Even though we're going full throttle at the next major update, we still wanted to push out a smaller update in the meantime fixing bugs that have been lingering in the game for quite some time now.
So that's what this update is.
That being said the upcoming major update (that I've been carefully teasing) is getting closer and there will be a more detailed Steam post about it soon!
Lastly, Volcanoids is 30% off during the Steam Survival Fest right now so if you have any friends that were looking to give the game a try, now might be a good time to recruit them for your crew.
Patch Notes
Changes
Added more scrap recipes for destroyed parts that can be scrapped into copper ingot
Added autoupgrade to Wide Stations and Hubs, all upgrades now install automatically except Segment
Changed order of recipes in Research station
Increased stock value of all ingots
Increased default drillship storage on the start
Changed default mode of HUBs to Queue when built
Removed Military COGs from T1 ships to make the first combat easier for new players
Adjusted repair kits to allow stack, it will keep used repair kits in different slot
Changed icon in Volcano Heart quest to properly show the icon of entry to the last level
Fixes
Description of an icon does not fit and wrong texts
Quests dead end
Quest ‘Explore nearby mine’ doesn’t lead to nearby mine
Client cannot finish control bracer quests
Quests ignore cog pickaxe
Texture streaming setup
Hand computer adjustments for camera
Player - hand computer was moved into Skeleton, revert this change
No completable quests available
Quest: Find Upgrade advanced production incompletable
SuperSoaker mod crash
Find grenade instead of produce grenade
Host does not see armor breaking up effect when destroyed by client
COGs without weapons - STR updated
Stuck in the loading screen
Upgrading drillship core with override core freezes quest
Quest Disable COG Front Drill leads me underground to tunnels for no reason
Boiler is reflecting lava
Intro cinematic black screen
Quest Hardened Drill - Find COGs heads
Building menu mentions Q for rotating items but it brings out the bracer
Cannot load enclosed savefile without mods - stuck on entering the game
Find cogs head quest
Broken fog near lavapools (particles, distortion layers, etc..)
Quest ‘Prepare for attack’ tells you to find materials
Station wide refinery needs refinery module to operate
Quest: Upgrade refinery worktable not possible
Find Upgrade starter refinery
Find upgrade starter research
Free hands animations visible and offset
Cannot access boiler inner storage
Interior houses have doors and doubled walls and pipes (z fighting)
Please change Level of detail to be related to tangens function with FOV
Refinery T3 recipe only in hub
Dropcrates are missing the icon on top
Client cannot put armor on himself
Storage door description old
Quest control drillship with bracer bug
FrontBoiler - lighting retest on master
Player keeps walking animation when accessing any device
Broken detonator animation
Recheck duplicating items in mp
Modded SMG has free hands
Handcomputer display and diodes blinking/corrupted - arm shaking
Updated front boiler model
Fix hand computer mesh, player can see through
Quest saying explore house but it leads into the mine
Dropping crates can be hear all over the map
Player looking weird while using camera
Stuck on entering the game
Drillship override core 1 needs T3 component
Periscope can see through itself
Advanced research quest available after tutorial
Cannot access storage through wide stations
producing the pistol turret takes too much time
Grenade empty hand
Grenade off hand bug
Player armor destroyed but still visible
Lavapool missing sounds
Energy production doesn’t update
Hand computer is spazzing in 3rd person when holding armor
Command function called on pure server (no client)
All objects have a purple texture
Can’t hide the Control Bracer toolbar using the dev console
Story intro screen shows a black screen halfway in
Players got into T2 without destroying laser device
Starting new game results in hand bug
Hidden mods prevent worlds from loading
Quests do not check if pickaxe is in player inventory
Fixed many issues on stuck quests, by adjusting recipes - Mine Coal quest - Gatling - Advacned Research T3 - Modified tracks - Drillship core and engine - Geothermal module - Hand mortar - Power plant T1
Big thanks to folks who brought our attention to these bugs by sending reports!
See y'all around!
Rich
Social Links Join the community on Discord Follow us on Twitter for more teasers
It has been almost a year since the last demo of ILL Space. We took all your feedback to heart and continued to work on our vision of the ultimate space sim - we now present you with the newest ILL Space 0.4 Early Access Demo!
Help us test it and send us your thoughts via in-game feedback system or on our Discord (link below).
ILL Space is a mining and construction simulator in the vacuum of space. You will survey and mine asteroids with your custom made stations and rigs. Manage resources and your heat signatures and try to score highest in "The Void", a relentless survival mode.
We will update often so be sure to check for updates and patches regularyl.
Coming later this week - Ranked Leaderboards!
Tune in to our discord or Twitter to stay up to date:
Dear Players, the dev is currently working hard on the full game and optimizing the game demo for a better game experience. There will be a game dev live stream and Q&A this weekend through youtube, make sure to subscribe dev's youtube channel. Cannot wait to see you all.
The Convergence is upon us. You have been given the opportunity to gradually upgrade your ships as you see fit, but make sure your ship is first parked in the shipyard. Custom Contracts will also allow those of you who like to deal in secret to flourish since you no longer need to post to the Local Market. And when those shady contracts start to go south, you now have the option to terminate a contract as long as the other party acquiesces to your request…
SHIP ENHANCEMENTS
Not enough room for all your cargo? Ship moving a little too slow? Now is your chance to upgrade your ship incrementally without having to fulfill the entire blueprint. Once the ship is parked and unloaded in a shipyard, it’s time for the magic to begin.
PRIVATE PACTS
Some business deals are better kept in secret. With Custom Contracts you can give your pal some cash, request specific materials from a certain someone, or only deal directly with those of your choosing. Just make sure they pay you back… with interest
CUTTING OFF THE CONTRACT
Perhaps the deal didn’t go as planned, or someone couldn’t exactly uphold their end of the bargain. Now you can send a contract termination request to end all aspects of the arrangement. Given that the other party agrees, the contract will become null and void.
Time for another update, a smaller one this time. Main things in this updates are curse and luck, two new passive upgrades.
Features/Improvements
New passive in game upgrade and permanent upgrade Luck. Luck increases the chance to be presented an upgrade you have already started when levelling up, it increases the drop rate of gold coins when abilities spawn and it increases the amount of xp crystals and gold coins dropped from vases.
New passive in game upgrade and permanent upgrade Curse. Curse increases the number of hostile abilities spawned as well as their damage.
New upgrade stealth heal, gain healing over time while Stealth is active. Unlocked when Stealth duration and movement speed upgrades are maxed out and the Channel heal ability is unlocked
Xp crystals and gold coins have been visually improved and easier to spot on the map
Level up upgrade UI has been improved and now also shows the level of the upgrade offered as well as the cooldown if the upgrade is an ability
Balance changes
Moved some hostile ability spawns closer to the player
Increased the maximum number of xp crystals and gold coins on the map at the same time
Reduced gold coins drop rate from vases
Reduced Max health passive upgrade from 20% to 15% per level
Reduced the probability of getting health upgrade as a choice
Reduced the probability of getting health regeneration upgrade as a choice
Increased the cooldown reduction of dash upgrade from 1.2 seconds to 1.5 seconds per level
Reduced the start cooldown of block from 20 seconds to 16 seconds
Reduced the start cooldown of blink from 20 seconds to 15 seconds
Reduced the start cooldown of channel heal from 30 seconds to 20 seconds
Reduced the start cooldown of stealth from 20 seconds to 15 seconds
Current Stealth cooldown is now reduced by remaining stealth duration if stealth is aborted early
Bugfixes
Fixed z-fighting on some rocks
Fixed some bugs in hostile abilities targeting during stealth
Rumble Runners 1.3.3 brings some balancing tweaks and a better experience during races.
Gotta go fast!
Have you had runs where you end up being unlucky, just because you're waiting for that pesky speed boost? This update makes it so that you're more likely to get a speed boost power-up the more you don't get it. That might be a confusing sentence, so let me break it down, haha. Rumble Runners now counts how many times you picked up a power-up that was not a speed boost. Using this counter it gives you a higher chance of getting a speed boost power-up. It then resets to zero when you receive one. After 4 times of not getting a speed boost, you are 100% certain to get a speed boost. This should make it a bit easier to catch up to the others.. :)
Impossible 50 slightly more possible.
The hardest mode in Rumble Runners has been made ever so slightly easier by making small tweaks in the Rumbling. For you hard-core players, don't worry, it's still very unforgiving to your mistakes, but now you are less likely to fall by the path just catching up with you, no matter how fast you're going.
Smile for the camera :)
The camera now starts off zoomed out all the way, since that is the preferred zoom with most players since you can see ahead much better.
What's next?
Rumble Runners 1.4 is currently being drafted. It's a much larger major update than 1.3 was, and will be heavily focussed on single-player content. What can you expect?
solo challenges
customisable Hub (also for the Multiplayer Lobby!)
more stats & achievements
more menu platforms
This list is not exhaustive, as the update is in the pre-designing stage.
Join the Rumble Runners discussion
If you'd like to be a part of the Rumble Runners community and the development of Rumble Runners, make sure to join Lunatinc on their social media!
We have a limited edition campaign for Monster Sanctuary plushies happening right now! You can get your own Blob and Catzerker, made by Makeship.
The way the campaigns work is like crowdfunding: These plushies will only go into production if a certain number of them gets ordered during the campaign. If the campaign goal doesn't get reached, the plushies don't get produced and you don't have to pay. So there is no risk involved for you! If funded, plushies will be shipped worldwide end of October.
Gelatinous, amorphous, transparent, semi-solid, slimy - and now - plushy! Order Blob here:
These courageous feline creatures roam the mountains of the Sanctuary for wild beasts to slay and are now ready to protect you in the real world! Order Catzerker here:
Our very first Monster Sanctuary plushies are almost funded, help us reach the goal! There are only three days left, so make sure to order yours soon! This is a one-time-only offer.
Hey again, that’s right. When we said in the last post that the update was coming soon, we meant it. The QoL and Accessibility patch launched a bit earlier today, and should be available now on all platforms. For a nice general list of updates, here’s a TL;DR re-run of the greatest hits:
Major accessibility features:
Accessibility options are no longer linked to the Game Wizard, and are now a menu available from the very start
Element contrast: Add distinct color tints to enemies, projectiles, traps, etc. to make it easier to read a scene visually
User controllable color saturation and contrast
Ability to disable ambient particles and animated backgrounds to reduce visual noise
Further improved the ability to greatly reduce both screen shake and camera flashes
SOME of the patched fixes/changes:
In Casual mode, “dying” to a pitfall or drowning will now respawn the player on the edge they fell from if the player has enough remaining health points, instead of instant death.
Minor UX changes like making it harder to accidentally steal from the church
Fixed some issues with doors being unresponsive
Improved V-Sync support
...tons more, the full patch notes are below
As promised, for those of you who would like more exhaustive patch notes, here they are. Contained in here are some spoilers for various story points, and variant play modes, so keep that in mind if you haven’t played through the entire game yet!
Patch Notes (V.1.02.004) - Accessibility features have been greatly enhanced and overhauled and now have their own dedicated menu. -Added option to adjust saturation and contrast in-game to accessibility menu. -Added option to remove particle animation to accessibility menu. -Added option to remove background animation to accessibility menu -Added option to add distinct color tints to game elements to accessibility menu. -Further improved reduction of both screen shake and flash animations when set to ‘minimal’ via accessibility menu. -Added option to swap control joysticks and adjust deadzone to advanced controller settings. - In Casual mode, “dying” to a pitfall or drowning will now respawn the player on the edge they fell from if the player has enough remaining health points, instead of instant death. - Multiple text and localization fixes. - Improved V-Sync support. - Fixed some instances where Door collisions could become unresponsive. - Fixed possibility to steal from the Church more than once during night time. - Donation chest now requires multiple hits to make sure the choice isn't accidental. - Fixed possibility of losing first key if dying at the same time as the Red Aberration by changing logical checks linked to the event start and key obtention. - Reward for performing a successful exorcism increased to 300 gold. - Added auto-save upon exiting Castles 1 to 5 to prevent progress loss if dying after finishing a Castle without having saved. - Fixed being able to trigger Paimon resurrection from other corpses then his. - Fixed soft-lock if trying to start a new game as Maxime Gunn with maximum save slots already filled. - Player will now properly collide with Spike Boxes while on Moving Platforms. - Every dialog triggered through input should now check for nearby enemies before allowing interaction. - Fixed Shield Spell being able to despawn when killing one of the dual bosses in Castle 6. - Fixed Shield Spell despawning when switching day-time or reloading the same level. - The lever at the gallows will now only be there during the execution event. - Fixed mis-aligned Evil Save Shrine in front of Castle 3. - Fixed possibility to hit Crocell during her eye closed animation cycle. - Fixed possibility to softlock during the initial Darsov Fight by having the monster push NPCs out of bounds. - Added ability to back out of difficulty Select Screen. - Removed Block VFX spawning while attempting to drain life on some enemies during their invisible states. - Fixed incorrect corpse visual in Katska Hideout. - Fixed missing Jetpack helmet on some Evil Alcedor frames. - Fixed missing default dialog handling with incompatible morality values for James and one of the Vagabonds at the nearby camp. - Fixed Tancred colliding and blocking the Hero’s Projectiles during his Protect Quest. - Reduced camera bounds during the Attack Tancred event. - Fixed possibilities for Tancred to cancel out of his "finish him" stance at the end of Darsov Assault. - Fixed wrong portrait for Cultist Dialog during the Defend the Bridge event. - Fixed Hero projectiles getting despawned during Boss Death, especially for fights with multiple bosses. - Fixed possibility to trigger Gregor exorcism more than once. - Fixed Death Screen music not looping. - Revised Drain Life casting rules to minimize the possibility of wasting the spell. Improved visual feedback when Drain Life cannot be cast. - Multiple fixes for Blood VFX color, both from hits and Drain Life spell. - Fixed some instances of Down Strike's hit VFX not having the proper color. - Fixed Background color in a cave environment during night on the way to Robert's Hideout. - Fixed Evil Ending artwork displaying Alcedor with his Good Tabard. - Fixed Mayor's Goon not awarding experience. - Fixed Demon Form Alcedor having Mace during Evil Credits. - The range at which the Castle 3 event can be triggered is now more generous. - Fixed being able to Drain Life from invisible Sorcerers. - Fixed Nightbeasts not dropping coins. - Fixed being able to skip the initial zombie encounter by flying / infinite jumping over it. - Fixed Null Ref if dying in Darsov Battle room with the Gate. - Fixed Null Ref if using Drain Life on Scorpion during Darsov Battle. - Fixed Boss Reveal music still playing if skipping intro for Castle 5 and Future Bosses. - Fixed Robert not being registered in Demonology when dying during his stand-off event. - Fixed Drowning animation flickering while playing with non-regular Heroes. - Fixed Thunder flash looping if cast right before a scripted dialog would occur. - Fixed Darsov Protect scripted events triggering after Player death. - Fixed hit SFX during Destroy Relic event with Axcedor. - Fixed wrong portrait for alternate Heroes during both fights against Tancred. - Fixed possibility to trigger Ram Hideout Door animations twice. - Fixed Lord of Maggot's corpse collision so it cannot clip walls. - Added quotation marks to Kickstarter Grave Messages. - Fixed quest update display when meeting Julius outside Darsov during exorcism questline. - Fixed quest update display after picking up the Necronomicon in Robert's Hideout. - Fixed possibility to farm xp by re-entering Castle 1 Boss room after defeating him. - Fixed two seperate NPCs having the name "Christopher". - Fixed floating eye spawning under a water wheel on the way to Castle 3. - Fixed instances of scripted jumps not properly supporting Infinite Jump. - Fixed a platform collision in Castle 4's top room that was too generous and problematic when navigating on the way back. - Fixed a corner collision on the way to Castle 3 that was prone to clipping through regular navigation. - Fixed a corner collision on the way to Kadjanto that was prone to clipping through regular navigation. - Fixed a corner collision in the Castle 5 room with multiple spear launchers that was prone to clipping through regular navigation. - Fixed a corner collision in the first room of the eastern caves that was prone to clipping through regular navigation. - Fixed a corner collision in the Castle 4 room that requires charge skill through a tunnel formation that was prone to clipping through regular navigation. - Fixed a corner collision in Darsov Keep that was prone to clipping through regular navigation. - Fixed possibility to trigger screen edge travel without activating bridge by clipping the rocks on the way to Skeleton Neighbor House. - Fixed possibility to get soft-locked during scripted events by hopping on and off Bike. - You can now drop-down through platforms while staying on Bike. - Unmounted Bike now properly interacts with water. - Fixed loss of control after dashing with the Bike right after activating it through manually entering the code from the Kickstarter Mausoleum shrine. - Fixed possibility for Bike Controls to remain stuck during Castle Clear animation. - Added proper handling for picking-up chest items while riding Bike. - Fixed Last Weapon VFX still appearing when dashing on Bike while having them equipped. - Fixed animation when being kicked by the Red Aberration in Darsov while on Bike. - Added a block in a corner of Castle 4 to prevent Bike from staying perma-hit-stunned in between two spikes. - You can now destroy the Dam with the Chainsaw. - You can now perform Holy Charge with the Chainsaw. - Fixed collision length of the Chainsaw Attack. - Fixed Chainsaw SFX looping if started mid-air. - Removed an invisible platform in Castle 6. - Fixed a floor collision in Castle 4 that allowed Sorcerers to warp inside walls.
We hope these additions make the game easier to play for anyone who would like to use them, and that the fixes polish up some of the stuff we saw recurring post-launch. While waiting for this patch to make it through approvals, the team has already been working on what comes next. We think everyone will enjoy what we have planned, so stay tuned for updates when we've got more info to share.