Charrua Soccer - Pro Edition - BATOVI Games
Introducing CHARRUA SOCCER - MIRROR EDITION! Experience the same thrilling action you love from the Pro Edition, but now with the added excitement of Mirror Online matches!

And it's free for everyone!



What's Mirror Online? It's a groundbreaking feature in football gaming... two matches happening simultaneously, with one combined score!
Take charge of your local team while also directing your remote team.
The total goals scored determine the ultimate winner!



We know this isn't a traditional online mode; it's something different, but we believe it can be fun too! That's why we're making it free, so everyone can play!

We hope you can have fun, and as always, we'll be looking forward to your feedback and constructive comments, which help us improve.

Thank you for joining us on this journey! We hope you enjoy this new adventure as much as we enjoyed creating it... and now its time to challenge your friends or dive into ranked competitions!

https://store.steampowered.com/app/2726240/Charrua_Soccer__Mirror_Edition/
Monastery - Kexolino
Fixes

  • Fixed certain crossroad events crashing the game
  • Fixed some Hungarian translations, and added missing ones
Feb 26, 2024
Executive Assault 2 - Firestorm_one
Hello Executives,

With a large influx of new customers over Christmas there has also been an influx of fresh eyes spotting niggling bugs so today you get a nice list of issues fixed.
  • Fixed destructible doors.
  • Fixed gateway probes after reloading a save having a hard time docking.
  • Fixed issues loading the hulk ship.
  • Show the arrow when telling the probe to land on something when you right click on it.
  • Gateways landed on pads will now reload already open.
  • Units inside the hulk ship will now reload.
  • Fixed issue where sometimes you cant get out of the hulk ship.
  • Custom resource dense systems random spawning function adjusted to get less errors like derelicts spawning on top of each other.
  • Move the enter and exit icons for hulks so they are more obvious.
  • Fixed issue where AI has taken over a company and the buildings don't chain react explode.
  • Factions should no longer get shuffled around if someone leaves a game being setup.
  • Fixed Holographc AI not being destroyed with outposts.
  • Fixed holographic AI's icon not appearing.
  • Fixed cloaked base internal turret icons appearing.
  • If the host quits the game setup the the session will end.
  • Tracking missiles will now lock into a better location on a ship.
  • Fighter coming out of gateway shouldn't teleport back.
  • Being near a ground turret when it explodes will no longer insta-death you.
  • Waiting for a condition to build a unit message now vanishes when its being built.
  • Removed cargo terminals from space ports as not needed and were causing problems.
  • The return goods button should still work even after loosing a goods factory and you had 2
  • Fixed problem where it was hard to pick up a crate that had been dropped on a landing pad.
  • Invader pods should no longer try and land inside solar farms.
  • Plasma bomb radius has been increased.
  • Collision box on drone control stairs have been widened.
  • Fighter movement plane has been lowered.
  • Fixed a recursive error in the command menu which would cause some slow downs.
  • Hulk ship is now visible if you join mid game.
  • Can no longer take direct control of tanks/walkers already in use by an Executron.
  • Unit info now updates when you select a unit from the sensors.
  • Updated RTS sensor panel graphics.
  • Information sats no longer stack on top of each other.
  • Executrons can now see transport routes on the galaxy map.
  • Updated personal cloak description to include that the multi tool works when cloaked.
  • Collision box around Strategic missile launcher wall has been improved.
  • Fighter weapons now inherited velocity of the ship.
  • Scroll window up and down arrows now appear correctly on some screens.
  • Units now assault Executrons.
  • Bane now triggers doors opening.
  • System cursor now vanishes if you take direct control of a starship.
  • Extended floor around Tritanium factory.
  • Fixed error in deflection array which caused slow downs.
  • Design screens on first person terminals now includes tooltip information.
  • Hidden room codes in observe mode.
  • Fixed AI spy being able to get level 3 pulse lasers before researching EMP.
  • Fixed ships following a fighter flying off the screen if the fighter docks with a spaceship.
  • If command asteroid has been destroyed Executrons can now respawn at other locations.
  • Units will now not try and hack open neutral closed doors.
  • Pressing escape will now also exit the galaxy map as well as TAB.
  • Telling a fighter which is currently under the control of an Executron to land will no longer break it.
  • Can now see under outpost cloak in observe mode.
  • Cloak and deflector fields are now synced correctly over the network.
  • Fixed fighters sometimes not coming to a full stop when reversing.
  • Infiltrator now costs 5 research.
  • Camara wobble no longer goes mad near an explosion for the Gigantilator and Atlas.
  • Fixed some navigational issues on command outpost.
  • Station will no longer auto repair if the CEO has been assassinated.
  • Mass teleport warning will now say the system units are being moved to.
  • Messed up the windows on the shipwrecks a bit.
  • Targeting displays will now allow you to target space like the super laser or missiles.
  • Fixed agent errors at start-up.
  • Fixed doubling up of mesh on some structures when joining as Executron.
  • Fixed Infestors sometimes trying to target through walls.
  • Updated civilian outpost to have correct explosion.
  • Stealthed outposts are no longer visible on the galaxy map.
  • Zooming into command stations is now a lot easier.
  • An error is fired if a science mining outpost is destroyed while a replacement cargoship is built.
  • Fixed some holes in bridge segment of Infestor ship.
  • Fixed F1 broken for Executrons calling for CEO support.
  • Fixed troops which used to be following you entering the infestor ship.
  • Fixed buttons on research screen not updating correctly.
  • Fixed exiting ship while its in a warp tunnel.
  • Can no longer take direct piloting of a ship which about to enter a warp tunnel.
  • make it so that you can dock with troop transport, screen doesn't say dock.
  • AI now researches Heavy shield before Super shield.
  • Fixed issue with left scroll button not appearing on research panel.
  • Fixed construction effect not vanishing.
  • Fixed issue which might have caused network instability.
  • Adjusted exit point for Executrons if they exit a giant gateway which has been landed on a slope.
Thanks for helping to support the game, if you enjoy playing it then please give it a quick thumbs up on Steam.

Cheers.
Rob
Charrua Soccer - Mirror Edition - BATOVI Games
Introducing CHARRUA SOCCER - MIRROR EDITION! Experience the same thrilling action you love from the Pro Edition, but now with the added excitement of Mirror Online matches!

And it's free for everyone!



What's Mirror Online? It's a groundbreaking feature in football gaming... two matches happening simultaneously, with one combined score!
Take charge of your local team while also directing your remote team.
The total goals scored determine the ultimate winner!



We know this isn't a traditional online mode; it's something different, but we believe it can be fun too! That's why we're making it free, so everyone can play!

We hope you can have fun, and as always, we'll be looking forward to your feedback and constructive comments, which help us improve.

Thank you for joining us on this journey! We hope you enjoy this new adventure as much as we enjoyed creating it... and now its time to challenge your friends or dive into ranked competitions!

https://store.steampowered.com/app/2726240/Charrua_Soccer__Mirror_Edition/
Voxel Battle Simulator - steam
Hi,

We'd like to inform you that Voxel Battle Simulator will be removed from steam store soon.

best,
RFW
Age of Wonders 4 - Pdx_Tauriel
Hello everyone! We decided to put all the materials covering the upcoming content in one place for you to have a look before both Primal Fury and Free Wolf Update are released (IT'S TOMORROW!).



Read the Dev Journals:
Read full FREE Wolf Update Patch notes

Watch our Streams and Videos:
https://www.youtube.com/watch?v=llK_5heg4Jg
https://www.youtube.com/watch?v=5lElxmpYt6k

First Look pt.2: New tomes!
First Look pt.3: Mistlings are MVP!
First Look pt.4: It's time for the Ascension!

Watch videos made by our cool influencers!
https://www.youtube.com/watch?v=hMwZtaTUM8w
https://www.youtube.com/watch?v=-726Qern6FQ
https://www.youtube.com/watch?v=o4qDowtkQZc
https://www.youtube.com/watch?v=z_6EFJZsU-U

Wishlist Primal Fury now!

https://store.steampowered.com/app/2401850/Age_of_Wonders_4_Primal_Fury/

Be the first to get information about Primal Fury:
Feb 26, 2024
Fish or Chicken Chicken Survivor - mazik0211
A few minor bug fixes
Vindictive Drive 2: Maidbot Archive - Bal Dev
Let's get this out of the way before I start: These won't be paid skins at any point.

The event:
With this out of the way, let me tell you what this is about, if you are here after clicking on an ad, you will be elegible for the first batch of Special Edition skins, this will alter the Maidbot card's appearance as well as the city graphics for that Maidbot.



The Poll that decides the skins:

Limited Edition skins will be decided by poll, if you want to suggest a skin for your favorite maidbot, design, or any idea for the Maidbots you want, you can participate in the Google forms poll here:

https://forms.gle/VSiBrXQY9AgXKAqY9

The first Special Edition skins will be delivered next update, IF the budget allows it, they will come with special interactions as well.

For other players:

Don't be discouraged! You can earn these unique skins in future events, my game is severely lacking in exposure and coverage, so, I plan on running those as often as possible with different themes and tasks as objective, like getting very far in the Stygian Traverse, sharing a post on social media and more, ideas are welcome too.


Official Vitakrosis Manga:



Chapter 2 of the official manga is out! For those who don't know, I am producing also a manga with the backstory of Vitakrosis, at some point, the plot will cross in several spots with Arris' story, it is an intense and emotional fantasy story, you can read it for free here:

https://www.webtoons.com/en/canvas/vitakrosis-the-art-of-revenge/list?title_no=933635


Transparency and motive:

The only reason I am doing this is to try and get some exposure for the game, at this point the game really needs some eyes on it, please, be vocal on your opinions, positive or negative, reviews help enormously too, everything you do will be very appreciated and every bit of money I get, as you may have noticed by now, is going back into the game. I really want this to work, thank you for reading, sincerely:

-Bal

Twitter/X: https://twitter.com/boukensha_bal
Baldi's Basics Plus - Basically Games
I'm very happy to announce that Baldi's Basics Plus version 0.4 is available right now! I know it's been a long wait, but this update brings with it a lot of changes that not only make for a significantly better gameplay experience, but also a much smoother development experience on my end. That means that you all will get more content more often. Approximately every two months to be exact!

To celebrate the release of version 0.4, let's do some math!

0.4 X $9.99 = $3.996...

and then $9.99 - 3.996 = 5.994...

Round that to two decimal places to get...

$5.99!

That's right, Baldi's Basics Plus is on sale at 40% off for two weeks! That's the lowest price it's ever had!

I sincerely want to thank you all for your patience. I'm very excited for this new chapter of the game's development and can't wait to show you all what I have planned.

With all that said, here's the changelog. Get ready, this one's a doozy!

Additions
  • Added a new character, Dr. Reflex!
    • Dr. Reflex wanders around and chases the player if he sees them. When he reaches them, he makes them take a reflex test which involves quickly clicking a circle icon he lifts up with random timing.
      • Successfully completing the test awards some YTPs. There is no penalty for failing other than wasted time, as Dr. Reflex will keep giving you another chance until you win.
    • Unlike other NPCs, Dr. Reflex can only see the player if they are in his line of sight.
    • During this test, the player can still move freely. If they leave before the test is finished, Dr. Reflex becomes upset and heads back to his examination room.
    • Once there, he grabs a giant percussion hammer and hunts for the player. He hears sounds made by the player and will use them to track them down. As he hunts, he will squish any NPCs he encounters with his hammer.
    • This continues until he finds and squishes the player. After this he returns to his default wandering state with a short cooldown.
    • The more times you take Dr. Reflex's test in a level, the more difficult/time consuming they become.
    • For all 0.4.X versions of the game, Dr. Reflex will be guaranteed to spawn in level 2. In later major updates, he will be set to have a random chance of spawning similar to the other characters.
    • Unlike other NPCs, Dr. Reflex can only see the player if they are in his line of sight.
  • Added the squished status effect. When the player is squished, they cannot interact with most objects in a level. When an NPC is squished, they cannot trigger their usual effects when colliding with other entities.
  • Ambience was added to outdoor areas.
  • Several custom made rooms have been added to the game for the new level generator changes (See below for more info)
  • Pre-made hallway areas can now be loaded into levels alongside the standard generated hallways. This allows for more interesting level layouts.
  • Added a callout when all notebooks are collected notifying the player that they now must exit the level.
  • Added a button to the about screen that opens the game's save folder (May not work on all platforms).
  • Added a new door texture for the Principal's office.
  • Added several new objects for level décor: A computer, filing cabinets, bookshelves and a new desk.
  • Added an echo audio effect when entering the library.

Changes
  • Tweaked Principal of the Thing
    • The Principal now knocks on faculty room doors a few seconds before entering them.
    • The Principal will now quickly open and close the Principal's office doors during detention when entering or leaving the room, instead of just passing through them.
    • Individual rule breaks now have their own timing for how long the Principal must see the player before he will get angry at them.
  • Tweaked Beans.
    • Added previously unused sound effects for when Beans is about to spit gum, when the gum is moving through the air, and when it hits an object.
    • The gum overlay is now rendered behind other HUD elements.
    • Beans' now runs away from his gum once it hits something.
  • Tweaked Playtime.
    • Playtime will end jump rope if she loses sight of the player at any point.
    • Playtime no longer ends jump rope based on the player moving a certain distance. This functionality was made obsolete by the above change since moving far enough away causes Playtime to lose sight of the player.
  • Tweaked It's a Bully.
    • The Bully no longer drops below the level when he leaves. Instead, the relevant components are simply disabled.
    • NPCs are now blocked by the Bully and must navigate around him,
    • The Bully now pushes entities that collide with him away instead of just being an impassible collider. This means it is now possible to pass through the Bully with enough speed.
  • Tweaked Chalkles.
    • Chalkles no longer instantly cools down when leaving a room. Instead, it cools down over time the player is not in any of its rooms.
    • Chalkles can now spawn in faculty rooms, though a smaller percentage of them than class rooms.
  • Sound is now propagated through levels by wrapping around walls, rather than just passing through everything. For example, if you are in a room with only one entrance, all sounds you hear will sound as if they are coming through the door, regardless of where the character is relative to you.
  • The shape, size and contents of rooms are no longer procedurally generated. All rooms are now designed by hand and then loaded into levels procedurally. This allows for more interesting, better designed rooms to be added to the game.
    • Some objects in rooms can be randomized such that there is a chance they will be replaced by another object (E.g. BSODA machines in the cafeteria have a chance to be changed to a Zesty machine or, rarely, a crazy vending machine).
  • Math Machines are now placed closer to the walls so that players cannot hide behind them.
  • Made improvements to the map.
    • Tiles are now filled in with a transparent background to make it easier to tell the difference between actual rooms and empty space.
    • Changed room colors to better reflect the danger level of each room type (Class rooms are green, faculty rooms are red, etc.).
    • Added icons to the background of rooms when viewing the advanced map to make it more obvious what kind of room it is and improve color blindness accessibility.
    • Doors now have proper icons on the map which show if a door is locked or not.
    • Windows also have a proper indicator on the map.
    • Map icons for things like items and notebooks now stay right-side-up no matter how the map is oriented.
    • Elevators are now indicated on the map with an up arrow. This turns green when open and becomes a red "X" when the elevator is locked.
  • The library no longer generates as a maze, and is instead a premade room like the others.
  • The backer credits have been completely reworked with several improvements.
    • Names are now sorted alphabetically to make it easier to find a specific name.
    • Backer credits are now displayed with a pixelized font like text in the rest of the game.
    • The way credits are loaded has been changed to make it easier to add or change names.
  • Math Machine balloons now drop down a little when they can be interacted. This makes it easier to tell which balloon you will grab when interacting with one.
  • Adjusted the way items are placed in levels.
  • The Energy Flavored Zesty Bar now makes a crunching sound when used.
  • Changed the BSODA sprite to something more in-line with the game's current graphical standard and that can be seen through so it doesn't block the player's view.
    • The BSODA sprite is also randomly rotated when spawned.
  • BSODA can now push the player, but only if they re-enter the trigger after exiting it.
  • The alarm clock is now an entity and can be moved by outside forces.
  • Playtime's music and the party music are now categorized as sound effects and will not have their volume adjusted by the music volume setting.
  • Several NPCs now unlock locked doors when they pass through them. These NPCs include Baldi, the Principal and Mrs. Pomp.
  • The tape player/pay phone now causes all NPCs to flee from it (Unless they are aggroed) alongside its old behavior of preventing sounds from being heard while it's playing.
  • The flood waters during the flood event can now be seen from underneath. When the camera is underneath, there is also an underwater visual effect that limits how far you can see. You cannot be seen by NPCs while under water.
  • Increased the launch and initial pull speeds of the grappling hook.
  • Improved the appearance of the mystery room.
  • Improved the placement of buttons in levels.
  • The merry-go-round can now be walked on and it will spin any entities that are on it.
  • Increased the speed of the roto-hall, and made it spin in the direction that will get it to the next valid position the fastest.
  • Conveyor belts now only generate on Hide & Seek level 3.
  • Safety Scissors now work against multiple things at once. Using them while playing jump rope and covered in gum will clear both for example.
  • Misc. game balance changes.

Technical
  • Created a new entities system used by nearly all moving objects with collision. Things like the player, NPCs, BSODA spray, math machine balloons, etc. now move via one unified system. This means interactions with and between entities are much more consistent and it opens more possibilities for emergent gameplay. It also means status effects, such as being squished, can easily be created such that all entities are able to have them.
    • All entities except for the player use a custom made collision detection system when calculating movement. The player uses Unity's built-in CharacterController component as it always has.
    • One new feature of this system is the ability to apply a force with frame rate independent acceleration to entities. This is useful for applying quick bursts of movement to entities, such as with the Bully's new pushing mechanic.
    • Physics updates are now called manually in order to work with the new entity system.
  • Converted all NPCs and NPC navigation to a new state machine system.
    • The NPC state machine allows me to more easily program and bug fix complex behaviors.
    • The navigation state machine allows for more dynamic NPC behavior when conditions that alter how an NPC should behave are present (E.g. the party at the principal's office event).
  • Created a custom occlusion culling system that prevents most areas that cannot be seen at any given moment and the objects in those areas from being rendered. This significantly improves performance and ensures it remains consistent, especially on larger levels.
    • This system is capable of re-calculating occlusion data during gameplay, so changes to the level layout (E.g. using a portal poster) will be respected by the culling system.
  • Completely reworked the way level layout data is managed. "Cells" are now used to hold navigation and other important data, "tiles" are now just the 3D models the levels are made of. Previously cell data was tied to the tile objects. These improvements paved the way for faster level generation and loading as well as properly enabling the level layout to be changed during gameplay.
  • Improvements to the way cell navigation data is checked when pathfinding.
  • NPCs can now navigate through out of bounds areas if they somehow end up in them. They will try to navigate back in bounds if this happens.
  • Changes made to level generator allowing for the new pre-made room system to work.
  • Level loading is no longer based on the frame rate. Now, the level loader/generator will do as much as it can in a single frame before yielding to let the next fame begin. This allows levels to load much more quickly while still keeping the game responsive.
  • Created a new room function system which allows me to easily add and change functionality for specific rooms (For example, to trigger the silence effect when entering the library or ambient noise when in certain rooms). This new system is based on player position, rather than colliding with a trigger as it worked previously.
    • This new system also opens the possibility to affect NPCs and/or entities as well as players.
  • Improvements to door placement.
  • Improvements to room distribution (E.g. a level is less likely to place all class rooms on one side of a level).
  • Improvements to the system which prevents objects from generating on top of other objects.
  • The level generator will now reuse matching room texture atlases instead of generating several identical room texture atlases. This improves load times and reduces memory usage.
  • Other misc. level generation improvements.
  • Implemented a Dijkstra map manager that is used for things like sound propagation, getting NPCs to flee locations, level generation, etc.

Bug Fixes
Note: Due to how long it's been since the last public update, I may accidentally list bug fixes for bugs that were introduced and then fixed internally between 0.3.8 and 0.4. Similarly, there may be some bugs that were fixed as a side effect of the extensive changes I've made, but that are not listed here since I didn't note them as bug fixes in my Git history.

  • Disabled MacOS auto graphics API and added OpenGLCore as a supported graphics API. This will hopefully resolve an issue that caused graphics to not render on some older devices. If you notice any significant issues on MacOS with this update, please let me know as testing for this change has been minimal.
  • The game's resolution can no longer be set to a width below 480 and/or a height below 360. This fixes a bug where setting the resolution lower than that would make the menus unusable.
  • Fixed NPCs occasionally clipping through objects when navigating through open areas.
  • Fixed Steam Input not switching to the "Interface" action set when finishing a round of endless mode.
  • Fixed being able to get teleported into parts of rooms that cannot be escaped by assigning designated safe spawn locations to rooms.
  • Fixed whirlpools being able to spawn in unreachable areas.
  • Fixed the floodwaters running at half the frame rate when they were rising at the beginning of the flood event.
  • Fixed being able to endlessly scroll the credits past the beginning.
  • Made several improvements to NPC navigation to prevent them from turning around in certain situations when it makes no sense to do so (For example, sometimes NPCs chasing the player would see them enter a room, walk up to the door, and then immediately turn around instead of entering the room).
  • Fixed Gotta Sweep occasionally not returning to his closet when done sweeping.
  • Fixed a bug that caused Baldi to not move quite right when being slowed down or sped up by an outside force.
  • Fixed a divide by zero error that could occur in some scenarios with characters like Gotta Sweep. This issue may have been responsible for some strange game freezing bugs reported by some users. In doing so, I also improved the smoothness of the pushing effect.
  • Fixed some billboarded sprites updating their rotation with a one-frame delay.
  • Fixed a bug that caused doors to play opening and closing sounds twice at the exact same time.
    • Fun fact: At the time this was fixed, it was probably the oldest unfixed bug in the game!
  • Fixed issues with Arts and Crafters' attack animation.
  • Fixed lockdown doors z-fighting with the skybox.
  • Fixed Baldi being able to collide with the player through walls.
  • Made improvements to level generation that should better prevent areas the player can get permanently trapped in from generating.
  • The roto-hall will spin entities inside of it while it rotates. This prevents being able to clip inside of it, getting stuck.
  • Fixed the controller vibrating when inside the library.
  • Fixed a bug that made it hard if not impossible to use safety scissors on First Prize while being pushed. The safety scissors will now cut his wires while being pushed, even if not facing him.
  • Fixed multi-angle sprites, such as those used by First Prize and The Test, rotating the wrong way when upside down.

Pre-release Changes
These are changes made between the pre-release and public release of 0.4.

  • Decreased the starting pitch of Dr. Reflex saying "THIIIIINK FAST!"
  • Decreased the volume of Arts and Crafters' sounds.

Pre-release Bug Fixes
These are bugs that were present in the pre-release version of 0.4 that I have fixed for the public release.

  • Fixed Dr. Reflex continuing to say "THIIIIIIIII..." even after losing the player.
  • Fixed apples not getting knocked down from trees with the grappling hook.
  • Fixed the Bully not being seeable by the Principal.
  • Fixed CoreGameManager audio, like Baldi's "all notebooks" notification, continuing to play when loading a level.
  • Fixed the elevator screen being displayed when visiting what's left of the farm.
  • Fixed portal posters not allowing sound through.
  • Fixed NPCs not re-routing when placing a portal poster that opens a shorter path to their destination.
  • Fixed Dr. Reflex entering an endless "THIIIIIIIII..." loop if the party event started while he was chasing the player.
  • Fixed conveyor belts, Cloudy Copter's wind, whirlpools and Gotta Sweep only moving the player and NPCs. They will now affect all entities accordingly.
  • Fixed Arts and Crafters' audio frequently cutting out during his attack animation.
  • Fixed Mrs. Pomp stomping rapidly for several frames when she spawns.
  • Fixed non-grounded entities not flipping upside down properly when squished.
  • Fixed plants generating inside lockers.
  • Fixed the counter and examination table in Dr. Reflex's clinic not carving the NavMesh, allowing NPCs to walk through them.
  • Fixed Beans wandering weirdly in open areas when switching between walking and running.

Removals
  • Removed the farm field trip until further notice as it is currently broken. I have plans to revamp field trips one more time, so instead of fixing it only to replace it later, I've decided to just disable it for now.
  • Removed several unused and obsolete scripts/assets.

Known Issues
  • NPCs are able to go through walls in rare cases, seemingly between adjacent open areas. I'm not entirely under what conditions this is possible, but I've seen it happen a couple of times now.
  • Balloons occasionally clip outside of rooms.
  • NPCs will often not try to flip themselves when they are oriented opposite the player during Gravity Chaos. This can lead to strange NPC behavior.
  • NPCs will occasionally appear to turn-around when entering open areas where a hallway bridges between two different parts of that open area.
  • Lockdown doors near spawn can be seen snapping into the open position at game start.
  • Principal Office door can rarely get stuck open.
  • Dr. Reflex will not always be facing the entity he is hitting with his hammer.
  • Dr. Reflex can squish NPCs even when they do not match his orientation during Gravity Chaos.
  • Dr. Reflex will always know where the player is the moment he becomes angry, even if he cannot see them.
  • Captions are more likely to stack on top of each other and become hard to read due to the new sound propagation system. I plan on finding a way to prevent captions from rendering on top of each other.
  • There is no indication for when entities are about to become unsquished (Not a bug, just an issue I intend to address soon).
  • It is possible to see out of bounds while being rotated by a gravity flipper while squished.
  • On some screen resolutions, it is possible to see a gap through some elements on the elevator screen.
  • Some NPCs are very annoying when they are squished.
  • Notebook icons are not positioned correctly on the map in pre-made levels.
  • Wind and conveyor belt audio is not propagated.
  • NPCs will occasionally end up wandering into an area they should be fleeing from.
  • Dr. Reflex can sometimes get his hammer early while being pushed around by outside forces.
  • NPCs will occasionally get stuck on the merry-go-round.

Whew, that's a big list! As always, if you encounter any bugs that I don't know about please do so on the pinned bug report thread here.

So what's next? Well as I get around to fixing bugs I'll push out a few minor updates. If there are any super game breaking bugs, I'll fix those ASAP, but otherwise you can expect bug fixes to be released about a week apart as needed. Meanwhile, I'll also be busy working on new content for 0.5, which will release around the end of April/beginning of May. I hope you all will look forward to that!
Eden Genesis - Aeternum Game Studios
Behold the limited Leah's figure for the Eden Genesis Kickstarter!



There are also new details about our imminent Kickstarter campaign! This is the content included in the exclusive collector's edition:


  • Collector's Box exclusive Kickstarter design
  • Game Art Book
  • Methacrylate standee
  • Canvas size A5
  • Kickstarter exclusive design box
  • Game manual
  • Thank you letter signed by the team
  • Holographic certificate collector's edition
Remember that there will only be one opportunity to get one of these valuable exclusive rewards.

https://www.kickstarter.com/projects/aeternumgamestudios/eden-genesis-a-cyberpunk-adventure


See you in the digital world of Eden Genesis!
...