED: you may now place the Lower Class Rug
  • FIXED: foreign office error
  • FIXED: trade bool on dormant spore
  • FIXED: Boxed Macroscope constuction
  • FIXED: increased range of Naturalist survey for minerals job so they wouldn’t get stuck in the middle of the map doing nothing
  • FIXED: scientists will now only use equipment inside their own laboratory
  • FIXED: added check so traders won’t leave and never come back, forever
  • FIXED: Pub did not stock booze until ordered to
  • FIXED: sometimes modules would suddenly stop working until demolished and rebuilt
  • FIXED: Larch farms would grow orange cubes
  • FIXED: various cost/quality display on various modules
  • FIXED: Bureaucrat’s desks properly count as desks in the foreign office UI

Characters

  • removed skill effects on tree chopping/foraging
  • added better feedback to early safety Quality of Life rating
  • made reactions to horrors more expressive
  • foreign civilians will properly flee from horrors
  • added “Cry over Body” job
  • made Occult Inspectors slightly more expressive
  • hunger emote now more expressive
  • balance: QoL effects adjusted to have more effect but not be completely extreme
  • balance: Immigration now takes longer between waves the later you are in the game (max immigrants increases as well, however)
  • balance: Chapel effects now emphasize lowering despair
  • balance: Pub effects now emphasize lowering anger
  • FIXED: attempt_emote.fsm
  • FIXED: scripterror in building name change
  • FIXED: some food was tagged as both overseer and labourer-preferred
  • FIXED: added check for scripterror when bandit group self-deletes

Jobs/Assignment

  • construction assignments will now always be prioritized over other work assignments
  • rewrote all flatten terrain code. flatten terrain jobs are now not listed in a giant bulky mess at the start of the assignment, but are assigned first-come-first-serve. this fixes lurching performance issues when a user has a lot of flatten terrain jobs selected, as well as… works…
  • moved flatten terrain to assignment beacon, so it can be cancelled etc.
  • Flatten terrain target height now displays in tooltip
  • added a safety check for if you removed a worker from the academy while they were working
  • removing forageables can be done via left-click, per object
  • FIXED: assignment beacon drop zones now only show those beacons visible for the current selection mode
  • FIXED: assignment beacons now correctly encompass all objects inside (Although it is a little conservative)

Biomes
  • added new ore distribution – varies based on climatic zone
  • added locking and unlocking of embark locations by biome type
  • removed the Alone loadout
  • added details for unlocking biomes
  • balance: added more high ground in temperate swamp biome
  • balance: added more guaranteed starting surface clay/stone

Military/Combat
  • Barracks now displays weapon stats & otherwise has a useful UI
  • Barracks now used to supply ammunition to soldiers; different weapons use different types of ammo. If ammo runs out, soldiers will default to using pistol
  • weapon power/damage/range rebalanced
  • military may now do “cull troublesome animal”
  • Steam Knights made more reactive to threats
  • gave better icons to most military techs
  • updated/improved costs of all gun lockers (can now build “Improvised Muskets” in Carpentry Workshop, can build “Ceramic Tripistols” in Ceramics Workshop)
  • “Rally” command now works (from Barracks ui)
  • balance: fishpeople made weaker
  • balance: bandits given worse weapons
  • FIXED: obeliskian_melee error
  • FIXED: military culling of bad animals
  • FIXED: civilians will now only consider melee/ranged attacks if they are not within some distance (X) of a military character

Events
  • balance: increased starting food amounts
  • a huge number of events now trigger sounds on firing
  • made significant improvements to Meteor Shower event arc
  • fix to Event Arc-related science jobs
  • fix to Event Arc-related selenian AI
  • added airdropcrate pos test
  • minor cosmetic improvement to Artist event arc
  • added more cult stuff
  • improved more cult stuff
  • added additional safety checks to Rogue Stahlmarkian start
  • supplies requested via the foreign office will now take a bit of time to arrive
  • balance: changed arc point build + some arc mindays + costs
  • FIXED: added safety check for scripterror in fishperson cult arc
  • FIXED: added safety check for scripterror in rogue stahlmarkian
  • FIXED: Mysterious Ore drop position
  • FIXED: issue in tutorial that prevented it from progressing
  • FIXED: player didn’t get ownership of bar of gold gift
  • FIXED: incorrect action text on bandit spawn FYI alert
  • FIXED: incorrect Novorusian text
  • FIXED: bug where minimum number of immigrants could be 0
  • FIXED: crashed airship event weirdness
  • FIXED: dead cultists will no longer offer assassination services

Engine/Renderer

  • crash DMP reporter now correctly reports crashes when triggering MSVC internal error or SIGABRT
  • rewrote assignment beacon rendering code to fix floating outline ugliness
  • added terrain decal scene graph to render assignment beacons and other “zone-like constructions” after terrain but before objects
  • FIXED: crash deleting a stockpile
  • FIXED: crash deleting a house
  • FIXED: crash deleting a workshop
  • FIXED: in the event that the game didn’t crash while deleting a thing, it would appear with a graphical artifact glitch
  • FIXED: on rare maps, all characters and everything in the world will suddenly start sliding into the lower left corner of the screen
  • FIXED: disappearing modules
  • FIXED: crash deleting farm and building new farm
  • FIXED: misc other crashes
  • FIXED: crash deleting modules (again)

As always, the full development report is available on http://www.clockworkempires.com - feel free to give us feedback on our forums at http://www.gaslampgames.com/ or here on Steam.

No Time for Love, Dr. Jones,

-- Gaslamp Games
Clockwork Empires - Nicholas Vining
Beta 54C of Clockwork Empires has now been posted to the experimental branch on Steam. Amongst other things, this fixes the bug where modules will mysteriously stop working in workshops, which I know has plagued many of you: we finally got a save game where this showed up and were able to puzzle it out. This also includes many fine improvements and bugfixes:

  • construction assignments will always be prioritized over other work assignments
  • scrollbar track clicks are now more useful (sorry track clickers, we never do it, didn't realize what a sorry state that was in)
  • changed more incidences of the term "work crew" to overseer
  • reduced thought icon size so at high populations they're not just basically everywhere.
  • improved nametag code, incorporated alert icons into nametags
  • made interactive objects like rocks and trees have tooltips that are anchored and show up instantly rather than being on the cursor and having a delay. Some new players weren't seeing them at all, so this should improve their visibility.
  • all instances of "work crew" have been changed to "overseer" to make difference between LC/MC chars clearer
  • updated/improved costs of all gun lockers (can now build "Improvised Muskets" in Carpentry Workshop, can build "Ceramic Tripistols" in Ceramics Workshop)
  • you will now be alerted if you build a building with no door
  • naturalist now requires musket locker to hunt
  • added additional safety checks to Rogue Stahlmarkian start
  • hunger emote now more expressive
  • building quality display improved
  • "Rally" command now works (from Barracks ui)
  • "Explore" command now works (from Naturalist ui)
  • Naturalist's Office can now do targeted "Survey" and "Hunt" commands
  • FIXED: increased range of Naturalist survey for minerals job so they wouldn't get stuck in the middle of the map doing nothing
  • FIXED: a number of buildings that displayed the wrong cost in the buildings menu have been fixed
  • FIXED: long-standing issue with wrapped text
  • FIXED: janky scrollbar movement while the game is unpaused
  • FIXED: wacky QoL tooltip offset
  • FIXED: workplace limit display not being reset properly on save/load
  • FIXED: scientists will now only use equipment inside their own laboratory
  • FIXED: added check so traders won't leave and never come back, forever
  • FIXED: Pub did not stock booze until ordered to
  • FIXED: added check for scripterror when bandit group self-deletes
  • FIXED: modules would suddenly stop working until demolished and rebuilt
  • FIXED: crash in stamp area designation mode when an interactive object in the area is deleted (such as, say, setting fire to a mushroom)
  • FIXED: misc other crashes
  • FIXED: discrepancy of carpentry icon in command button vs. module category
  • FIXED: Larch farms would grow orange cubes

As always, please report feedback to us either here on Steam, or via our own forums at http://www.gaslampgames.com where there is also weekly blog reports and pie.

Honestly, pie sounds really good right now,

-- Gaslamp Games
Clockwork Empires - Nicholas Vining
Clockwork Empires Beta 54B has now been posted to the Experimental Branch on Steam. Major changes include the removal of repair trunks, and... well, honestly, a heck of a lot of things - we're not even sure where to summarize; however, it's a heck of a lot better. As always, experimental builds are opt-in on Steam.

Changes below:
  • text input boxes now have a caret
  • keybinding widget now works in Configuration screen
  • crash DMP reporter now correctly reports crashes when triggering MSVC internal error or SIGABRT
  • upkeep removed as-such; it's being replaced with Office Supplies!
  • Naturalist's Office now uses ammo for hunting, paper for surveying (scouting is free)
  • Barracks now displays weapon stats & otherwise has a useful UI
  • Barracks now used to supply ammunition to soldiers; different weapons use different types of ammo. If ammo runs out, soldiers will default to using pistol
  • Foreign Office now requires paper to do bureaucracy
  • Foreign Office workers will prioritize use of modules that increase their work speed ie. Bureaucrat's Desk
  • Barbershop now requires Medical Supplies to do healing; if Sulphur Tonic is available, it will be used to make healing more effective and more pleasant
  • Chapel now requires Iron Cogs as votive material to perform religious services
  • Academy now requires paper to do training; if ink is supplied, it will double speed of training
  • Mine now requires trusses to operate
  • Laboratory now requires Science Materials to perform research
  • UI for all offices has been given a polish
  • UI for all offices now has various alerts for reasons why work cannot be performed due to lack of overseer/modules/supplies
  • weapon power/damage/range rebalanced
  • added Serpent Bell icon
  • added new ore distribution - varies based on climatic zone
  • added a new mining tech
  • added a number of new commodities and workshop recipes to support the new office overhaul
  • military may now do "cull troublesome animal"
  • mine UI now displays more information
  • rewrote assignment beacon rendering code to fix floating outline ugliness
  • added terrain decal scene graph to render assignment beacons and other "zone-like constructions" after terrain but before objects
  • added visual cue to indicate that a module must be affixed to a wall
  • all recipes should now grey out correctly depending on your materials
  • all modules in the game now have sort IDs and will display in the Modules Menu in a much more logical order
  • a huge number of events now trigger sounds on firing
  • made significant improvements to Meteor Shower event arc
  • added/improved tooltips on a large number of constructions and buildings
  • fix to Event Arc-related science jobs
  • fix to Event Arc-related selenian AI
  • renamed some office UI to try and make it a bit more clear
  • removed skill effects on tree chopping/foraging
  • added sugarloaf to traders
  • more info for character info tooltips
  • Ordering strings for commands and for buildings and modules.
  • fixed order strings so they now also work on the filter buttons on the module placer UI
  • added locking and unlocking of embark locations by biome type
  • randomized start backgrounds
  • added command tooltip details
  • some small changes to where tooltips show up so that they look less like garbage
  • added additional safety aborts to consume supply calls in fsms
  • added better feedback to early safety rating
  • added airdropcrate pos test
  • made artifacts tradeable
  • removed the Alone loadout
  • added a safety check for if you removed a worker from the academy while they were working
  • made improvement to tutorial controls image
  • did major update to all tutorial text
  • redid a number of building tutorial images
  • wrote all Colonial Handbook help files
  • removed a mysterious sound that played when nothing happened
  • minor cosmetic improvement to Artist event arc
  • workshop button now turns red when commodities are unavailable for a production that is set for a job
  • added details for unlocking biomes
  • added more tooltip stuff
  • area designation stamps now highlight what objects can be selected
  • rewrote all flatten terrain code. flatten terrain jobs are now not listed in a giant bulky mess at the start of the assignment, but are assigned first-come-first-serve. this fixes lurching performance issues when a user has a lot of flatten terrain jobs selected, as well as... works...
  • moved flatten terrain to assignment beacon, so it can be cancelled etc.
  • Flatten terrain target height now displays in tooltip
  • "Designate Building" dialog now attaches to blueprint for confirmation once it is drawn out
  • added more cult stuff
  • improved more cult stuff
  • Steam Knights made more reactive to threats
  • made reactions to horrors more expressive
  • foreign civilians will properly flee from horrors
  • added "Cry over Body" job
  • lack of booze for Public House will generate alerts
  • removing forageables can be done via left-click, per object
  • added small vs. large stockpiles
  • clarified bric-a-brac display names
  • made Occult Inspectors slightly more expressive
  • "Workbench" is now "Assembly Workbench" and is used only to make modules, except in the kitchen
  • added new module: Decor Workbench. Makes all relevant decor items for that workshop
  • removed module recipes from ceramics/carpentry workbench
  • removed decor recipes from all modules that aren't Decor Workbench
  • Mine now caps depth if you don't have modules required to dig deeper
  • removed basic brew, added back individual brewing recipes
  • gave better icons to most military techs
  • improved a bunch of tooltips
  • Fishperson-related alerts should have sounds more consistently now
  • changed all civilopedia references of "citizens" to "colonists"
  • added product listing to mine tooltip
  • added Workplace system
  • failure states for workshop jobs now show properly.
  • added parent container code for office UI buttons
  • Quality of Life is now a first class element in the character info panel
  • Combat tooltips pared down significantly
  • can now add widgets to the front of a container's stack
  • balance: QoL effects adjusted
  • balance: fishpeople made weaker
  • balance: increased starting food amounts
  • balance: surface stratum of mine now includes sulphur
  • balance: Chemical Works has been moved earlier in the game progression
  • balance: bandits given worse weapons
  • balance: changed cost tiers of a vew buildings to streamline the early game
  • balance: lowered quality bonus from rugs since they don't block walkspace and are therefore superior to normal decor
  • balance: Immigration now takes longer between waves the later you are in the game (max immigrants increases as well, however)
  • balance: Chapel effects now emphasize lowering despair
  • balance: Pub effects now emphasize lowering anger
  • balance: added more high ground in temperate swamp biome
  • balance: added more guaranteed starting surface clay/stone
  • FIXED: static buttons for work crews
  • FIXED: finally fixed our scrollable vert boxes so they don't do weird things with scrolling too far and their padding isn't horrible. Finally. After 2 years of this bug.
  • FIXED: edge cases for the building confirmation window
  • FIXED: offset so that modules menu isn't below the screen. My bad.
  • FIXED: attempt_emote.fsm
  • FIXED: added safety check for scripterror in fishperson cult arc
  • FIXED: added safety check for scripterror in rogue stahlmarkian
  • FIXED: obeliskian_melee error
  • FIXED: incorrect Ceramics Workshop tech modifier display
  • FIXED: crash deleting a stockpile
  • FIXED: crash deleting a house
  • FIXED: crash deleting a workshop
  • FIXED: in the event that the game didn't crash while deleting a thing, it would appear with a graphical artifact glitch
  • FIXED: progress bars with "0" percent in them still showed some percent
  • FIXED: on rare maps, all characters and everything in the world will suddenly start sliding into the lower left corner of the screen
  • FIXED: lock up in character screen when character had maxed out skill tree or zero skill
  • FIXED: disappearing modules
  • FIXED: bug where unassigning a work crew wouldn't immediately update the window.
  • FIXED: Tutorial FYI text boxes can now expand properly.
  • FIXED: tooltips being basically everywhere.
  • FIXED: image buttons not pushing their size appropriately
  • FIXED: crash deleting farm and building new farm
  • FIXED: gameSimRequireGameObject not working correctly for requirements; various other graying behaviours not working correctly
  • FIXED: a bunch of bad button typecasting
  • FIXED: Mysterious Ore drop position
  • FIXED: issue in tutorial that prevented it from progressing
  • FIXED: a number of bugs in production menu grey-outs
  • FIXED: scripterror in building name change
  • FIXED: military culling of bad animals
  • FIXED: you may now place the Lower Class Rug
  • FIXED: player didn't get ownership of bar of gold gift
  • FIXED: loading bay door claiming to add -1 quality in tooltip
  • FIXED: military culling of bad animals
  • FIXED: lc rug
  • FIXED: incorrect action text on bandit spawn FYI alert
  • FIXED: incorrect Novorusian text
  • FIXED: foreign office error
  • FIXED: trade bool on dormant spore
  • FIXED: Boxed Macroscope constuction
  • FIXED: bug where minimum number of immigrants could be 0
  • FIXED: some food was tagged as both overseer and labourer-preferred
  • FIXED: civilians will now only consider melee/ranged attacks if they are not within some distance (X) of a military character
  • FIXED: crashed airship event weirdness
  • FIXED: scrollbars not sizing correctly on OS X
  • FIXED: assignment beacon drop zones now only show those beacons visible for the current selection mode
  • FIXED: assignment beacons now correctly encompass all objects inside (Although it is a little conservative)

As always, feel free to report changes either here on our forums at www.gaslampgames.com!

Cheers,

-- GG
Clockwork Empires - Nicholas Vining


Beta Build 54 of Clockwork Empires, "Yes, Inspector", is now available on Steam!

MAJOR PLAYER-FACING CHANGES:
  • added a new Mine system
  • improved Naturalist’s Office
  • improved Public House
  • added a Training Academy
  • lights!
  • many UI improvements
  • vast & sweeping Upkeep rebalancing
  • Game Over stats
  • The Larch

FULL CHANGELOG:

Mining
  • Mining interface completely overhauled; depth now unlocks deeper strata which the player may choose from when mining. Different stratum combine with nearby resource points to result in different sets of products when mining. Deep mines may find interesting things.
  • added 3 new Mine modules: Dewatering Pump for mines, Ventilation Unit, and Steam Distributor
  • rewrote ore vein distribution
  • FIXED: button bug with mines
  • FIXED: mine output bug in deeper stratum
  • FIXED: infinite new ore veins in mine
  • FIXED: horrifying infinite loop bug when acquiring 2nd bonus ore vein in mines

Offices
  • added new office type: “Training Academy” (your overseers can learn skills here faster than normal)
  • overhauled Public House (can select booze type to serve, booze type appearance is preserved when serving, colonists can self-serve, pub given larger effect on memories/QoL)
  • Naturalists now can be set to various modes including: Scouting, Hunting, Mineral Surveying
  • a Scouting Naturalist can see extremely far, modified by naturalism skill
  • a Hunting Naturalist will hunt – and will attempt to find game if none is visible (only Naturalists & crew may hunt now)
  • a Mineral Surveying Naturalist surveys minerals in a normal way
  • Pubs will serve tea if they are out of everything else
  • removed Cot from Barracks
  • Naturalist’s Office given better tooltips
  • Pub: Booze Vats now required to increase Pub drink stock capacity
  • added Bureaucrat’s Desk: These can be built in the foreign office as an upgrade over Standing Desks to speed up your diplomacy point acquisition.
  • FIXED: can no longer reset research in lab with fewer points than advertised
  • FIXED: various incorrect utility caps in office jobs leading to unexpected behaviour with certain office workcrews
  • FIXED: science skill display in Laboratory
  • FIXED: header on Laboratory points filled alert
  • FIXED: various issues with Foreign Office jobs not being carried out correctly under some circumstances
  • FIXED: bug with mining techs
  • FIXED: changing research category in Laboratory could mark projects as “already researched”
  • FIXED: lab techs displayed “researched” after switching programs
  • FIXED: error in controlling skill for Foreign Office work
  • FIXED: Public House will no longer be stocked with booze you do not own
  • FIXED: “you need a barracks” warning firing when you already have a barracks

Characters
  • added unique icons to some of the new traits
  • added tech to boost quality of life for outdoor workers
  • foreigners who die inside your colony will now automatically receive burial
  • despairing colonists will cure themselves using Laudanum distributed from the Pub
  • balance: halved the maximum number of characters you can receive from a single immigration wave
  • balance: beds now restricted by character social class
  • balance: Cots and Lower Class Chairs no longer require upkeep
  • balance: killing for the first time gives a harsher emotional impact
  • balance: colonists with over 50 despair will start freaking out and cease to work until their despair is under 20 (If possible they will avail themselves of pub/chapel services to speed up recovery)
  • FIXED: friendship scripterror
  • FIXED: rare resetWeapon scripterror
  • FIXED: scripterror in “get swole” if overseer job was changed rapidly and thus anim name was lost
  • FIXED: eating fishperson pie is no longer considered cannibalism
  • FIXED: added additional check during character damage calc due to scripterror after attempt to damage deleted character
  • FIXED: a bug that was preventing colonists from getting memories sometimes
  • FIXED: unified name of all the variables for despair
  • FIXED: weird one-off script error with pathfinding not aborting correctly
  • FIXED: military morale check was backwards
  • FIXED: female armoured bandit did not have class-based anim defs leading to very rare errors that would freeze colonists in place forever under certain conditions
  • FIXED: military will no longer butcher corpses unless exceptional circumstances prevail

Economy/Workshops
  • new module: Advanced Workbench; allows creation of upkeep trunks, bricabrac, boxed modules in bulk
  • characters picking up a stack of m things from a stack of n items no longer play their animation m times; they play the animation once and pick up the entire stack, all at once
  • minor tag updates to a few commodities/foods
  • animal butchery now returns stacks of meat, like other resource-exploitation jobs
  • meat from when animals ‘butcher’ a corpse inside civilization will automatically be claimed by player
  • added The Larch (to research and then grow for a source of timber)
  • Workshop upkeep jobs are now handled by the workshop work crew, if a workshop work crew is available
  • booze commodities are now crates when not being drunk
  • balance: military modules now require upkeep
  • balance: reduced upkeep costs across the board, but especially for low end modules
  • balance: further upkeep nerfing (deal with it)
  • balance: nerfed upkeep costs EVEN MORE
  • balance: animal meat output increased
  • balance: failed upkeep now makes work take ~8x as long rather than completely shutting down workshops
  • FIXED: not saving/loading workshop module attached to a job between saves would cause production menu to occasionally not update when a job was complete
  • FIXED: commodities disappearing from stockpile when two containers are merged (again!)
  • FIXED: all instances of gathering materials for construction now require that you own said materials
  • FIXED: uncommon scripterror upon shiftchange for unfinished building when left unfinished for a very long time
  • FIXED: logic error in upkeep job creation causes building with exactly 1 upkeep cost to not perform upkeep correctly
  • FIXED: weird occasional scripterror when creating something in a workshop
  • FIXED: some module costs
  • FIXED: can no longer hit demolition many times on a building and cause errors
  • FIXED: beetles wouldn’t drop lacquer

Trade
  • if traders are already in your colony, additional traders will no longer appear until the existing traders have left
  • requesting traders via Foreign Office requires that no traders be on the map already
  • balance: traders will now always have some repair trunks and basic materials on them
  • balance: added opium to traders
  • FIXED: you can un-designate trade goods and the green outline will disappear
  • FIXED: Boxed rare paintings are now tradable
  • FIXED: traders will no longer appear w/o trade goods in their hands
  • FIXED: crash when opening trade office menu
  • FIXED: trade goods in stacks now correctly un-designate too
  • FIXED: subtle errors in Foreign Office to do with missions that involve requesting traders

Events
  • added a first pass at game over screen
  • added an Occult Inspector event
  • added Rogue Artist event
  • “singing terrain” event arc effect increased
  • Sunny Day now starts during the day (because it’s weird to start this at night)
  • made rogue stahlmarkian starting position more random
  • event arcs made smarter about pushing information to ticker history
  • Novorus Logging Moratorium and Stahlmark Smithing Prowess foreign office events are now tracked using the event arc system
  • balance: cultist murderer option now easier to access
  • FIXED: more instances of empty-handed traders
  • FIXED: alert for angering bandits appearing when no bandit witnessed your desecration of their foul tents
  • FIXED: bug in “Stahlmark Smithing Prowess” event where it failed to track how many iron bars you had made
  • FIXED: scripterror in rogue artist event
  • FIXED: scripterror in Rogue Stahlmarkian if rare conditions occur
  • FIXED: broken icon in alert for favour_redcoats
  • FIXED: broken fishperson job loop under certain circumstances
  • FIXED: math error in disturbance points that made them higher than intended

UI/UX
  • the building commands menu is now split into more subcategories
  • assignment beacons are now grayed out when their assignments are disabled
  • rewrote a number of building descriptions to make their usage more clear
  • foreign relation state changes now handled as FYI-style alerts
  • tooltips can now be anchored to screen position
  • added wrapped text overload constructor to cut down on illusion code lines
  • object tooltips now show how many of a thing are owned, show tags
  • character tooltips are now anchored to bottom right, and are starting to show useful information
  • upgraded some core building icons to be more visually distinct
  • camera tutorial now mentions that spacebar pauses the game
  • character tooltip info now visible in the work crew screen and the population list UI elements, because we all wanted them there in the first place
  • added Quality of Life ratings from 1 to 5 (& more info in the pipe)
  • added more functionality to the character tooltip (more to come): Will show more information about why a character is not doing something useful and what to do about it
  • Quality of Life attributes for characters are more closely attached to specific emotional states in order to make it easier to provide clear solution steps via the UI for a character’s state
  • added a little icon for whether characters are currently on-shift to the tooltip
  • population list window has been edited to show more information, the filters have been temporarily removed
  • FIXED: title of “aristocratic manor” command no longer says “A”
  • FIXED: typography on j and other characters
  • FIXED: tooltip info persists across save/load
  • FIXED: an issue where for initial pause tooltips for characters were broken
  • FIXED: Work crew panel now displays the name of a workshop/assigned zone if there is one (instead of “No Assignment”)
  • FIXED: workcrew UI for farms no longer forgets that a work crew is assigned to a farm unless they’re currently farming.
  • FIXED: some bad widget deletions causing Bad Things
  • FIXED: some memory handling issue with UI elements

Engine & Others
  • added ability to attach lights to static props (& tool support for this)
  • added lights to a number of existing modules
  • you can now build lampposts
  • horror corpses can now be destroyed by damage
  • steppe biome now uses lower hill generator
  • added more terrain softening between alpine clearing and temperate swamp
  • added new acceleration code for closest lambda queries (optimization!)
  • FIXED: combat music cues should only fire for combat involving your colonists
  • FIXED: depressingly complicated scene graph loading bug causing crashing on save games
  • FIXED: another, different, save game crash
  • FIXED: loading the save game you just saved causes colonists to re-appear twice in the colonists list
  • FIXED: large, complicated race condition
  • FIXED: game locks up suspending or closing a job where a job is being cancelled, but the FSM hasn’t picked it up yet
  • FIXED: weird crash loading save games where you have a beacon with an interactive object with no message receiver, and no I don’t know how this happens either but we handle it now
  • FIXED: crash when clicking on module button rapidly

The development progress page has also been updated, with exhaustive notes on the status of the project, as well as even more details on the stuff we included above. And pictures of our pets. You know you want to see cute animals.

Let us know what you think! We may not respond to everything but we DO read everything. Feel free to discuss the update right here, over on the Steam discussion page, or on our official forums!

Always remember to cooperate with Local Purging Authorities,

-- Gaslamp Games
...

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