S.T.A.L.K.E.R.: Shadow of Chornobyl - Enhanced Edition - [GSC]McCulkin

Stalkers,

Today, we are ready to share Patch 1.1 for S.T.A.L.K.E.R.: Legends of the Zone Trilogy — Enhanced Edition. The main focus of this patch is fixing crashes and savefiles issues across all titles.

  • Fixed save-loading issue for the Asian region localizations.

  • Stability improvements – fixed multiple crashes on all platforms.

  • Fixed issue that caused the game to crash while looking up at the rainy sky.

  • Fixed issue that caused the title to crash while eating or using items from the corpse’s inventory.

  • Corrected misspelling and naming issues in several localizations in all titles.

  • Fixed sound scattering issues that caused incorrect indoor-outdoor transition.

  • Fixed misleading description for Crouching options for Ukrainian localization.

  • Fixed several incorrect icons in dialogue logs.

  • Fixed indistinctive pop-up with information about unsupported hardware.

  • Fixed user interface issues that allowed users to turn on FSR and antialiasing simultaneously.

Shadow of Chornobyl:
  • Fixed noticeable transition in shadow casting.

  • Fixed performance drop issue on Ahroprom.

  • Medkit and bandage hotkeys are now set to F1 and F2 accordingly by default, but users are able to change them.

Clear Sky:
  • Fixed audio stuttering on Swamps.

  • Screen space reflections issue is fixed at the Hospital.

  • Fixed issue with inability to save the game on Polish text localization.

Call of Prypiat:
  • Fixed “Drop multiple items” user interface issue with incorrect slider size.

Please disable mods and check if the game works before launching it. After that, enable your mods again — if everything works correctly, the mod does not need to be updated. However, if you encounter any issues, the mod needs to be updated to the latest version of the game.

Some mods may not work with the updated version of S.T.A.L.K.E.R.: Legends of the Zone Trilogy — Enhanced Edition. 

Thank you for your support and understanding. Good hunting, and keep that feedback rolling!

School Days - 白雨工作室

各位同学大家好!

经过马不停蹄地肝进度,1.30版本基本完成,我们已第一时间将它更新到测试版本,今晚凌晨开始还会有-10%的折扣,期待大家的游玩和反馈~

1.30版本的详细内容可查看上一篇开发日志,这里仅做一个简单的总结:

【8个挚友任务】、【完整的跑团玩法】、【玩家定制内容】、【小君中学剧情修改】、【小纯男线恋爱内容】、【高中情商主线】、【存档备注功能】、【工坊支持自定义动态、BGM】……

其中,由于唱歌小游戏的UI尚未完成,我们会在下周再更新唱歌小游戏。

在我们的计划中,所有的3级探索都会包含一个可互动的玩法,拥有专属的UI界面。像“精力无限”、“闭门造车”这种仅有数值变化的效果,是不配挤入3级探索这样的上流社会的。但目前3级探索依然不多,深思熟虑后,1.30版本依然会保留它们的位置,但到1.40版本它们肯定会被移除,请大家不要过度依赖。

目前看来,补充更多探索效果后,初中的玩法丰富度将基本令人满意,但高中阶段依然有新鲜度不够的问题。现在的高中更像是初中的延续,不像一个全新的阶段,我们会从下个版本开始解决这个问题。

PS:由于资金紧张,工作室近日连续缩减了成员规模,预计后续更新进度会有所下降,希望各位玩家谅解。

切换成测试版本的方法:

  1. 在Steam库中,右键“学生时代”,点击“属性”

  2. 点击“测试版”,在参与测试中选择“test-测试版"

Eros Raiders - Mewo_gamedev
NEW CHAPTER 13 😯

Discover in Chapter 13 the life aboard the ship for all the girls, their training routines, and the story of a new character!

NEW CHARACTER - MAISHIPESHU 🐈

Maishipeshu, the most energetic of all the Divine Cats! An elite athlete who trains from sunrise to sunset to become the best in her field. Her unique combat skills make her an indestructible tank, and when paired correctly, she can become an impenetrable wall!

NEW HSCENE 🔥🔥🔥

After completing Chapter 13, you will unlock an EXCLUSIVE H-SCENE featuring the Admiral and Maishipeshu in a very hot afternoon post-workout... and some lockers that will hide their desire to devour each other.

MAISHIPESHU EVENT 😻

As usual, in addition to Chapter 13, the New Character, and the New H-scene, we’ll also have a Maishipeshu event this week, so you can get more shards and increase the power of this character to quickly include her in your teams!

DROP SYSTEM UPGRADES 🔢

We’re improving the drop system, and you’ll hear more news from us about it in the coming weeks. In the meantime, we’ve increased the amount of materials dropped by the more difficult levels, so that the energy cost is worthwhile and you feel motivated to take on tougher challenges.

The difficulty level is now also displayed in the Search window.

3Tower - El Dockerr

We’re proud to announce that 3Tower will be available on August 18th, 2025.

This haunting journey through the Graveyard of 3Tower marks more than just a game release for us. It’s a beginning born from both creativity and deep emotion.

The date is no coincidence. It’s been exactly ten years since we lost our daughter Hailey during childbirth. What was once the saddest day in our lives now becomes a moment to share something new—something meaningful. 3Tower is, in many ways, a tribute to life, memory, and the strange beauty that can emerge from grief.

We know 3Tower is just the beginning. There will be patches, and we're listening closely to your feedback. How the story of the 3Tower Graveyard continues will depend in part on your experiences and reviews.

Thank you for being part of this journey.
– Swen & Jasmin
Wechselbalg Studio

Planet Coaster 2 - lmay
Hayo Park Managers!

Hotfix 8 is now available on PC and consoles.

This hotfix focuses on stability issues. If you encounter any other issues, we encourage you to report them via our Issue Tracker.

Thank you for continuing to share your feedback, as well as your incredible creations!

Fixes:
  • Temporarily removed audio from the aircon unit scenery piece which was causing crashes during longer playtimes (investigating a long term fix and return of audio).
Baby Dino Adventures - Sleeping Panda Games

And here's another update before the summer and the anniversary of the game's release (on 1 July - yes, already!). This is a very important update, as it contains the latest bug fixes for local cooperation.

I've spent the last two years re coding all the game's mechanics (only 10% of the code remains intact from the initial version) so that it can be played by up to 4 players in local co-op. No kidding, it's been tedious. But I'm very happy with the result, and I think, like some of you, that it was really necessary for Baby Dino Adventures to be playable with up to 4 players at the same time.

The game should now finally be stable for co-operative play, which means I can finally concentrate exclusively on adding the last two environments: snow and volcano.

Many thanks to https://itch.io/t/4700060/bug-reports for his invaluable help and the bug reporting that helped me find and fix the bugs listed below.

And a very big thank you to all of you who read these lines, who play, and who give meaning to Baby Dino Adventures.

Changelogs

Here's a full list of changes for those who may or may not be interested (you never know, after all):

Bug fixes:
  • In local co-op, when a player dies and is bubbled, sometimes when this player goes out of the bubble to play again, this player is stuck in the idle animation leading to tons of bugs when colliding with different objects. This was due to the playerIsHurt variable not being reset properly when a player is bubbled. This bug fix also fixes following bugs:

    • When a dino is sleeping and is hurt by an enemy, that dino get stuck in sleeping state and player of that dino can not move anymore;

    • When dying in water in 4 players co-op sometimes players go out of their bubble, or infinitely fall, or players even can't move anymore;

  • In first level with bees, if a player was bubbled and the other one trigger the end (!) crate, after the transparent crates popped out, camera and players were stuck;

  • Sometimes when dinos get hit by an enemy, they'll become half-sized for a few seconds. Nothing mechanically changes, just the size. Same happened on End Level Screen, a player sprite size was sometimes @2x smaller or bigger after sleeping;

  • When running the game for the first time, menu disappears when pressing any input which prevent players from starting the game or even doing anything. Reported by Psychomelic on Steam community game forums on Steam community game forums. Thanks a lot!;

  • Sometimes when a player is sleeping and get hurt, this player is stuck forever. This was due to the playerLooseHeart function not resetting isSleeping variable properly;

  • In level 19, the total box amount was 41 which was wrong. The total box amount in this level is 42;

  • In level 21, if you die and restart from the checkpoint, sometimes mushrooms position was not correct blocking players progression. This was due to the NoSave behavior set on mushrooms. Removing it fixed the issue;

  • In level 27, sometimes Rolleo was stuck when the mine cart was destroyed preventing players to complete the quest;

  • Sometimes when re spawning on a checkpoint, some enemies or moving platforms were not moving anymore avoiding players to progress further in a level. This was mainly caused of such objects being part of NoSave families and having a NoSave behavior;

  • Sometimes dialogs with npcs were closed before the end of their last sentence when using the keyboard and pressing Enter to stop typewriter animation;

Improvements:
  • Added possibility to go to player select screen from pause menu:

  • In level 18, crates that appear when players hit the ! crate are now solid metal boxes so that players can succeed to reach the left side palm tree;

  • Players will now bounce on TNT crates only once while they collide with them for the first time. Once triggered, TNT crates remain solid platforms until explosion (countdown is: 3, 2, 1, boom - so you have 4 seconds before TNT crates explode);

  • Removed spawning fishes in second boss fight (with pterodactyl) because it was causing way too much bugs with boss fight events and these may be very frustrating for some players. Plus no real added values to have such enemies there;

See you soon,

Antoine G.

4:02am
Maliki : Poison Of The Past - mael.guerin

We notice all your feedbacks since launch and fix a lot of issues with this patch : 

Interfaces

  • Domain day and time added to pause menu (only displayed when player is in the Domain)

  • Visual improvement of the naturon counter in the top right-hand corner of the screen.

  • Blue indoor/outdoor arrows are now hidden during cutscenes

  • White interaction circles appear earlier when approaching interactable elements

  • Fixed scrolling in several menus

  • Corrected game time displayed on a save slot when a new game is started

  • Added a distinctive sign in the name of NPCs linked to patrons to better identify them and make it easier to obtain the “Thank you for the support!” achievement.

  • Corrected character level display when max game level is reached

  • Fixed joystick icons in game control settings

Puzzles

  • Fixed a bug in the Academy puzzle that prevented cars from being chronopacked in some cases

  • Chronopacking a tree when being too close could block the player

  • Simplification of the first puzzle on the athletics track

Various issues

  • Improved transitions at the end of cutscenes when they are skipped

  • Added an “Inventory full” message when retrieving an item if the maximum number has already been reached

  • Fixed a bug that prevented enemies from reappearing when reloading a level under certain conditions

  • In the Domain, characters are now healed during the night

  • Scythe tool cutting speed increased

  • Various bug fixes and improvements in combat

  • Various minor bug fixes

Thanks for playing our game, we hope you’ll enjoy it and stay tuned for further patches!

Inkborn - jbera
Hey folks, after gathering your feedback from the Beta and spending time analyzing what’s working (and what still needs polish), we’ve made the call to postpone the Inkborn’s Early Access release to late July 2025. 🗓️

We know delays can be disappointing, but we want to make sure that what you’ll play on day one already feels meaningful, exciting, and worth your time. Early Access is just the beginning, but that start should be as strong as possible. 🃏

You like good news, don’t you? We’re kicking off a second wave of Beta invites! 🎉 If you signed up, check your inbox - you might be one of the new testers jumping in to help us take things to the next level. Thanks so much for your support, patience, and honesty during testing. 💪



If you haven’t already and you're interested in Beta access, we encourage you to sign up here: https://docs.google.com/forms/d/e/1FAIpQLSeg8nHZQ0nRzD0GkU2BMfSB4WwsdTTUXDrvFH27j3Z3kk9enQ/viewform - it helps us gauge interest and keep you in mind for third-wave invitation testing opportunities. 👀

❤️ Stay close to Us ❤️

【𝙳𝙸𝚂𝙲𝙾𝚁𝙳】💬 https://discord.gg/UytR7dgwtx .
【𝙵𝙰𝙲𝙴𝙱𝙾𝙾𝙺】📰 https://www.facebook.com/acramdigital .
【X】🦾 https://x.com/acramdigital .
【𝚂𝚃𝙴𝙰𝙼】🕹️ https://store.steampowered.com/dev/Acram/ .
【𝚈𝙾𝚄𝚃𝚄𝙱𝙴】🎞️ https://www.youtube.com/@acramdigital6748 .
【𝙸𝙽𝚂𝚃𝙰𝙶𝚁𝙰𝙼】📷 https://www.instagram.com/acramdigital/ .
Inkborn Playtest - jbera
Hey folks, after gathering your feedback from the Beta and spending time analyzing what’s working (and what still needs polish), we’ve made the call to postpone the Inkborn’s Early Access release to late July 2025. 🗓️

We know delays can be disappointing, but we want to make sure that what you’ll play on day one already feels meaningful, exciting, and worth your time. Early Access is just the beginning, but that start should be as strong as possible. 🃏

You like good news, don’t you? We’re kicking off a second wave of Beta invites! 🎉



If you signed up, check your inbox - you might be one of the new testers jumping in to help us take things to the next level. Thanks so much for your support, patience, and honesty during testing. 💪 And for those already in the Beta: there’s a new build live now (version 0.2.2), so be sure to check out the changelog and give it a spin! 👇

[Balance] Fog of War has been restored.
[Balance] Writers and Boss Nodes are now uncovered from the start, making key targets easier to find.
[Balance] Player’s vision range has been increased by 1 tile.
[Balance] The Sharpest Blade now inflicts 5 Torn (*was 3*).
[Balance] Second Tome now grants 5 Grammature (*was 3*).
[Balance] Cover Edge now deals 6 damage (*was 3*) and inflicts 2 Torn.
[Balance] Dragon’s Inkbreath reworked: now removes 1 Energy at the start of your turn.
[Balance] Multiple minor changes made to adjust overall fight difficulty.
[Balance] You can now gain class levels and unlock perks to spend before a run.
[Balance] Defeating a Boss for the first time grants Soulink, which can upgrade the City.
[QoL] All available combos sequence are now visible by default, but you must still perform the combo once to learn its name and effect.
[QoL] After onboarding, the map now zooms out to its max level.
[Fix] Numerous bugs have been fixed.


❤️ Stay close to Us ❤️

【𝙳𝙸𝚂𝙲𝙾𝚁𝙳】💬 https://discord.gg/UytR7dgwtx .
【𝙵𝙰𝙲𝙴𝙱𝙾𝙾𝙺】📰 https://www.facebook.com/acramdigital .
【X】🦾 https://x.com/acramdigital .
【𝚂𝚃𝙴𝙰𝙼】🕹️ https://store.steampowered.com/dev/Acram/ .
【𝚈𝙾𝚄𝚃𝚄𝙱𝙴】🎞️ https://www.youtube.com/@acramdigital6748 .
【𝙸𝙽𝚂𝚃𝙰𝙶𝚁𝙰𝙼】📷 https://www.instagram.com/acramdigital/ .
Stellaris - PDX_ladydzra

by Eldarin

Hi everyone!

It’s been a little while since our last dev diary - this one’s also going to be a bit short since we’ve been focusing on stabilizing 4.0 as much as we can.

The 4.0.17 and 18 updates we released yesterday is a pretty massive one with some impactful fixes. I'm pleased with the amount of things we got into it.

Here are the release notes:

4.0.17 and .18 Release Notes

Improvement

  • The Hive Fallen Empire ships are now available for Biological Ship Empires if you progress down the Cosmogenesis Crisis Path.

  • Changes to ecumenopoleis, ring-, nanite-, hive-, and machine worlds:

    • District specialisations now visually swap to the appropriate art and district names for easier differentiation.

    • Secondary districts now have double the jobs of the primary districts.

  • Reverted the most recent changes to fallen empire building limitations. We'll be looking at a better solution for a future patch.

    • 4.0.18: Reverted all fallen empire building limitations from 4.0

  • Further Improved the Behemoth Fury endings

  • Added the Voidspawn Myocardius relic awarded to whomever manages to take down the Elder Voidspawn

  • Starbase Capacity tooltip now shows the number of owned systems contributing to Starbase Capacity.

  • Habitation districts on knight's habitats now swap to the Order's Demesne.

  • The host now gets a tooltip in Multiplayer on the Start Game button with a list of players that are holding up the game

Balance

  • Wilderness Empires no longer have to consolidate 2500 biomass on a planet to build a Grand Archive

  • Secondary districts on hive worlds and machine worlds should now support targeted research specialisations

  • Wilderness empires now start with a Heartgrove specialisation instead of a Threadway specialisation

  • The event A Complete Collection will now only take one pop, avoiding depopulating entire planets.

  • AI empires will be more likely to declare a Cosmogenesis empire a crisis as they develop more Infinity Theses

  • The Synaptic Lathe will now ask for a refill if it drops below 50 pops instead of letting itself drop all the way to 0.

    • The Lathe had a "stable state" hack that stopped the purge below 40(00) pops to prevent it from decolonizing before - this has been removed as it should no longer be necessary. Burn those pops if you want science.

  • The Control Fragment now waits 2 decades before getting upset about your borders. Expand away!

  • Fallen Empire biological ships now equip the reactors of one size category larger, this also applies to Cosmogenesis biological ships.

  • Resource Consolidation origin needs to have the ability to make more machine (or nanite) worlds to unlock the full potential of their machine world (this includes the doubled jobs in the above patch note)

  • Updated weights for techs that unlock rural district specializations

  • Doubled the resettlement attractiveness of the Trium Atmospheric Deodorizer(tm).

Bugfix

  • Fixed Wilderness issues

    • It should no longer implode randomly.

    • Balanced effects for Innate Design with Wilderness.

    • Turned Wilderness enforcers into Immunosymbionts to differentiate them from soldier Tamersymbionts.

    • The Wilderness Subterranean Cache building can now be placed in urban and trade district specializations

  • Fixed Synaptic Lathe issues

    • The Synaptic Lathe now correctly purges pops and produces science. (Special thanks to /u/Little_Elia for investigating. We fixed some of it differently than you did, but your post helped in identifying the issues.)

    • Pops will correctly process in or out of Neural Chip state if they are moved to or from the Lathe. (They will not be visible in the Neural Chip job until the monthly tick passes.)

    • The Synaptic Lathe purge should once again benefit from things that modify purge speed.

    • The Synaptic Lathe will now ask for a refill if it drops below 50 pops instead of letting itself drop all the way to 0. (The Lathe had a "stable state" hack that stopped the purge below 40 pops to prevent it from decolonizing before - this has been removed as it should no longer be necessary. Burn those pops if you want science.)

    • Fixed how Synaptic Lathe is being displayed in the sector view.

  • Fixed non-slaves being assigned to jobs before slaves.

  • Fixed recent issues introduced to the Synthetic Fertility origin by removing the invisible purge that was being applied (result in no factions being formed and no leaders being recruitable)

  • Virtuality Civilians are now also properly deleted if they do exist somehow. Non-Virtual Civilians can still exist for Virtual Empires.

  • You may no longer scrap 50% of your virtual pops for alloys.

  • Fixed issues where free traders could start with too many buildings

  • Fixed issues with fallen empires spawned by the Scion origin having incorrect buildings and districts

  • The composer of strands should no longer devolve thousands of pops. 400 is plenty.

  • The Pioneer Politics Agenda now has an appropriate icon.

  • Enabled the Heartgrove district specialisation for Wilderness empires

  • Treasure Curators now have an actual building icon as their workplace instead of a deposit icon.

  • Fixed a rare scenario where Driven Assimilators couldn't assimilate.

  • Prevent marking some jobs (criminals, civilians, unemployed) as favorite that should never be prioritized.

  • Space Fauna ship size selector will correctly display ship model preview.

  • Space Fauna designer will show the progress bar when creating a new design.

  • Purging a Gestalt Pop Group will no longer instantly kill all of them. Extract resources to your hearts content!

  • Conquered Starbases will no longer have text appear on the "Return Starbase" button

  • When checking if ship designs are identical, we now ignore the order of components within a section.

  • Fixed saving a Deep Space Citadel design creating duplicate designs and instantly changing the design of your DSCs.

  • Update Districts display if their swapped appearance changes

  • Processing and Forced Labor Purge should now correctly give resources when purging lithoids or machines

  • Habitats now get their districts even when not colonized yet

  • Added tooltips to the Behemoth mutation option icons

  • Reset Starting System when changing Origins when needed during the Empire Creation

  • Mechromancy Empires purging organics once again generate cyborg zombies.

  • Blocked Fallen Empire resource extraction buildings from the 6 government building slots

  • Blocked the Surface Quarry building on ringworlds and habitats

  • Nanotech Research buildings now give regular research jobs, but swap engineers to nanotech researchers

  • Researchers for machine intelligences now use more appropriate icons

  • Updated the effect tooltips for the Trium Atmospheric Deodorizer(tm) and Cyberdome.

  • Empires with Genesis Guides civics now start with a food stockpile and some food income.

UI

  • The "Save As New Design" popup now updates the Save button immediately when you edit the name.

  • Fixed ship designer not updating the design name when you change it to the currently saved name.

  • Improve Buildings tooltips modifiers handling

  • Colony naming will now more often use custom names for the default value (colonizing Mars will propose Mars as the default colony name)

  • Fixed some planetary modifier icons that were low resolution

  • Fixed some modifiers not appearing in the empire size tooltip.

Performance

  • Reduced mil power recalculations done by outliner fleet entry

  • Reduced habitability recalculations done by pop growth/decline

  • Reduced amount of times planet view tries to update pop group clothing

Stability

  • Fixed crash in accepting peace due to deal containing transfer of non existing starbase

  • Fixed cross OS issue with randomized ethics in pop assembly leading to NUM_POP_GROUPS OOS (this is a big one)

  • Fixed mismatch in synchronized/unsynchronized nemesis handling in the voidworms AI that might lead to OOS when becoming a crisis.

  • Six more Out of Sync fixes

Modding

  • Adds swap_type and swap_type_weight for districts to District Specializations.

  • District Specializations now belong to sets, and Zone Slots can now include or exclude entire zone sets

  • Migrated zone slots:zone relationships to zone_sets in place of using inline scripts

  • Added can_change_category to pop categories.

  • Changed various effects using pop amount/size to allow 0

  • Added ship_uses_corvette_reactors and ship_uses_destroyer_reactors scripted triggers

  • Added planet_is_habitat_equivalent, planet_is_ecu_equivalent, and planet_is_ring_world_equivalent scripted triggers which are used to determine the job numbers for district specialisations instead of checking the planet classes directly.

  • Updated scripted triggers for districts

  • Updated scripted triggers for zones

  • Updated inline scripts for some research district weights

  • Updated events for zone assignment upon a planet becoming a hive, machine or nanite world

  • Removed unneeded script for ecus transformations since industrial districts no longer exist

This update has a significant number of major changes, including district swaps for special planets like Ecumenopoleis and Ring Worlds, more fixes to Wilderness, the Synaptic Lathe, slavery, and the most common Out of Sync errors (including the cross-platform OOS that has been plaguing us).

We ended up reverting the changes that were made to Fallen Empire buildings - while we believe that they’re too easily acquired and plentiful, we’re going to take things slower and revisit them sometime in the future. (FE resource extraction buildings are being restricted to appropriate districts though.)

Modders should find the new zone_sets useful. It cleans up a lot of the work we were previously doing with inline scripts.

Instead of individually listing every District Specialization that is allowed or excluded using inline scripts, you can now assign one or more zone_sets to them.

Code:

zone_industrial = { \[...] zone_sets = { urban habitat_urban nexus hive ring_world } \[...] }

You can then reference these in the zone_slots:

Code:

slot_city_01 = { included_zone_sets = { urban } \[...] }

The intent is for this to make the creation of District Specializations a bit less error-prone, and make it easier for multiple mods to add more without interfering as much with each other.

Wilderness Open Beta​

We’ve seen a lot of erratic behavior with Wilderness empires, especially when your Biomass totals on a planet get too low, where sometimes jobs would go unworked, and you aren’t always able to influence it in any way.

We’re going to update the beta branch on Steam today to test some experimental quality-of-life changes we’ve made to Wilderness. Some of them are impactful and different enough that we want to get some more eyes on them and get feedback before we consider moving them into the release build.

In the Wilderness Beta, jobs are actually worked automatically, using your primary species for traits. After all, you are the empire. This replaces the massive Workforce bonus that Wilderness pops received, and makes it behave closer to the intended design of the origin. This change intends to make Wilderness generally more robust against bugs and less prone to economic crashes when creating buildings that consume most of their Biomass.

Biomass should still chill “unemployed” like before, but the jobs will use 0 pops instead of 1. This should resolve any of those edge-case issues when many of your jobs wouldn’t be producing.

Bad planet!

As part of this, we’ve enabled the workforce sliders for Wilderness jobs like other Empires have. This should give you more control over your economy, so you can disable certain jobs if you’re running a deficit or otherwise optimize your economy by only working the jobs that you need.

Much better.

We recognize that this makes your Biomass species less important overall. You’ll probably want to optimize them for growth rather than production since they won’t be working the jobs anymore, so we wanted to put this up in an open beta to get your thoughts.

The Open Beta branch will also include the experimental fast save transfer that we’re currently expecting to go live after we can add a toggle to disable it if it’s causing save transfer issues.

Wilderness Open Beta Release Notes

Feature

  • Experimental changes to Wilderness:

    • To prevent issues with biomass not being available on planets due to construction, all Wilderness jobs are now automatically worked without requiring biomass. These jobs are worked by your primary species.

    • Jobs for Wilderness are now also properly represented instead of being worked by a single pop with massive workforce bonuses, you now see exactly how the job is worked, and the sliders are also now usable to customize how much of each job will be worked.

    • These changes are intended to prevent situations where some jobs would go unworked, make Wilderness less bug-prone, and are intended to give you more control over your economy in deficit situations. Please provide feedback!

  • The experimental fast save transfer for multiplayer is included in this build.

Bugfix

  • Fixed ringworlds colonized by gestalt empires having a mysterious city district that shouldn't exist.

Our intention is to run this Wilderness Open Beta for the rest of the summer so we can gather feedback.

What’s Next?​

4.0.19 is tentatively scheduled for next week, with more bugfixes and optimizations.

Today I'll be looking at purging, but if there’s one other bug you could demand we fix in it, what would it be?

Since next week is Midsommar week,our next dev diary will be on June 26th. See you then.

...

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