Hacknet - Hellerphant
Hacknet FNA Update & Discount

After months of retooling Hacknet to launch on Mac and Linux, last week Matt released an update that moved the PC version of the game onto a unified branch using FNA framework. Many of you would not have noticed a difference, but having the unified version means that fixes and updates can be rolled out across all platforms, and as an added bonus, a number of the issues people were experiencing should be fixed.

Now that the framework is unified, we wanted to share a few resources for those of you still having some weird issues. First of all you can view the Crash Fixes, Workarounds and Common Problem Solutions thread. If the answers that you seek do not appear there, head on over to the Bug Reports v2 thread to find out how you can report a new issue specific to your machine.

Also, you would have noticed that Hacknet was featured in a Steam Daily Deal yesterday for a 33% discount. We're also celebrating Australia day across a number of our titles, so we're continuing the Hacknet discount for another 24 hours! We also have a number of other Surprise Attack Games on sale:


Finally, below you will find the changelog for the new FNA update for Hacknet. Until next time.

Steve - Community Manager

Hacknet FNA Update Changelog

  • Added a special recovery function to V's Bit mission chain to re-join it if it was abandoned partway through.
  • Fixed many crash on startup and save corruption issues.
  • Added an XNA branch of Hacknet on Steam! If you are unable to run the base version of the game, the XNA branch may work for you. Details here: http://steamcommunity.com/app/365450/discussions/0/451850849198782888/
  • Fixed issues where some mission chains would incorrectly start earlier than intended.
  • Fixed issues where some .exe files would run the wrong program (for new saves - most mission critical programs should auto-recover for corrupted saves too).
  • Fixed many issues with instabilities and crashes during gameplay.
  • Reduced base system requirements
  • Added an option to disable Multisampling in the settings to improve performance
  • Fixed an issue where it could be impossible to hit the apply button in the settings menu.
  • Fixed crashes revolving around editing some files at very low resolutions
  • Improved UI feedback for the early game and tutorial phase
  • Fixed some issues that could prevent people progressing past /el
  • Fixed an issue with some missions not auto-completing when ready
  • Fixed an issue preventing progress through the Prometheus server
  • Fixed an issue that would crash Hacknet if the host computer was running an unusual Date format
  • Many other bugfixes and stability improvements. Retired old bug report thread completely!
Hacknet - Pixels for Breakfast
Hacknet FNA Update & Discount

After months of retooling Hacknet to launch on Mac and Linux, last week Matt released an update that moved the PC version of the game onto a unified branch using FNA framework. Many of you would not have noticed a difference, but having the unified version means that fixes and updates can be rolled out across all platforms, and as an added bonus, a number of the issues people were experiencing should be fixed.

Now that the framework is unified, we wanted to share a few resources for those of you still having some weird issues. First of all you can view the Crash Fixes, Workarounds and Common Problem Solutions thread. If the answers that you seek do not appear there, head on over to the Bug Reports v2 thread to find out how you can report a new issue specific to your machine.

Also, you would have noticed that Hacknet was featured in a Steam Daily Deal yesterday for a 33% discount. We're also celebrating Australia day across a number of our titles, so we're continuing the Hacknet discount for another 24 hours! We also have a number of other Surprise Attack Games on sale:


Finally, below you will find the changelog for the new FNA update for Hacknet. Until next time.

Steve - Community Manager

Hacknet FNA Update Changelog

  • Added a special recovery function to V's Bit mission chain to re-join it if it was abandoned partway through.
  • Fixed many crash on startup and save corruption issues.
  • Added an XNA branch of Hacknet on Steam! If you are unable to run the base version of the game, the XNA branch may work for you. Details here: http://steamcommunity.com/app/365450/discussions/0/451850849198782888/
  • Fixed issues where some mission chains would incorrectly start earlier than intended.
  • Fixed issues where some .exe files would run the wrong program (for new saves - most mission critical programs should auto-recover for corrupted saves too).
  • Fixed many issues with instabilities and crashes during gameplay.
  • Reduced base system requirements
  • Added an option to disable Multisampling in the settings to improve performance
  • Fixed an issue where it could be impossible to hit the apply button in the settings menu.
  • Fixed crashes revolving around editing some files at very low resolutions
  • Improved UI feedback for the early game and tutorial phase
  • Fixed some issues that could prevent people progressing past /el
  • Fixed an issue with some missions not auto-completing when ready
  • Fixed an issue preventing progress through the Prometheus server
  • Fixed an issue that would crash Hacknet if the host computer was running an unusual Date format
  • Many other bugfixes and stability improvements. Retired old bug report thread completely!
Duskers - Misfits Attic
Video Here

This update is mostly about us reworking the way the story will be told. As such there are still a lot of story paths missing, and those that are there will trail off at various points, but we'd love to hear your thoughts on what you find! Most of the logs can be found in random order affecting the way you experience the story and objectives.

We've also added in a few new dangers, because what would a Duskers update be without new ways for drones to die, the full list below :)

If you do find bugs that you believe might be specific to this version please post them in the Support/Issues/Bugs Sub-forum with "[v0.302]" at the beginning of the title.

(WARNING: THIS UPDATE WILL RESET YOUR DATA. If you are in the middle of a run and aren't willing to start a new one you may want to wait till your run is ended, or see THIS post)

Please let us know your thoughts/feedback on any of these things below!

V0.30
  • Initial story redesign. (Note: we’ve only added a few storylines and most do not conclude, or indicate they are incomplete)
  • Added: Possible condition limiting docking to some Outposts by certain Ship Types
  • Added: New Ship Type (Station). Really this is a rework of Derelicts to separate Fuel and Space Stations from the rest of the ships. Includes different icons, names, etc.
  • Added: New logs and complete replacement of old Objectives
  • Added: Some ships and outposts might be “quarantined” and can only be boarded with a new ship upgrade. These ships cannot be commandeered.
  • Added: A “veer” trait so that some drones might drift a little to one-side or the other while manually navigating. Think of it as personality ;)
  • Added: Chance of a door breaking when a room is exposed to a vacuum
  • Added: New airlock seal fail event where airlocks will break open (with warning!)
  • Added: New types of ships
  • Change: All new loading screen with a progress bar
  • Change: Objective and Log UIs merged into a single UI
  • Change: All logs have been cleaned up, headers standardized, colorized, etc
  • Change: Always show the message that an Outpost requires a Transporter and change color based on state (Transporter Installed/Not)
  • Minor Change: Logs are wider to display more information
  • Fixed: Fuel Accesses were sometimes missing from ships
  • Fixed: The stats for the Total Visited Systems and the Best Visited Systems were using the same key (so Best always the same value as Total). There may be some slight data loss on this - your Best value might not actually be your actual Best for that item.
  • Fixed: A slot with an installed ship upgrade would become unusable after selling the upgrade that was in that slot at an Auto Trader.
  • Minor Fix: If the ship was redocking, it did not pause if the pause menu was open
  • Minor Fix: Removed “Age” from stargates on the galaxy view side-bar

Thanks!

-Tim Keenan (Duskers creator guy)
Duskers - Misfits Attic
Video Here

This update is mostly about us reworking the way the story will be told. As such there are still a lot of story paths missing, and those that are there will trail off at various points, but we'd love to hear your thoughts on what you find! Most of the logs can be found in random order affecting the way you experience the story and objectives.

We've also added in a few new dangers, because what would a Duskers update be without new ways for drones to die, the full list below :)

If you do find bugs that you believe might be specific to this version please post them in the Support/Issues/Bugs Sub-forum with "[v0.302]" at the beginning of the title.

(WARNING: THIS UPDATE WILL RESET YOUR DATA. If you are in the middle of a run and aren't willing to start a new one you may want to wait till your run is ended, or see THIS post)

Please let us know your thoughts/feedback on any of these things below!

V0.30
  • Initial story redesign. (Note: we’ve only added a few storylines and most do not conclude, or indicate they are incomplete)
  • Added: Possible condition limiting docking to some Outposts by certain Ship Types
  • Added: New Ship Type (Station). Really this is a rework of Derelicts to separate Fuel and Space Stations from the rest of the ships. Includes different icons, names, etc.
  • Added: New logs and complete replacement of old Objectives
  • Added: Some ships and outposts might be “quarantined” and can only be boarded with a new ship upgrade. These ships cannot be commandeered.
  • Added: A “veer” trait so that some drones might drift a little to one-side or the other while manually navigating. Think of it as personality ;)
  • Added: Chance of a door breaking when a room is exposed to a vacuum
  • Added: New airlock seal fail event where airlocks will break open (with warning!)
  • Added: New types of ships
  • Change: All new loading screen with a progress bar
  • Change: Objective and Log UIs merged into a single UI
  • Change: All logs have been cleaned up, headers standardized, colorized, etc
  • Change: Always show the message that an Outpost requires a Transporter and change color based on state (Transporter Installed/Not)
  • Minor Change: Logs are wider to display more information
  • Fixed: Fuel Accesses were sometimes missing from ships
  • Fixed: The stats for the Total Visited Systems and the Best Visited Systems were using the same key (so Best always the same value as Total). There may be some slight data loss on this - your Best value might not actually be your actual Best for that item.
  • Fixed: A slot with an installed ship upgrade would become unusable after selling the upgrade that was in that slot at an Auto Trader.
  • Minor Fix: If the ship was redocking, it did not pause if the pause menu was open
  • Minor Fix: Removed “Age” from stargates on the galaxy view side-bar

Thanks!

-Tim Keenan (Duskers creator guy)
Hacknet - Hellerphant


It's finally here! Mac and Linux fans can rejoice, the first release version of Hacknet on your platforms is now available on Steam! We would like to thank everyone for their patience while waiting for these new versions - Hacknet runs on a custom engine, and getting it to behave correctly on platforms outside of the Windows architecture was no mean feat. In fact, we called in the big guns and sourced help from Ethan "flibitijibibo” Lee, utilising his FNA framework. Hacknet is actually the very first game for release under the completed FNA library, which is very exciting!

A huge shout out to all of those who have helped us beta test the Mac and Linux version of the game. It's because of your help that we were able to squash the bugs, get the game running, and now to have it in the hands of the wider community. Without you, this would have taken a whole lot longer to make it a reality.

It's also worth noting that Windows users will benefit from these two new releases also - bending the existing engine meant that we were able to get some more performance out of it, and fix some of the niggling issues that still persist for some users. Now that we have a unified build, bug fixes and tweaks will be easy to implement across all platforms.

Finally, if you do experience some bugs on Mac and Linux specifically, please throw them into this Mac & Linux Bug Report thread so we can track them specifically. For the next week this is our focus, to make sure that any issues can be dealt with once we get more people playing on these platforms with a wider range of hardware specs.

Until next time!

Steve - Community Manager
Hacknet - Pixels for Breakfast


It's finally here! Mac and Linux fans can rejoice, the first release version of Hacknet on your platforms is now available on Steam! We would like to thank everyone for their patience while waiting for these new versions - Hacknet runs on a custom engine, and getting it to behave correctly on platforms outside of the Windows architecture was no mean feat. In fact, we called in the big guns and sourced help from Ethan "flibitijibibo” Lee, utilising his FNA framework. Hacknet is actually the very first game for release under the completed FNA library, which is very exciting!

A huge shout out to all of those who have helped us beta test the Mac and Linux version of the game. It's because of your help that we were able to squash the bugs, get the game running, and now to have it in the hands of the wider community. Without you, this would have taken a whole lot longer to make it a reality.

It's also worth noting that Windows users will benefit from these two new releases also - bending the existing engine meant that we were able to get some more performance out of it, and fix some of the niggling issues that still persist for some users. Now that we have a unified build, bug fixes and tweaks will be easy to implement across all platforms.

Finally, if you do experience some bugs on Mac and Linux specifically, please throw them into this Mac & Linux Bug Report thread so we can track them specifically. For the next week this is our focus, to make sure that any issues can be dealt with once we get more people playing on these platforms with a wider range of hardware specs.

Until next time!

Steve - Community Manager
Hacknet - Hellerphant

Hello everyone!

What a huge week it has been. Thanks to you lovely folks, we've managed to get Hacknet nominated as the third best Australian Game Of The Year on Kotaku! Thanks to everyone who put in their vote - being on that list is certainly a great honour. A big shout out to Hand of Fate and Armello, both of which are fantastic games, and I urge you all to check them out!

We need your help again. IGN Australia is hosting their annual Black Beta Select Awards, awards that celebrate the greatest games of the year, and Hacknet is a contender in both the Best Original Game and Best Aussie/NZ-Made Game awards. Voting is closing very soon, and if everyone could give us a push, that would be greatly appreciated! Go and cast your vote over here.

The last "help us take over the world request", I promise. IndieDB Game of the Year voting is open for another 5 days, and we would really appreciate the support. Don't forget that if you create an IndieDB account, your vote will count as 10, which will certainly help us skyrocket up the charts. Go cast a vote over here.

In terms of development updates, the porting to Mac and Linux is going through final testing now. We have some really dedicated members of the community helping us track down the bugs, and we're hoping to release these versions to the public very, very soon. Thanks to everyone who has helped out on this - Hacknet runs on a very unique engine, and tracking down the strange issues that come with forcing it to run on entirely new platforms is no small feat, especially when there are only two of us working on the code base. On the plus side, this is also helping us eliminate some of the more obscure issues on the PC version, which means when we released a unified version, everything will be running a little smoother for all!

Thanks again for your support - we are truly blown away by the dedication to the Hacknet community, and we can't wait to keep things moving in 2016!

Steve - Community Manager
Hacknet - Pixels for Breakfast

Hello everyone!

What a huge week it has been. Thanks to you lovely folks, we've managed to get Hacknet nominated as the third best Australian Game Of The Year on Kotaku! Thanks to everyone who put in their vote - being on that list is certainly a great honour. A big shout out to Hand of Fate and Armello, both of which are fantastic games, and I urge you all to check them out!

We need your help again. IGN Australia is hosting their annual Black Beta Select Awards, awards that celebrate the greatest games of the year, and Hacknet is a contender in both the Best Original Game and Best Aussie/NZ-Made Game awards. Voting is closing very soon, and if everyone could give us a push, that would be greatly appreciated! Go and cast your vote over here.

The last "help us take over the world request", I promise. IndieDB Game of the Year voting is open for another 5 days, and we would really appreciate the support. Don't forget that if you create an IndieDB account, your vote will count as 10, which will certainly help us skyrocket up the charts. Go cast a vote over here.

In terms of development updates, the porting to Mac and Linux is going through final testing now. We have some really dedicated members of the community helping us track down the bugs, and we're hoping to release these versions to the public very, very soon. Thanks to everyone who has helped out on this - Hacknet runs on a very unique engine, and tracking down the strange issues that come with forcing it to run on entirely new platforms is no small feat, especially when there are only two of us working on the code base. On the plus side, this is also helping us eliminate some of the more obscure issues on the PC version, which means when we released a unified version, everything will be running a little smoother for all!

Thanks again for your support - we are truly blown away by the dedication to the Hacknet community, and we can't wait to keep things moving in 2016!

Steve - Community Manager
Duskers - Misfits Attic
As usual, please opt into the "Future" branch if you're brave enough to test out what we're working on (see HERE for how to opt-in). Sadly this wont make it into the default branch before the holidays, we just don't have time enough to test it.

This update is mostly about us reworking the way the story will be told. As such there are still a lot of story paths missing, and those that are there will trail off at various points, but we'd love to hear your thoughts on what you find! Most of the logs can be found in random order affecting the way you experience the story and objectives

We've also added in a few new dangers, because what would a Duskers update be without new ways for drones to die, the full list below :)

If you do find bugs that you believe might be specific to this version please post them in the Support/Issues/Bugs Sub-forum with "[v0.30]" at the beginning of the title.

(WARNING: THIS UPDATE WILL RESET YOUR DATA. If you are in the middle of a run and aren't willing to start a new one you may want to wait till your run is ended, or see THIS post)

Please let us know your thoughts/feedback on any of these things below!

V0.30
  • Initial story redesign. (Note: we’ve only added a few storylines and most do not conclude, or indicate they are incomplete)
  • Added: Possible condition limiting docking to some Outposts by certain Ship Types
  • Added: New Ship Type (Station). Really this is a rework of Derelicts to separate Fuel and Space Stations from the rest of the ships. Includes different icons, names, etc.
  • Added: New logs and complete replacement of old Objectives
  • Added: Some ships and outposts might be “quarantined” and can only be boarded with a new ship upgrade. These ships cannot be commandeered.
  • Added: A “veer” trait so that some drones might drift a little to one-side or the other while manually navigating. Think of it as personality ;)
  • Added: Chance of a door breaking when a room is exposed to a vacuum
  • Added: New airlock seal fail event where airlocks will break open (with warning!)
  • Added: New types of ships
  • Change: All new loading screen with a progress bar
  • Change: Objective and Log UIs merged into a single UI
  • Change: All logs have been cleaned up, headers standardized, colorized, etc
  • Change: Always show the message that an Outpost requires a Transporter and change color based on state (Transporter Installed/Not)
  • Minor Change: Logs are wider to display more information
  • Fixed: Fuel Accesses were sometimes missing from ships
  • Fixed: The stats for the Total Visited Systems and the Best Visited Systems were using the same key (so Best always the same value as Total). There may be some slight data loss on this - your Best value might not actually be your actual Best for that item.
  • Fixed: A slot with an installed ship upgrade would become unusable after selling the upgrade that was in that slot at an Auto Trader.
  • Minor Fix: If the ship was redocking, it did not pause if the pause menu was open
  • Minor Fix: Removed “Age” from stargates on the galaxy view side-bar

Thanks!

-Tim Keenan (Duskers creator guy)
Duskers - Misfits Attic
As usual, please opt into the "Future" branch if you're brave enough to test out what we're working on (see HERE for how to opt-in). Sadly this wont make it into the default branch before the holidays, we just don't have time enough to test it.

This update is mostly about us reworking the way the story will be told. As such there are still a lot of story paths missing, and those that are there will trail off at various points, but we'd love to hear your thoughts on what you find! Most of the logs can be found in random order affecting the way you experience the story and objectives

We've also added in a few new dangers, because what would a Duskers update be without new ways for drones to die, the full list below :)

If you do find bugs that you believe might be specific to this version please post them in the Support/Issues/Bugs Sub-forum with "[v0.30]" at the beginning of the title.

(WARNING: THIS UPDATE WILL RESET YOUR DATA. If you are in the middle of a run and aren't willing to start a new one you may want to wait till your run is ended, or see THIS post)

Please let us know your thoughts/feedback on any of these things below!

V0.30
  • Initial story redesign. (Note: we’ve only added a few storylines and most do not conclude, or indicate they are incomplete)
  • Added: Possible condition limiting docking to some Outposts by certain Ship Types
  • Added: New Ship Type (Station). Really this is a rework of Derelicts to separate Fuel and Space Stations from the rest of the ships. Includes different icons, names, etc.
  • Added: New logs and complete replacement of old Objectives
  • Added: Some ships and outposts might be “quarantined” and can only be boarded with a new ship upgrade. These ships cannot be commandeered.
  • Added: A “veer” trait so that some drones might drift a little to one-side or the other while manually navigating. Think of it as personality ;)
  • Added: Chance of a door breaking when a room is exposed to a vacuum
  • Added: New airlock seal fail event where airlocks will break open (with warning!)
  • Added: New types of ships
  • Change: All new loading screen with a progress bar
  • Change: Objective and Log UIs merged into a single UI
  • Change: All logs have been cleaned up, headers standardized, colorized, etc
  • Change: Always show the message that an Outpost requires a Transporter and change color based on state (Transporter Installed/Not)
  • Minor Change: Logs are wider to display more information
  • Fixed: Fuel Accesses were sometimes missing from ships
  • Fixed: The stats for the Total Visited Systems and the Best Visited Systems were using the same key (so Best always the same value as Total). There may be some slight data loss on this - your Best value might not actually be your actual Best for that item.
  • Fixed: A slot with an installed ship upgrade would become unusable after selling the upgrade that was in that slot at an Auto Trader.
  • Minor Fix: If the ship was redocking, it did not pause if the pause menu was open
  • Minor Fix: Removed “Age” from stargates on the galaxy view side-bar

Thanks!

-Tim Keenan (Duskers creator guy)
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