Gang Beasts - Boneloaf
We published the Gang Beasts 1.0.7 patch build in the last hour to address an issue with the Bull Mascot costume, we're also remaking our costume testing and debug processes to minimise and limit the scope for potential costume inconsistencies in subsequent builds.

If there are other issues that you want to flag with Boneloaf, please email support@boneloaf.co.

The only modification made in the 1.0.7 build is:
  • modified the bull mascot head to balance with other costumes
Gang Beasts - Boneloaf
The list of key modifications and fixes made in the 1.0.6 build are:
  • fixed a series of audio issues that stop music and SFX sources from playing in some contexts
  • fixed a series of online syncing issues that could compromise the stability of the physics simulations on numerous stages and some costume parts
  • fixed an issue that calculated the forces from headbutts and punches concurrently
  • modified the draw window to load the next stage in the stage sequence if the stage ends in a draw
Gang Beasts - Boneloaf
Information on Gang Beasts Train Update

Choo, Choo, the Gang Beasts Train update (build 1.0.5) is available now as a free download for PS4, Windows, macOS, and Steam supported Linux platforms (SteamOS and Ubuntu), the update has a new train stage (an industrial freight train transporting shipping containers on a precarious cliffside track), a series of miscellaneous costume sets (beef mascot, fire fighter, frogman, pirate, and rail worker), and numerous fixes for game issues and exploits.



Concurrently with the work on the 1.0.5 build we have also worked to standardise, optimise, and modularise the game structure to support making new content and systems for a series of planned game modes, specifically we have made a full review of the processes and systems for prototyping and testing new costume parts and stage geometry for the game, the work on standardising content and systems was necessary to configure the game for the playset and story game modes, to support more frequent content releases and bug fix patches, and to support other platforms and markets without negatively impacting work on other game modes and game content.

We expect to release examples of this work in the next significant content release later this year with a series of updated hazard escalations, stage variations, and new costume sets.

https://youtu.be/2cqaGr7j4Y0
Information on support and planned content

Currently we’re making a full review of support and documentation processes to identify and patch game and server issues more efficiently and to make more information on supported platforms and planned content available through http://gangbeasts.game and the Boneloaf YouTube channel.

Please email support@boneloaf.co if you have game issues or questions not currently addressed on the game FAQ page; please see the @MeatTelecom page on Twitter for server status and server maintenance announcements for the Gang Beasts Online Multiplayer Servers.

The list of key modifications and fixes made in the Train build are:
  • added multiple costume sets (beef mascot, fire fighter, frogman, pirate, and rail worker)
  • added train stage
  • fixed a camera stability issue when characters climb specific wall sections on the incinerator stage
  • fixed an issue making some ambient game SFX audible with the pause menu invoked
  • fixed an issue making the velocity of the subway train dissimilar in online game modes to local game modes (on the subway stage)
  • fixed an issue making the velocity of the turbine column dissimilar in online game modes to local game modes (on the vents stage)
  • fixed an issue that exposed the restart instruction in the pause menu for some game modes in error
  • fixed an issue that made jumping from a climbing posture fail to register in some contexts
  • fixed an issue that made the velocity of vertical wall jumps excessive in some contexts
  • fixed an issue when exiting from the local game menu in some contexts
  • fixed an issue with ambient occlusion on Nvidia GPUs
  • fixed an issue with character colour selection in local game modes
  • fixed an issue with the blur filter when invoking the pause menu from the score screen
  • fixed an issue with the costume parts tinting in error on the character customisation screen
  • fixed an issue with the implementation of the bridge structure collapse on the vents stage
  • fixed an issue with the syncing of light fixtures on the subway stage
  • modified climbing scheme to limit scope for wall exploits
  • modified collision detection performance
  • modified concussion timings
  • modified game camera to track ball movement in the football game mode
  • modified input references to support mouse input (press the left mouse button with the mouse cursor over a specific input reference to invoke the associated instruction)
  • modified menu implementation to apply image effect settings on the attract mode screen
  • modified menu implementation to explicitly lock input and disable UI SFX on loading and interstitial screens
  • modified online networking scheme to prevent exploits in online game modes
  • modified targeting hierarchies to target susceptible body parts when punching, kicking, butting, and grabbing
  • modified the costume saving implementation
  • modified triggers for contextual and random character emotes
  • optimised and stabilised miscellaneous costume parts and stage geometry
Gang Beasts - Boneloaf


The full list of key modifications and fixes made in the Valentines’ build are:
  • fixed an issue that made costumes draw irregularly (when scrolling through multiple custom costumes in succession
  • added a button reference / instruction for setting character or gang controller in online and local game menus
  • added haptic feedback support (compatible controllers trigger force feedback when taking punches, kicks, headbutts, and other blunt force injuries or when grip stamina is close to spent
  • added lighthouse stage
  • added support for restarting the current local game from the in-game pause menu (restarting from the pause menu in a random game session with load a new stage, not the current stage)
  • added Valentine’s themed costume parts
  • fixed an issue that could force UI text and other information off screening some context
  • fixed an issue that could make the wrong networking message show in error in some contexts
  • fixed an issue that erroneously rendered sections of the exterior negative space on incinerator as white
  • fixed an issue that erroneously set the menu context to the costumes menu if the game start timer is cancelled and the back instruction is submitted from the local or online menu
  • fixed an issue that made the game stall or exit if a client running on an Ubuntu OS is in the game session
  • fixed an issue that malformed the rendering of the disconnection error character graphic
  • fixed an issue that prematurely exposed menu input from the opening logo screens
  • fixed an issue that stopped the selection of head costume parts in some contexts on the costumes menu
  • fixed an issue that triggered the associated character to headbutt when the input for duck / slump is used to exit from the in-game pause menu
  • fixed an issue where members of the same gang can be separated in error in the gang game mode
  • fixed an issue with football game scores incrementing when the ball collides with a goal (if the game ended in a draw)
  • fixed an issue with SFX samples triggered on the last stage persisting to the menu when a game session ends)
  • fixed an issue with the balloon screen showing rows for players not in the current game session in some contexts)
  • fixed an issue with the decrementing numbers starting on a low value (in the local and online game menus)
  • fixed an issue with the fire implementation on incinerator rendering over in-game messaging
  • fixed an issue with the railing colliders not syncing erroneously on chutes
  • fixed an issue with UI information for the current menu or screen failing to dismiss when transitioning to a new menu or screen
  • fixed online syncing issues with some costume parts
  • modified balloon screen to give more contextual information (balloons won in past stages fade onto screen concurrently with the screen blur transition, balloons won on the current stage inflate in place)
  • modified football UI size for legibility to standardise with other UI sizes
  • modified menu camera parameters, menu UI, and transition timings to make standardise immediacy of menu transitions
  • modified messaging colours to standardise in-game messaging
  • modified session win confetti to pass through character and stage geometry
  • modified the character colour palette to support 12 colours (blue, brown, green, lime, magenta, orange, pink, purple, tan, teal, and yellow)
  • modified the football game mode to add a golden goal mode if the game timer ends without a winning side
  • modified the glass implementation on elevators to optimise for concurrent glass breaks
  • modified the local and online menus to disable costume and colour selection when a game session request has been submitted to the game session matching service
  • modified the number of voice sets associated with NPC enemies on waves (to standardise voice sets for NPC enemies
  • modified the tolerances for left analogue stick input on menus to improve menu item selection
  • removed modal from input mapping menu to standardise menus
To read the full post associated with the Gang Beasts 1.0.4 build, please see http://beef.city/1_0_4

For support please email support@boneloaf.co
Gang Beasts - Boneloaf


The full list of key modifications and fixes made in the Valentines’ build are:
  • fixed an issue that made costumes draw irregularly (when scrolling through multiple custom costumes in succession
  • added a button reference / instruction for setting character or gang controller in online and local game menus
  • added haptic feedback support (compatible controllers trigger force feedback when taking punches, kicks, headbutts, and other blunt force injuries or when grip stamina is close to spent
  • added lighthouse stage
  • added support for restarting the current local game from the in-game pause menu (restarting from the pause menu in a random game session with load a new stage, not the current stage)
  • added Valentine’s themed costume parts
  • fixed an issue that could force UI text and other information off screening some context
  • fixed an issue that could make the wrong networking message show in error in some contexts
  • fixed an issue that erroneously rendered sections of the exterior negative space on incinerator as white
  • fixed an issue that erroneously set the menu context to the costumes menu if the game start timer is cancelled and the back instruction is submitted from the local or online menu
  • fixed an issue that made the game stall or exit if a client running on an Ubuntu OS is in the game session
  • fixed an issue that malformed the rendering of the disconnection error character graphic
  • fixed an issue that prematurely exposed menu input from the opening logo screens
  • fixed an issue that stopped the selection of head costume parts in some contexts on the costumes menu
  • fixed an issue that triggered the associated character to headbutt when the input for duck / slump is used to exit from the in-game pause menu
  • fixed an issue where members of the same gang can be separated in error in the gang game mode
  • fixed an issue with football game scores incrementing when the ball collides with a goal (if the game ended in a draw)
  • fixed an issue with SFX samples triggered on the last stage persisting to the menu when a game session ends)
  • fixed an issue with the balloon screen showing rows for players not in the current game session in some contexts)
  • fixed an issue with the decrementing numbers starting on a low value (in the local and online game menus)
  • fixed an issue with the fire implementation on incinerator rendering over in-game messaging
  • fixed an issue with the railing colliders not syncing erroneously on chutes
  • fixed an issue with UI information for the current menu or screen failing to dismiss when transitioning to a new menu or screen
  • fixed online syncing issues with some costume parts
  • modified balloon screen to give more contextual information (balloons won in past stages fade onto screen concurrently with the screen blur transition, balloons won on the current stage inflate in place)
  • modified football UI size for legibility to standardise with other UI sizes
  • modified menu camera parameters, menu UI, and transition timings to make standardise immediacy of menu transitions
  • modified messaging colours to standardise in-game messaging
  • modified session win confetti to pass through character and stage geometry
  • modified the character colour palette to support 12 colours (blue, brown, green, lime, magenta, orange, pink, purple, tan, teal, and yellow)
  • modified the football game mode to add a golden goal mode if the game timer ends without a winning side
  • modified the glass implementation on elevators to optimise for concurrent glass breaks
  • modified the local and online menus to disable costume and colour selection when a game session request has been submitted to the game session matching service
  • modified the number of voice sets associated with NPC enemies on waves (to standardise voice sets for NPC enemies
  • modified the tolerances for left analogue stick input on menus to improve menu item selection
  • removed modal from input mapping menu to standardise menus
To read the full post associated with the Gang Beasts 1.0.4 build, please see http://beef.city/1_0_4

For support please email support@boneloaf.co
Gang Beasts - Boneloaf
We have written this post to summarise current and recent development work and to give more information on launch content for the game as we are still a number of weeks from publishing the next Steam build.



We plan to start testing the next build (build 0.7.0) from next week and have scheduled support from Babel, Coatsink, and Double Fine to help with the identification, documentation, and fixing of a small number of persisting issues preventing the release of the next Steam build (and to facilitate and optimise testing cycles).

The 0.7.0 build has a glut of fixes and modifications made to optimise, standardise, and refine gameplay, menus, messaging, networking, matchmaking, menus and other UI, interstitial game screens (hint screens, loading screens, and score screens etc.), the following is a summary of key game content modifications in the coming 0.7.0 beta build with information on the work left to finish before the full launch of the game.



Online

The minimum limit for private online sessions was set at 4 players for testing when support for private online sessions was published in late September (concurrently with the move to Multiplay's server architecture), a limited number of issues surfaced with the matchmaking process during the Steam Free Weekend stress test and also in October but Coatsink have been aggressively addressing these issues and we expect to lower the minimum concurrent player limit for private sessions from a minimum of 4 to a minimum of 2 in the 0.7.0 beta build.

We expect to talk with Double Fine, Coatsink, Multiplay, and other partners later this month to make a full review of current server provision and capacity, please email support@boneloaf.co if you frequently have issues connecting to online servers in the 0.7.0 beta build (for reference support for private online sessions replaced the private server tool in September as the private server tool is not compatible with current client builds, support for the private server tool will be reviewed later this year).



Localisation

The game has been localised for 7 languages, the supported languages in the full release build are Brazilian Portuguese, English (UK), US English, French, German, Italian, Spanish, (the UK English and US English localisations share most strings) with a small number exceptions that we expect to have localisations for soon, support for other languages will be added post launch. For reference we currently expect localisation support to be the 0.7.0 beta build and we will post information on other planned localisations to the FAQ section of the gangbeasts.game site as we confirm support.

Input

We're currently working on localisations for input references (for keyboard, mouse, and officially supported game controllers) but still need to standardise the UI for input mapping sequences with the rest of the game. The lack of support for mapping mouse button inputs is a temporary issue and we current expect this to be fixed in the next 0.7.0 beta build.

For reference support for VR touch controls is planned to come with full VR support next year.

Climbing

We have made multiple passes on the climbing implementation and supporting geometry to make climbing less difficult and more immediate in recent builds in preparation for a last pass on stages to add specific support for complex structures (examples of complex structures are the small billboard structures on roof, the buoy structure on buoy, the truck body work on trucks, and the turbine on vents), for reference some section of complex will have a lower targeting priority than expected until this work is finished.



Spawning

We need to set explicit spawn patterns for game mode configurations to balance gameplay and modify patterns to fit the selected game logic, specifically we need to implement set spawn patterns, for example gangs spawn patterns need to be on opposing sides of the selected stage (in 2 vs 2, 3 vs 3, or 4 vs 4 gang mode games).

Stages

We have finished work on the geometry for launch stages (excluding a small number of superficial modifications and props), stages identified as launch stages have had passes to optimise performance, standardise colour schemes, and address gameplay issues, the stages with significant modifications made to geometry are billboard (new billboard sign and catwalk structure), chutes (lowered catwalk and modified pipe works), grind (new meat slurry implementation, new pipework, new articulated grinder implementation, and new catwalk), subway (new scene with modified hanging lights, staircase, prop, and platform geometry) and trucks (new truck geometry and some minor cosmetic modifications).



Camera

We have transitioned to Cinemachine procedural camera framework and are currently working to improve support for user modification of the single player camera, group tracking, geometry clipping, camera bias, lerping, and dampening etc. but are seeing significant improvements over the previous camera system. We are also working to standardise the presentation of player information and the post stack implementation (specifically the default parameters for graphics setting).

For reference the issues with settings and resetting inputs, graphics, and other menu settings is being addressed and is expected to be fixed in the 0.7.0 build.

Modes

We are working on minimising the steps and time it takes to configure and start game modes and game sessions, and on exposing more support for game mode customisation, we are also experimenting with a longer window for identifying draw states. We are also working on making character, costume, and gang / team selection less confusing in the game mode configurations screens.



Costumes

We have been working on exposing more costume customisation parts and the UI and flow of the costume customisation screen, we have also been working to fix physics stability issues and gameplay exploits associated with specific costume parts. We have also exposed an additional four character colours and made multiple passes to improve colour and colour tints (and minimise clashes with the colours for non-character geometry).

Thank you

Thank you for staying with us we push to get to the full launch of the game, we're working on some fun holiday content for next month, and are excited that the full game will be out soon.

If you have questions, please comment on this post or Tweet @boneloaf. We plan to make a post with information on testing for the 0.7.0 build later this month with any additional information we can give on the next builds and full release content.
Gang Beasts - Boneloaf
We have written this post to summarise current and recent development work and to give more information on launch content for the game as we are still a number of weeks from publishing the next Steam build.



We plan to start testing the next build (build 0.7.0) from next week and have scheduled support from Babel, Coatsink, and Double Fine to help with the identification, documentation, and fixing of a small number of persisting issues preventing the release of the next Steam build (and to facilitate and optimise testing cycles).

The 0.7.0 build has a glut of fixes and modifications made to optimise, standardise, and refine gameplay, menus, messaging, networking, matchmaking, menus and other UI, interstitial game screens (hint screens, loading screens, and score screens etc.), the following is a summary of key game content modifications in the coming 0.7.0 beta build with information on the work left to finish before the full launch of the game.



Online

The minimum limit for private online sessions was set at 4 players for testing when support for private online sessions was published in late September (concurrently with the move to Multiplay's server architecture), a limited number of issues surfaced with the matchmaking process during the Steam Free Weekend stress test and also in October but Coatsink have been aggressively addressing these issues and we expect to lower the minimum concurrent player limit for private sessions from a minimum of 4 to a minimum of 2 in the 0.7.0 beta build.

We expect to talk with Double Fine, Coatsink, Multiplay, and other partners later this month to make a full review of current server provision and capacity, please email support@boneloaf.co if you frequently have issues connecting to online servers in the 0.7.0 beta build (for reference support for private online sessions replaced the private server tool in September as the private server tool is not compatible with current client builds, support for the private server tool will be reviewed later this year).



Localisation

The game has been localised for 7 languages, the supported languages in the full release build are Brazilian Portuguese, English (UK), US English, French, German, Italian, Spanish, (the UK English and US English localisations share most strings) with a small number exceptions that we expect to have localisations for soon, support for other languages will be added post launch. For reference we currently expect localisation support to be the 0.7.0 beta build and we will post information on other planned localisations to the FAQ section of the gangbeasts.game site as we confirm support.

Input

We're currently working on localisations for input references (for keyboard, mouse, and officially supported game controllers) but still need to standardise the UI for input mapping sequences with the rest of the game. The lack of support for mapping mouse button inputs is a temporary issue and we current expect this to be fixed in the next 0.7.0 beta build.

For reference support for VR touch controls is planned to come with full VR support next year.

Climbing

We have made multiple passes on the climbing implementation and supporting geometry to make climbing less difficult and more immediate in recent builds in preparation for a last pass on stages to add specific support for complex structures (examples of complex structures are the small billboard structures on roof, the buoy structure on buoy, the truck body work on trucks, and the turbine on vents), for reference some section of complex will have a lower targeting priority than expected until this work is finished.



Spawning

We need to set explicit spawn patterns for game mode configurations to balance gameplay and modify patterns to fit the selected game logic, specifically we need to implement set spawn patterns, for example gangs spawn patterns need to be on opposing sides of the selected stage (in 2 vs 2, 3 vs 3, or 4 vs 4 gang mode games).

Stages

We have finished work on the geometry for launch stages (excluding a small number of superficial modifications and props), stages identified as launch stages have had passes to optimise performance, standardise colour schemes, and address gameplay issues, the stages with significant modifications made to geometry are billboard (new billboard sign and catwalk structure), chutes (lowered catwalk and modified pipe works), grind (new meat slurry implementation, new pipework, new articulated grinder implementation, and new catwalk), subway (new scene with modified hanging lights, staircase, prop, and platform geometry) and trucks (new truck geometry and some minor cosmetic modifications).



Camera

We have transitioned to Cinemachine procedural camera framework and are currently working to improve support for user modification of the single player camera, group tracking, geometry clipping, camera bias, lerping, and dampening etc. but are seeing significant improvements over the previous camera system. We are also working to standardise the presentation of player information and the post stack implementation (specifically the default parameters for graphics setting).

For reference the issues with settings and resetting inputs, graphics, and other menu settings is being addressed and is expected to be fixed in the 0.7.0 build.

Modes

We are working on minimising the steps and time it takes to configure and start game modes and game sessions, and on exposing more support for game mode customisation, we are also experimenting with a longer window for identifying draw states. We are also working on making character, costume, and gang / team selection less confusing in the game mode configurations screens.



Costumes

We have been working on exposing more costume customisation parts and the UI and flow of the costume customisation screen, we have also been working to fix physics stability issues and gameplay exploits associated with specific costume parts. We have also exposed an additional four character colours and made multiple passes to improve colour and colour tints (and minimise clashes with the colours for non-character geometry).

Thank you

Thank you for staying with us we push to get to the full launch of the game, we're working on some fun holiday content for next month, and are excited that the full game will be out soon.

If you have questions, please comment on this post or Tweet @boneloaf. We plan to make a post with information on testing for the 0.7.0 build later this month with any additional information we can give on the next builds and full release content.
Gang Beasts - Boneloaf
Update at 20:30 BST on Friday 21 September

We've been working with Coatsink and Multiplay for the last 24 hours to fix server performance and matchmaking issues identified in the first span of servers tests. There are still some minor issues and annoyances with the process for starting online game sessions but the key issues compromising the stability and performance of the matchmaking service has been addressed and patched.

The matchmaking service has been taken down in the last 30 minutes for some minor fixes but is coming back online currently and should be availanble for a second batch of stress testing in the next 10. Connecting to the current online multiplayer implementation requires updating to the 0.6.2 build.

Sorry that we were not able to provision servers in less time and the interruption in access to online games, we don't have the volume of players using the unstable builds to fully stress test the new networking scheme and needed to publish the server testing builds as default Steam builds to make testing valid but we're now close to having a stable and scalable hosting platform that supports both public and private game sessions and can support other online game modes.

Update at 3:20 BST on Thursday 21 September

Coatsink have identified the issue as a deadlock in one of the client threads when it receives a high volume of requests; the issue has been isolated to an authentication process.

The matchmaker is available currently but it will continue to ignore some request until Coatsink can finishing patching in the morning (the time in the UK is approx. 3.20am), apologies for the interruption, this is an issue we didn't identify in internal testing or testing in the "unstable" build as we could not manufacture the volume of concurrent users.

We will post an update to this post as soon as we have an estimated time for the second stress test (we currently expect the second stress test to require downloading a new client build, Steam should prompt you to download when this build is available).

Update at 23:30 BST on Thursday 21 September

Coatsink have identified a single issue to fix before we can push the matchmaking update, we will post more information soon.

Update at 20:25 BST on Thursday 21 September

Coatsink have temporarily taken the matchmaking server offline to patch some issues identified in the first batch of tests, will post an ETA for when they are back online soon.

Patch notes for the Gang Beasts 0.6.1 beta build and Steam Free Weekend

Since the Gang Beasts online beta in August 2016, Boneloaf have been working with a small team at Coatsink to finish the content and systems for the full game, a significant part of this work has been to transition to Multiplay’s dedicated game hosting solution and Hybrid Cloud Orchestration technology to give official Gang Beasts servers a scalable, low-latency, managed hosting platform maintained by a specialist team of game server experts.



We have published the Gang Beasts 0.6.1 Early Access beta to Steam in the last hour and have made the game temporarily free on Early Access as a Steam Free Weekend game from 10am PDT / 6pm BST on Thursday 21 September to 1pm PDT / 9pm BST on Sunday 24 September to stress test the new server architecture and networking scheme and support for private sessions on official servers.

Please see the post at beef.city/060 for information and a changlog listing the key modifications and fixes in the 0.6.0 unstable build. For more information on Multiplay please see the Press press release at beef.city/multiplay

For reference we expect to have some inconsistencies with server availability and stability in the next hours as we transition to Multiplay's servers and scale server capacity.
Gang Beasts - Boneloaf
Update at 20:30 BST on Friday 21 September

We've been working with Coatsink and Multiplay for the last 24 hours to fix server performance and matchmaking issues identified in the first span of servers tests. There are still some minor issues and annoyances with the process for starting online game sessions but the key issues compromising the stability and performance of the matchmaking service has been addressed and patched.

The matchmaking service has been taken down in the last 30 minutes for some minor fixes but is coming back online currently and should be availanble for a second batch of stress testing in the next 10. Connecting to the current online multiplayer implementation requires updating to the 0.6.2 build.

Sorry that we were not able to provision servers in less time and the interruption in access to online games, we don't have the volume of players using the unstable builds to fully stress test the new networking scheme and needed to publish the server testing builds as default Steam builds to make testing valid but we're now close to having a stable and scalable hosting platform that supports both public and private game sessions and can support other online game modes.

Update at 3:20 BST on Thursday 21 September

Coatsink have identified the issue as a deadlock in one of the client threads when it receives a high volume of requests; the issue has been isolated to an authentication process.

The matchmaker is available currently but it will continue to ignore some request until Coatsink can finishing patching in the morning (the time in the UK is approx. 3.20am), apologies for the interruption, this is an issue we didn't identify in internal testing or testing in the "unstable" build as we could not manufacture the volume of concurrent users.

We will post an update to this post as soon as we have an estimated time for the second stress test (we currently expect the second stress test to require downloading a new client build, Steam should prompt you to download when this build is available).

Update at 23:30 BST on Thursday 21 September

Coatsink have identified a single issue to fix before we can push the matchmaking update, we will post more information soon.

Update at 20:25 BST on Thursday 21 September

Coatsink have temporarily taken the matchmaking server offline to patch some issues identified in the first batch of tests, will post an ETA for when they are back online soon.

Patch notes for the Gang Beasts 0.6.1 beta build and Steam Free Weekend

Since the Gang Beasts online beta in August 2016, Boneloaf have been working with a small team at Coatsink to finish the content and systems for the full game, a significant part of this work has been to transition to Multiplay’s dedicated game hosting solution and Hybrid Cloud Orchestration technology to give official Gang Beasts servers a scalable, low-latency, managed hosting platform maintained by a specialist team of game server experts.



We have published the Gang Beasts 0.6.1 Early Access beta to Steam in the last hour and have made the game temporarily free on Early Access as a Steam Free Weekend game from 10am PDT / 6pm BST on Thursday 21 September to 1pm PDT / 9pm BST on Sunday 24 September to stress test the new server architecture and networking scheme and support for private sessions on official servers.

Please see the post at beef.city/060 for information and a changlog listing the key modifications and fixes in the 0.6.0 unstable build. For more information on Multiplay please see the Press press release at beef.city/multiplay

For reference we expect to have some inconsistencies with server availability and stability in the next hours as we transition to Multiplay's servers and scale server capacity.
Gang Beasts - glumjamesbrown
Since the last Gang Beasts build was published in July we have been working with Coatsink to migrate the official Gang Beasts servers to a scalable low latency hosting solution, we have also made a series of significant optimisations and modifications to progress the performance and stability of the matchmaking , UI, and character systems. We have been testing potential 0.6.0 builds with Coatsink, Double Fine, and support from a QA team at Babel since the start of September, the matchmaking system, new server architecture, networking scheme, and costume fixes are at a stage where we need to test at scale to identify issues that are difficult to find when testing in the office.



Currently we are working on standardising the optimised UI, localisations for French, Italian, German, Spanish, Brazilian Portuguese (support for other languages is planned), costume fixes, post processing, achievements, a modified implementation of the current camera system (built on Unity Cinemachine procedural camera system), and additional game modes (the 0.6.0 unstable build has the first public implementation of the local gang game mode, the gang mode is not supported online currently).

The 0.6.0 build as an unstable beta with this post for testing and patching before it can replace the current default Steam build (build 0.5.7a), to test the 0.6.0 build right-click on the game name on the Steam library page and select 'Properties' from the dialogue window that opens, from this window select the 'BETAS' tab then the "unstable" option from the dropdown menu (the menu labelled 'Select the beta you would like to opt into:’).

Please note the 0.6.0 unstable build has been explicitly made for stress testing servers and only has support for the melee (local and online) and gang game modes (local only) and has some UI settings and other content disabled.

We are testing stage wins in preference to stage rounds in the 0.6.0, the implementation is similar to the previous implementation but a new stage is loaded after each stage win (currently the win parameter is set to 2 wins for public online games and limited to 1-4 wins in local and private online games.

The key modifications and fixes made in the 0.6.0 unstable Early Access beta build are:
  • added a force that applies when releasing grabbed characters and objects (the force is applied in the same velocity vector as the released character or object (making throws more forceful)
  • added an limited input deadzone to mouse input (to ignore small mouse movements and minimise conflicts with other input sources)
  • added contextual support scripts to dynamic objects to improve stability, and character and object interactions (dragging, lifting, hanging etc.)
  • configured stages to use the modified targeting system (significantly lowering the number of hidden colliders in each scene)
  • fixed an exploit where devices with support for rapid-fire buttons gamed the concussion system
  • fixed an issue that erratically applied movement forces when jumping from climbing states
  • fixed an issue where the grab system could fail to reset temporary joints in some contexts
  • fixed an issue with character sliding movement that could lock the character in an endless sliding state in some contexts
  • fixed an issue with concussion length scaling
  • fixed an issue with force and direction calculations (to make glancing blows less frequent and increase the number of successful blows)
  • fixed an issue with the character system that gave NaN and INF errors (triggering a fatal exception)
  • modified force parameters for the character support geometry increased physics stability
  • modified inertia tensor properties for character body parts to stabilise character on character interactions (and other interactions)
  • modified physics calculations for damage to account for optimisations to the character movement system
  • modified score sequence to render on stage end with background blurring (currently implementation disables input soon after the win state is met, this will be reviewed in a coming build)
  • modified secondary character moves (diving headbutts, dropkicks, and sliding kicks) to carry more damage, failing to land a more forceful move can concuss the assailant temporarily
  • modified the character costume colour cycle sequence from yellow, green, blue, red etc. to red, blue, green, yellow etc.
  • modified the character movement system to optimise performance and standardise mass, drag, and force parameters
  • modified the character systems to remove tags use and string comparisons (to reduce the number of game object in scenes and improve scene loading times)
  • modified the characters arms configurations to minimise contexts where arms can get stuck behind characters heads
  • modified the hoisting implementation for climbing to inherit the direction of character movement
  • modified the pause menu to limit input to the device the menu is invoked from
  • modified ropes on the ring stage to stabilise interactions with characters and objects
  • modified the targeting system to remove the need for assistive geometry and set hierarchical priorities for body parts, objects and surfaces (assistive geometry is still used for specific contexts)

The key issue with the 0.6.0 unstable Early Access beta build are (this list will be updated as we collate information on issues):
  • camera rotation in game menus can over rotate in some contexts
  • message strings can clip stage and character geometry
  • parameters for rope break tolerances need modifying to make breaking
    less difficult
  • escalation patterns for some stage need modifying to improve gameplay
...

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