Budget Cuts - [NeatCorp] RomanLionz
Hi everyone!
We’ve been a bit silent since the launch of Budget Cuts, mostly focusing on bug fixes. We just launched our 5th patch, which you can read more about in this post. We are going to continue working on bug-fixing of course, but we’ve also been thinking about how to make Budget Cuts easier to pick up and play for those who want something shorter than our story-driven levels.

In order to realize this, we’ve decided to build an Arcade version of Budget Cuts with four entirely new levels and missions! If you already own Budget Cuts, these new Arcade levels will be automagically added to your game.



We also want to make sure that everyone feels welcome in the world of TransCorp - at least until they get fired and need to kill robots to survive - so we’ve invested in making translations of our game for 12(!) different languages, coming soon!



We want to thank you all for your patience and for playing our game, sharing your feedback with us, and for stabbing all the robots. We can't wait for you to get your hands on the Budget Cuts Arcade levels!

Thanks for taking the time to read our lil’ update!
<3 Linnea & the Neat team!
Budget Cuts - KungRing
We are very happy to announce we finally have been able to track down and resolve the severe throwing bug affecting Oculus users, along with a couple of other bug fixes. Thank you so much for your patience!

Changelog:
Fixed throwing bug affecting Oculus Rift users.
Fixed a bug where sharp throwables would sometimes get stuck in walls and other geometry if held while translocating.
Fixed a bug where players would sometimes respawn on top of an elevator after dying in Genesis.

Please let us know if you run into issues!
Budget Cuts - [NeatCorp] RomanLionz
Another patch with various bugfixes is now live!

Changelog:
Added achievements!
Fixed checkpoints not working in the tutorial
Fixed issues with saving and loading of the Human Resources level
Fixed minor issues on the Consignments level
Fixed a bug where objects ended up in lost and found, even though they shouldn't have
Fixed various bug with door states when loading and saving

Thanks again for your continued support and patience <3

As always, do let us know if you run into any issues!
Budget Cuts - Acegikmo
Hey everyone!

Another patch with various bugfixes is now live on the open beta!
If you want to test it out, be sure to opt in to the "openbeta" branch.

Changelog:
  • Fixed checkpoints not working in the tutorial
  • Fixed issues with saving and loading of the Human Resources level
  • Fixed minor issues on the Consignments level
  • Fixed a bug where objects ended up in lost and found, even though they shouldn't have
  • Fixed various bug with door states when loading and saving

Thanks again for your continued support and patience <3

As always, do let us know if you run into any issues!

ps: We've sneakily started adding achievements! You'll be able to unlock them in the beta branch, even though they're currently hidden. They'll all be visible as soon as this patch goes live on the main branch!
Budget Cuts - slicedlime
Hi everyone!

Our third patch is now live for everyone - we hope this improves the experience significantly. If you're still having problems, please check out our Problem Solving FAQ, and make sure you let us know about any bugs you enocunter.

Here are the main points of improvements for this patch:
  • Fixed the translocator portal and/or the player rarely getting attached to a moving object
  • Fixed player camera sometimes getting tilted when dying while translocating
  • Fixed player sometimes getting paged while dead
  • Fixed bugs leading to inconsistent audio functionality
  • Performance improvements
  • Exploit fixes on several levels
  • Dynamic grabbing thresholds for Oculus Touch input - should make both throwing and grabbing feel good
  • Clarified level design for keycard at the end of Consignments
  • Clarified routes into security room on Showroom
  • Fixed lock on Enigma getting saved in an invalid state
  • Clarified bookshelf puzzle design in Human Resources
  • Fixed door state on Human Resources becoming broken when loading a save
Budget Cuts - slicedlime
Hi everyone!

We're preparing another patch with fixes for the most critical issues, and we've put it up for testing now. If you want to try it out, opt in to the "openbeta" test in Steam settings.

Here are the main points of improvements for this patch:

  • Fixed the translocator portal and/or the player rarely getting attached to a moving object
  • Clarified routes into security room on Showroom
  • Fixed bugs leading to inconsistent audio functionality
  • Performance improvements
  • Exploit fixes on several levels
  • Dynamic grabbing thresholds for Oculus Touch input - should make both throwing and grabbing feel good
  • Clarified bookshelf puzzle design in Human Resources
  • Clarified level design for keycard at the end of Consignments

Thanks for your support and patience! If you try this patch out, be sure to let us know what you think about it and any new bugs you find in the discussions!
Budget Cuts - sranine
We've updated the game to fix more of the most common problems. Here are the main points of improvement for this build:
- Improvements to crucial progression items in Showroom to fix progression blockers.
- Improved performance of dead NPCs.
- Reverted change that made it very hard to throw knives with Oculus Touch controllers in SteamVR.

Some of you have also been asking for Oculus SDK support instead of Steam VR - we have a new beta version for that too! If you want to try that out, enroll to the "oculussdk" beta branch in your Steam settings (see here for information on how to opt in to beta versions).

If you're still having problems, please check out our Problem Solving FAQ, and if you want to know what's planned for future patches you can find that information in this post.
Budget Cuts - sranine
Hi everyone!

We are still bug hunting and fixing issues that you all run into, and another patch is ready to go out very soon. Once again, we are very sorry that we did not find all the issues that you all have run into and are still working 24/7 to make the game run as well as it should for everyone.

Here are the main points of improvements for this build:
  • Improvements to crucial progression items in Showroom to fix progression blockers.
  • Improved performance of dead NPCs.
  • Reverted change that made it very hard to throw knives with Oculus Touch controllers in SteamVR.

Some of you have also been asking for Oculus SDK support instead of Steam VR - we have a new beta version for that too! The more betas the better! If you want to try that out, enroll to the "oculussdk" beta branch in your Steam settings.

If you've never joined a Beta branch on Steam before, here's HOW TO.

Patch testing branch: "openbeta"
Oculus SDK branch: "oculussdk"

Thanks for sticking with us and giving us a chance to sort all of this out! Budget Cuts is here for the long run and so are we. ♥
Budget Cuts - sranine
Update: Now applied for everyone!

Hi gang!

We heard that we didn't squish bugs and squeeze performance enough for a lot of computers out there, so we've been at it some (a lot) more.

If you've been having issues and/or would like to help us beta test the upcoming patch, there is a branch called "open beta" for upcoming patches. Right now, this means v1022, which is going out as a patch to everyone as soon as we know it's stable.

Need help opting in? Here is a GUIDE.

Thank you all for being so darn nice to both us and each other! ♥

//Team Budget Cuts

Changes in Budget Cuts version 1022

Highlights:
- Fixed a bug where user Graphics settings were not properly saved
- Adjusted settings for "Fast" settings to render faster
- Added a new "Faster" graphics setting for lower-end graphics card
- Fixed an issue where the lower half of the screen would corrupt on "Fast" graphics settings
- Optimizations for lower-end hardware
- Fixes for cases where items would take too long to show up in Lost & Found on several levels

General fixes:
- Fixes for objects flickering
- Particles from edible items now have the correct visuals
- Improved VFX positioning when moving the portal close to your face
- Fixed unlocking sounds that were not obeying the appropriate volume sliders
- Fixed UV mapping for lamps
- Fixed sound priorities on some sounds that would sometimes not be heard

Genesis:
- Fixed a bug where pager messages could come in the wrong order after respawning
- Fixed a bug where the pager could get stuck on the elevator roof after dying in certain cases
- Fixed a bug that caused items or buildings to flicker in and out of existence
- Fixed roomba not having proper collision settings

Finding April:
- Performance optimizations
- Fixed graphical clipping issues

Showroom:
- Fixed lighting issues on pillars
- Relabeled confusing elevator sign

Human Resources:
- Improved material of the ceiling space
- Fixed collectible item being stuck inside a wall
- Fixed soundboard
Budget Cuts - contact@rockpapershotgun.com (Matt Cox)

Budget_Cuts_header

Here’s what marks Budget Cuts as a cut above other VR funtimes: it’s been 20 minutes since I took my cybergoggles off and I still sort of feel like I’m in VR. That used to happen all the time when I first got my Vive, but my brain’s since learned to tell the difference between the real and the virtual. Budget Cuts, though, feels so much like embodying a physical space that it’s short circuited whatever tolerance I’d built up.

That’d be impressive enough on its own, but developers Neat Corporation have also filled that space with teleportation guns, terrifying robots and jokes. Their robo-stealth ’em up is finally out, and I’d be surprised if it doesn’t end up being the best VR game of this decade. (more…)

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