Invasion Survivors - Boss Wave Studio
Hey Survivors!

We just released a new update with balance improvements and several gameplay adjustments to make everything feel smoother and more polished.

⚙️ Adjustments & Fixes

  • Adjusted boss HP and damage

  • Buffed Sailor character

  • Adjusted enemy hit react overlay

  • Buffed melee weapons

  • Added new item and item icon

  • Adjusted color of enemy fleeing overlay

  • Adjusted Spring Arm and camera distance

  • Adjusted Zippy color

  • Adjusted text in UI

  • Adjusted weapon tags

  • Adjusted VFX of weapons

  • Adjusted weapon balance

  • Added new weapon to the game

  • Reduced Boss Worm speed

  • General overlay and camera improvements


🌊 Waves Update

  • Adjusted UI for 15 waves

  • Reworked all waves — now there are 15 waves with new timings and pacing

We changed the number of waves and increased their duration to improve the overall flow of the new mechanic currently in development, which will soon be available in the beta.

Thanks for playing! If you have any questions or want to report bugs, feel free to post here or on our Discord.

skate. - Braddock512

In Early Access, you’re not always going to see things working or set up as best they should. We want to be transparent with you. As players notice something, such as two pairs of pants that look too similar, we hear you and want to address it.

Based on your feedback, we’ve removed the Peach cargo pants from the Product Box, as they looked too similar to the Dickies pants. If you already claimed the Peach cargoes, don’t worry, you keep ‘em. Continue sharing your feedback so we can improve your gameplay experience.


To clarify, the peach cargo pants have been removed however we're replacing them with a different free pair of pants. We're still working on that and will let you know what that is soon.

INPUT6 - Bartosz

GAMEPLAY AND VISUAL REVAMP

Redesigned mechanics, improved graphics, fully animated robot, new settings and bugfixes galore!

Graphical overhaul with rebaked lighting, fully animated MAIDAI, a few redesigned mechanics, new sounds, new game settings and lots of smaller adjustments and bugfixes.

Even though a lot has changed, the game remains true to its original form, maintaining its style, atmosphere, gameplay loop, lore (... with one small addition) - just looks better, plays better, is more readable and cohesive in its design. You can say this update is a remaster of sorts.

With that in mind: this update is mostly geared towards new players and existing fans of the game. There are a lot of changes and adjustments, but the overall gameplay experience stays pretty similar, so players that have already finished the game may not find the differences substantial enough to justify a full replay.

If you are interested in the story or lore of the game - there are no major changes, only one new looping cutscene played in place of the previous TIME’S OUT screen.

Unfortunately, because of the changes in the settings, a new settings file format had to be made. After you update the game, all of your settings will be lost and you’ll have to set them again. If you did not change the directory of your save file, your progress will not be reset.

INPUT6 v1.2.0 CHANGELOG
GAMEPLAY CHANGES:
  • Robot’s actions are now animated and emit sound

  • Added new behavior - robot can spawn turned away from the player, you have a fraction of a second to turn away from the robot to not be noticed

  • Redesigned the robot’s “running” behavior:

    • Robot is animated and moves from its spawn point to player’s position

    • Robot can run towards the player only after it is already spawned and only when it has straight, unobstructed path to the player

    • Player automatically rotates towards the running robot

    • Player cannot move while the robot is running towards them

  • When noticed by the robot the camera now automatically turns towards it and zooms in on it, also player cannot move (until the INPUT is switched) - spotting the robot is now way more obvious

  • Detecting whether a robot is in the player's view is now more accurate - raycasts now look for robot’s head and legs regions (different points in space depending on robot’s current pose)

  • Changed remotes’ spawn points probability - less often in office spaces on INPUT2

  • Added random quiet sounds emitted when robot changes its position

  • Added ‘rising tension’ sound - louder as time passes (in CLASSIC, EASY, NO_MINIGAMES and CHALLENGE game modes)

  • Balance changes

GRAPHICS CHANGES:
  • New fully animated robot model

  • Lighting overhaul:

    • All lighting rebaked using physically based renderer - basically everything looks more realistic

    • New light placement - most locations have been relit to create spookier atmosphere and make the environment easier to navigate - previously too many dark, hardly noticeable places/entrances, especially on INPUT3

    • New faux-volumetric light shader visible near light emitters

  • New animated and looping cutscene in a place of “TIME’S OUT” screen

  • UI changes:

    • Updated controller input icons - slightly bigger and more readable

    • New text placement method - less text jitter during slight on-screen changes

    • Corrected text placement in menus

    • Text-based UI has been visually unified - same style (color, font, size) for the same purpose

    • Redesigned sound player UI in ARCHIVES + added audio transcription section

    • Added manual section to the text file viewer in ARCHIVES

  • New procedural camera animations added under new head bobbing option called DYNAMIC

  • Added minor motion blur effect to smooth out camera movement (can be turned off in settings)

  • Added animations and screen effects when robot is running towards the player

  • Added support for more resolutions

    • Added monitor frame graphic displayed at resolutions other than 4x3 aspect ratio (new part of CRT Overlay)

    • Adjusted the intro cutscenes to 16:9 aspect ratio

  • Added screen glare effect to CRT Overlay

  • Shaders optimization and correction (some screen effects may look slightly different than previously)

  • Various textures adjustments

MISCELLANEOUS:
  • Updated the engine to Godot 3.6.2

  • Improved controller inputs detection

  • Optimized all 3D models

  • Optimized all shaders and screen effects

  • Added ability to skip all cutscenes

  • Changes in the intro cutscene: added audio transcription, recut/changed timing to better fit audio and added intended-but-missing details (like INP6 icon in the corner and audible robot name)

  • Changed default graphic settings

  • Added new settings:

    • Motion Blur -> ON/OFF

    • Fake Volumetric Light -> ON/OFF

  • Added support for additional screen and window size resolutions

  • Added DYNAMIC option to Head Bobbing setting

  • Reworked Rendered Resolution setting from fixed resolutions options to percent-based resolution multiplier

  • Changed the names of the options in the SETTINGS:

    • Monitor Sounds -> CRT Sound Effects

    • Monitor Effects -> CRT Overlay

    • Custom Keybinding -> Custom Keyboard Keybinding

  • Changed the sound played when changing the Volume option (for a less irritating one)

  • Added sound feedback in Initial Settings menu when changing highlighted option

  • Changed options in Initial Settings menu and added information about the rest of the settings in Main Menu

  • The secret prize for completing the CHALLENGE mode now unlocks right after switching to unlocked INPUT6, not at the start of the final cutscene

  • Added a text hint to restart the game displayed after running out of time

  • Added a monitor flash of the factory line console in the outro to direct player’s attention towards the console

  • Updated manual sections in MAIN MENU, SETTINGS and ARCHIVES to explain possible actions more clearly

  • Updated and added new hints displayed in PAUSE MENU after losing the game

  • Changed the presentation slide texture in the conference room on INPUT2 (the previous one was from an older iteration of the game, whoops!)

  • Changed the directory of the secret reward to “REWARD” folder in game files directory - created after unlocking the reward

  • Moved third-party license information to new, separate window accessible from the Credits menu and added separate folder with third-party licenses text file in game files directory

  • Changed the directory of settings and save files, now in user/AppData/Roaming/GOOSTRONAUT/INPUT6

  • New settings and save files format - files from previous versions of the game will not work correctly

BUGFIXES:
  • Fixed a bug where the robot could catch the player on a locked INPUT

  • Fixed a bug where broken glass effect would stay on screen after resetting the game while on INPUT2

  • Fixed a bug with visible room culling on INPUT1 and INPUT3 - where players could see disappearing locations when walking between certain rooms

  • Fixed a bug where resetting game while on INPUT6 would not reset the timer

  • Changed input recognition in menus to include correct controller inputs

  • Mouse sensitivity is now independent from window size and resolution

  • Fixed a bug where after resetting the game the Remote UI animation would play without its first part 

  • Fixed a bug where after resetting the game while on INPUT1 the Remote UI animation would not play at all 

  • Fixed a bug where after playing the game for an extended period of time the sound in the Archives would not play (because of “clogged” audio buffer)

  • Fixed a bug where switching ‘Head Bobbing’ setting could switch ‘Invert Y’ setting

  • Fixed a bug where switching ‘Window Mode’ setting could gray out ‘Window Size’ option, even though the option was not blocked

  • Fixed a bug where ‘Game Mode’ setting would stay the same after resetting progress, even on modes locked behind progression, now the mode changes back to CLASSIC

  • Fixed cassette glitches visual effect - now displayed in correct resolution and in correct colors without visible texture compression errors

  • Fixed a bug where INPUT0 could show up at the very start of the game

  • Fixed a bug where the text in the ARCHIVES could be displayed outside of the table borders

  • Fixed a bug in the ARCHIVES where when a text file was viewed before an image the manual would display actions for the image viewer

  • Fixed a bug where the game would crash if the game was restarted after the robot noticed the player but before the player changed the INPUT

  • Fixed a bug where the FAST-FORWARD sound effect would play after single button tap

  • Fixed a bug in the ARCHIVES where after closing the file viewer in zoomed-in mode and opening the viewer again, the manual would only display actions for zoomed-in mode

  • Fixed a bug where the player could be randomly rotated after unlocking blocked INPUT

  • Fixed a bug where some inputs were ignored if two or more controllers were connected to the computer

  • Corrected textures errors (most of them related to downsampling or incorrect normals used in texture baking)

  • Fixed a bug where CRT overlay visual effect would render incorrectly on machines with certain graphics cards (couldn’t test on many different setups - a variation of this bug may still exist on some machines)

so…

Thank you to all of you who shared their enthusiasm about the game in their messages, e-mails, comments, videos, fanarts, theories and reviews!

… and also I’m sorry for being quiet and not responding to anyone.

Even though I’m not active online (and do not like to be), I still dabble in gamedev and other creative projects. I just do not post about them anywhere. That will most likely not change in the near future, it all depends on my mental health, which has not been the best lately. However, if I were to share anything regarding my gamedev projects, it would probably be on my YouTube channel.

Regarding the update: I worked on this version of the game on and off in my free time, without any rush. This is pretty much the version of the game I wanted to create from the start, but lacked the abilities to do so.

This is the last major update for INPUT6. I may release small patches to fix bugs I do not know about yet, but nothing significant.

Also: I got asked by some of you if I’m working on or plan to make a sequel to INPUT6. In short: no, at least not anytime soon. I do have a very promising idea on how to continue the story in an interesting way (although very different gameplay-wise), but it is waaay too ambitious and, considering the financial performance of INPUT6, frankly, does not make any sense to pursue. Still, never say never.

… and that is probably it for now. Once again, thank you all for playing the game and also for leaving constructive and honest (sometimes maybe a bit too honest) reviews!

Take care and until next time! :)
Rhythia - cunev

Hello,

As we're in the middle of a large backlash around the development, it's important to address some points that have been made. There are a lot of misconceptions and misinformation floating around about the game as a whole.

During development, it's extremely normal to use tools to build certain parts of the game—mostly boilerplate code that saves a lot of time. This includes AI tools. I'm working constantly on the game, and it's hard to watch actual progress and improvements being attributed to "slop."

Secondly, the target of the Steam release is not to capitalize on or steal the game, but rather to expand the core player base, popularize it, and get the game out into the world. There are no hidden monetary or malicious intentions; we're spending our time to deliver a completely free-to-play game.

Thirdly, no one on the team is currently working for or associated with any big company. Many screenshots circulating are fabricated with the intent to defame.

Lastly, it saddens me to see people I’ve worked with hand in hand over the course of 1.5 years make extremely childish allegations and defamatory statements—it’s the players and the community who suffer most from this. It also saddens me to see the community controlled by people who don't care about the game, but about their positions - whenever you start asking the right questions, you get kicked and mocked.

Thank you.

Medieval Halloween VR - eternaldriftstudio

Early Access Version of Medieval Halloween VR has been released today. First 14 days there is a 30% launch discount.

Oct 31
Dungeon Ward Playtest - DungeonWard
- added leaderboards
- added achievements
- optimized inventory loading
Millispeed Playtest - Autumn
Faster Millipedes

Millispeeds have been nearly doubled. Now that the steering is more stable, this means faster speeds without losing too much control.

New Features
  • Added camera tilt toggle to the first-person view

  • Added a toggle to enable motion blur

  • added a toggle to enable Nvidia DLSS

More Pellets

Added some more pellets to the forest, there were some big bare spots on the map.

Bug Fixes
  • Fixed the turn-in-place feature so that it engages with a lower threshold. Should be easier to get unstuck now.

  • Millipede is less likely to flip over and randomly change direction.

  • Made the first-person view less blurry.

Super Video Golf - Mostly Hairless µC ⛳

Every calendar month a new challenge runs, starting and ending at midnight UTC. Now that you've completed last month's challenge (you did complete it, didn't you? 😉) it's time to hit the back 9! Score at least 1 Eagle on the back 9 of each of the (non-DLC) courses. You can play solo, online and against CPU. Rounds can be played at any time throughout the month, and completing the challenge awards 1000XP! Track your progress from the menu in the Clubhouse on the 19th hole, and look out for the notification in the top right corner of the screen. And, don't forget, new monthly leaderboards and Global League are now live too! 😁 Happy golfing! ⛳

Albion Online - Ekki Mukk
This Referral Season, winter descends on Albion, and a rare predator emerges from the frost. The Snow Leopard moves with silent grace through the mountains, its silver coat and piercing blue eyes glinting in the cold light. Refer a friend to claim this elusive Swiftclaw skin before it disappears once more into the snow.



Invite more allies to weather the storm and claim greater prizes:
  • Refer 1 Friend: Snow Leopard mount skin
  • Refer 3 Friends: A T7 Pile of Tomes worth 100,000 Fame
  • Refer 5 Friends: A T8 Pile of Tomes worth 200,000 Fame
  • Bonus for your first-ever referral: A T8 Pile of Tomes worth 200,000 Fame
  • Additionally, for each friend you refer, you'll receive 500 Gold!


Getting your friends in on the action is as simple as following these steps:
  • Step 1: Share your referral link with a friend, which you can find here when logged into the website with your game account
  • Step 2: Your friend signs up to Albion Online
  • Step 3: Your friend purchases at least 30 days of Premium status from the Albion Online Web Shop or ingame store, unlocking your rewards
    • Note that this does not apply to Premium purchased with ingame currencies (Gold and Silver)
Don’t miss your chance to catch this rare creature! The Snow Leopard is already on the move – follow fast, or lose the trail.
Mabinogi - Elebon


New Rise is on the horizon and to properly communicate everything happening in this major update, we're having two streams!

Join Community Manager Arciellia and Producer Mewlynne in our first stream as they go over a brand new Producer Letter + Developer Letter highlighting the major changes coming to Mabinogi! Join us on Wednesday, November 5th at 4:00 PM PST (7:00 PM EST).

Afterwards, join your Community Managers, Arciellia and Elebon, as they go over the finer details of the upcoming November content including all of New Rise, new events, sales, and Q&A! Join us once more on Tuesday, November 11th at 2:00 PM PST (5:00 EST).

As always, there will be giveaways throughout both streams! Join us on our Twitch or YouTube channels so you don't miss out on the fun. See you then!
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