First of all, we admit this release is on the lighter side in terms of new features. But we promise to make up for it in R6. In fact, we're really starting to hit our stride here at Playful HQ and anticipate the next few releases will be heavier than usual, so get ready for a bunch of new toys in the sandbox.
In the meantime, there's still some neat stuff to play with this time. You can finally split stacks. Now your buddy has no excuse not to share his stash of vines. You'll also see new and improved art for the loot bag, gauntlet and bombs. And first time players will see a radar on their compass that makes finding that essential first crafting station more obvious.
Thanks again for your continued support of Creativerse! Happy building!
New Features and Content
Stack splitting and joining support; stack split: shift-click to pick up single items; right click still moves entire stack
New first-time user content: crafting station beacon
New loot bag art
New gauntlet art
New art for grenades / bombs
Improvements
Changing a world’s password forces all players to leave the world and re-enter the password
'F' collects and closes stations
Underside of liquid surfaces now displays
General UI improvements
Bugfixes
Foggy days disable directional shadows
Multiblock objects now show selection cursor when pointing to top half
Upper and lower body animations of player now stay in sync on inventory screen
Fix for giant grenades / bombs being stuck to hands in multiplayer
Fixed the chat window spontaneously reappearing issue
Stability and memory usage improvements
Known Issues
The quickbar will often vanish when using teleporters or the touchstone. It will come back if you hit ESC for the options menu or enter your inventory.
Stack-splitting and joining is unavailable on the processor and forge screens - it only works on inventory / storage screens (for now).
First of all, we admit this release is on the lighter side in terms of new features. But we promise to make up for it in R6. In fact, we're really starting to hit our stride here at Playful HQ and anticipate the next few releases will be heavier than usual, so get ready for a bunch of new toys in the sandbox.
In the meantime, there's still some neat stuff to play with this time. You can finally split stacks. Now your buddy has no excuse not to share his stash of vines. You'll also see new and improved art for the loot bag, gauntlet and bombs. And first time players will see a radar on their compass that makes finding that essential first crafting station more obvious.
Thanks again for your continued support of Creativerse! Happy building!
New Features and Content
Stack splitting and joining support; stack split: shift-click to pick up single items; right click still moves entire stack
New first-time user content: crafting station beacon
New loot bag art
New gauntlet art
New art for grenades / bombs
Improvements
Changing a world’s password forces all players to leave the world and re-enter the password
'F' collects and closes stations
Underside of liquid surfaces now displays
General UI improvements
Bugfixes
Foggy days disable directional shadows
Multiblock objects now show selection cursor when pointing to top half
Upper and lower body animations of player now stay in sync on inventory screen
Fix for giant grenades / bombs being stuck to hands in multiplayer
Fixed the chat window spontaneously reappearing issue
Stability and memory usage improvements
Known Issues
The quickbar will often vanish when using teleporters or the touchstone. It will come back if you hit ESC for the options menu or enter your inventory.
Stack-splitting and joining is unavailable on the processor and forge screens - it only works on inventory / storage screens (for now).
There's a couple cool things to talk about with this release. First, as mentioned earlier, this version has no store or mojo, and we've removed the ability to skip any timers. They are now part of the game and will no longer be tied to pay to play mechanics. To further ensure this feels like a step forward, we've re-balanced all the timers, starting with removing them for the Crafting Station and shortening many of them for the Forge, Processor and Extractor.
And in this release we're replacing a lot of art with a new style we call Arctek. You saw a smidge of this last time with the new teleporters, but you'll see it all over the place this time. Stations, beacons, touchstones, and more have been recalibrated with the new style. Let us know what you think!
Here's all the nitty gritty details you'll notice in this version...
New Features and Content
Minimized all timers on crafting station
“Finish now” button removed
Mojo & Store disabled (temporarily)
Substantial art revisions to stations and other objects
New corrupted stone wall recipe & block
Additional journal and data chip content
Additional audio effects
New rare loot drops
Improvements
Extractor, forge, and processor timers balance overhaul
Performance and memory optimizations
Bugfixes
Death statue changes to prevent destruction of other entities (like teleporters)
Death statue automatically added to inventory when empty (can still be placed back into the world for decoration)
Additional inventory loss bulletproofing
Drag-and-drop improvements and bulletproofing
Inventory and storage panel generally more robust
Fix for missing icons and text for corrupted blocks
Multiblock support for horizontal multiblocks (notably beds)
Light attenuation fix for glass and windows
Fix for Mac issue with certain brands of mice
Corrupted creatures will now burn in daylight
Known Issues
Rapid right-clicking and dragging in inventory or storage screen will leave inventory icons permanently onscreen. Fixed by logging in and out of the world.
Still no stack-splitting or stack joining, and still no quickbar available on processor and forge screens. (Next time!)
There's a couple cool things to talk about with this release. First, as mentioned earlier, this version has no store or mojo, and we've removed the ability to skip any timers. They are now part of the game and will no longer be tied to pay to play mechanics. To further ensure this feels like a step forward, we've re-balanced all the timers, starting with removing them for the Crafting Station and shortening many of them for the Forge, Processor and Extractor.
And in this release we're replacing a lot of art with a new style we call Arctek. You saw a smidge of this last time with the new teleporters, but you'll see it all over the place this time. Stations, beacons, touchstones, and more have been recalibrated with the new style. Let us know what you think!
Here's all the nitty gritty details you'll notice in this version...
New Features and Content
Minimized all timers on crafting station
“Finish now” button removed
Mojo & Store disabled (temporarily)
Substantial art revisions to stations and other objects
New corrupted stone wall recipe & block
Additional journal and data chip content
Additional audio effects
New rare loot drops
Improvements
Extractor, forge, and processor timers balance overhaul
Performance and memory optimizations
Bugfixes
Death statue changes to prevent destruction of other entities (like teleporters)
Death statue automatically added to inventory when empty (can still be placed back into the world for decoration)
Additional inventory loss bulletproofing
Drag-and-drop improvements and bulletproofing
Inventory and storage panel generally more robust
Fix for missing icons and text for corrupted blocks
Multiblock support for horizontal multiblocks (notably beds)
Light attenuation fix for glass and windows
Fix for Mac issue with certain brands of mice
Corrupted creatures will now burn in daylight
Known Issues
Rapid right-clicking and dragging in inventory or storage screen will leave inventory icons permanently onscreen. Fixed by logging in and out of the world.
Still no stack-splitting or stack joining, and still no quickbar available on processor and forge screens. (Next time!)
So if you've been thinking about buying something -- get it now.
Hey guys,
We've talked a lot about our plans to change the store in Creativerse -- which, by the way, was largely a result of all the great feedback we got from you.
The first phase of that change will be happening with the next update. We will be turning off the store entirely. We will also be removing timers on the crafting station and tweaking all the other timers slightly (e.g. for the forge, processor and extractors). You will no longer be able to skip any timers, and they will never be tied to purchases again. A few updates later, we'll bring a new and improved store back featuring a bunch of new stuff -- extras, buffs, and cosmetics, etc.
We may bring back some of the items currently featured in the store, but there's no guarantee all the recipes and bundles will be identical. So if you were on the fence about wanting that Firework recipe or the Cathedral Pack, we suggest you get it soon. The new update could be live as early as next Monday.
Thanks for reading, and thank you for being one of our awesome early access players!
So if you've been thinking about buying something -- get it now.
Hey guys,
We've talked a lot about our plans to change the store in Creativerse -- which, by the way, was largely a result of all the great feedback we got from you.
The first phase of that change will be happening with the next update. We will be turning off the store entirely. We will also be removing timers on the crafting station and tweaking all the other timers slightly (e.g. for the forge, processor and extractors). You will no longer be able to skip any timers, and they will never be tied to purchases again. A few updates later, we'll bring a new and improved store back featuring a bunch of new stuff -- extras, buffs, and cosmetics, etc.
We may bring back some of the items currently featured in the store, but there's no guarantee all the recipes and bundles will be identical. So if you were on the fence about wanting that Firework recipe or the Cathedral Pack, we suggest you get it soon. The new update could be live as early as next Monday.
Thanks for reading, and thank you for being one of our awesome early access players!
Good news! We weren’t kidding about getting updates out to you sooner! That does mean there’s less new content in this update, but it also means we’ll have more stuff for you just around the corner. Here’s what you’ll see in today’s update:
New Features and Content
Shadows! The sun now casts shadows on everything in the game, adding a sense of depth and beauty.
Additional music. Let us know what you think!
Improvements
Spectre enemy removed. We heard from enough of you about your frustration with this guy, so we’re benching it for a season to see if we can improve it.
Increased chance for Queen Bees to form beeswax. Because you can always use more beeswax.
Less randomness in fire simulation and fire spread reduced. We pacified our inner pyromaniac and made fire a little less crazy.
Shadow options added to visual options. You can disable shadows for better performance on older machines.
Visual improvements for mobs. Now your cursor outlines instead of highlights mobs and the loot bag FX is improved.
Bugfixes
Fix for lost touchstones. If you’re missing a touchstone and have room in your inventory, we’ll give you one.
Added back in recipes accidentally removed in R2. Fireworks, Salt, Asphalt and others are back — sorry about that!
Fix for broken crafting station animation. Finally, it works like the other stations.
Armor effects now properly disabled when armor removed. Though it was a pretty good cheat while it lasted :)
Bugfix for TNT sometimes not exploding in multiplayer. We found all the dud TNT bombs and threw ‘em out.
Water sim throttling to prevent severe performance hits. Do more with water with less lag!
Rapid sun movements at dawn / dusk fixed. We cured the sun’s epilepsy!
Missing geometry on fence objects fixed.
General performance & stability improvements.
Major known Issues
Changes to visual options require a game restart to apply.
Mouse movement issues when exiting UIs on some Mac & mouse combinations.
UI issues from R2 still not fixed:
Single-click selection on forge and processor is not working. Either double-click or drag to queue up items in those stations
Items on the quickbar are not accessible in the crafting station, forge, and processor.
Minor quickbar and drag-and-drop bugs (generally cleaned up by closing your inventory).
Good news! We weren’t kidding about getting updates out to you sooner! That does mean there’s less new content in this update, but it also means we’ll have more stuff for you just around the corner. Here’s what you’ll see in today’s update:
New Features and Content
Shadows! The sun now casts shadows on everything in the game, adding a sense of depth and beauty.
Additional music. Let us know what you think!
Improvements
Spectre enemy removed. We heard from enough of you about your frustration with this guy, so we’re benching it for a season to see if we can improve it.
Increased chance for Queen Bees to form beeswax. Because you can always use more beeswax.
Less randomness in fire simulation and fire spread reduced. We pacified our inner pyromaniac and made fire a little less crazy.
Shadow options added to visual options. You can disable shadows for better performance on older machines.
Visual improvements for mobs. Now your cursor outlines instead of highlights mobs and the loot bag FX is improved.
Bugfixes
Fix for lost touchstones. If you’re missing a touchstone and have room in your inventory, we’ll give you one.
Added back in recipes accidentally removed in R2. Fireworks, Salt, Asphalt and others are back — sorry about that!
Fix for broken crafting station animation. Finally, it works like the other stations.
Armor effects now properly disabled when armor removed. Though it was a pretty good cheat while it lasted :)
Bugfix for TNT sometimes not exploding in multiplayer. We found all the dud TNT bombs and threw ‘em out.
Water sim throttling to prevent severe performance hits. Do more with water with less lag!
Rapid sun movements at dawn / dusk fixed. We cured the sun’s epilepsy!
Missing geometry on fence objects fixed.
General performance & stability improvements.
Major known Issues
Changes to visual options require a game restart to apply.
Mouse movement issues when exiting UIs on some Mac & mouse combinations.
UI issues from R2 still not fixed:
Single-click selection on forge and processor is not working. Either double-click or drag to queue up items in those stations
Items on the quickbar are not accessible in the crafting station, forge, and processor.
Minor quickbar and drag-and-drop bugs (generally cleaned up by closing your inventory).
Our first major content release is here and we can't wait to hear what you think! Read on for more info about what this version adds. You should also check out this forum post for extra details (such as bug fixes and known issues).
New Features and Improvements
Reactive World The world will now react to the changes you make! Push on it and it will push back. What happens when you try to build a snow fort in the desert? A corrupted paradise in the middle of a healthy forest?
Creature Awareness The creatures in Creativerse have awoken. They know where you are, they know what you’re doing. They can sense your presence and are drawn towards your activity. When they want something they’re much better at figuring out how to get it (for better or worse!) Who knows what other things have entered their brains?
Improved Combat Animations and Effects Swingier! Punchier! Boff, Zam, Zip! We’ve added a new layer of combat effects to your weapons and to the creatures. We’ve also improved the responsiveness of your weapons and the rate of attack. The creatures might be smarter and tougher, but so are you!
Increased Challenge I think you’re probably getting the point… we’ve made Creativerse a bit more challenging. But only in a good way! (we hope :-) Being able to stand around in the open at night and walk away from your computer only to return to find nothing has happened to you wasn’t very fun (right? :-) You better take our game seriously, that’s all I’m saying.
Recipe Categories Should be a lot easier to figure out what you can make. No more jumbled list! Check out the newly sorted categories and tabs in the crafting station.
Touchstone We’ve repurposed and changed the way the your old “teleporters” work. Now called touchstones, these objects have the same functionality as the original teleporters with some added benefits! You can now set touchstones to be public, or not, allowing you to hide your touchstone from others. Instead of a port-crystal you can now simply hit a key (T) to select a touchstone location you’d like to warp to.
Teleporters In addition to the touchstone we’ve introduced new craftable teleporters. These work in a completely different way, but allow you to create an advanced travel network. Craft a few and see if you can figure out how to link them all together!
Day variations You may notice that some days look different than others now… The hints of a larger system to come...
Fire Heat is really important now, and can set fire to things if they get hot enough. Beware surrounding your thatched house in fire pits. Unless you’re really cold. Or you like BBQ.
New Elemental Effects It used to be that lava and corrupted water were the only things that could affect the player... Keep an eye out for all new dangers (and benefits!) in your worlds.
Growth Some things can grow in Creativerse now (and more will be coming soon.) Can you figure out how to grow a tree?
And Regrowth! We know what you were thinking: my friends took ALL the red mushrooms! Fear not, the world now will regrow some items over time too.
Block Loot Blocks can drop more than one item! Some of your old favorites just might have bonuses :)
Compass Indicators Check out the new compass indicators - your touchstone, players, and crafting stations will now appear on your compass to help you find your way around!
Chat Colors Player names are now color-coded to match their compass indicator! Your chat window should be a little more parseable now.
Chat Notifications “Hey when did you get here?” “Dude, I’ve been here for like, 3 hours! We built this entire house together!” “WAHHH?” Yeah, no more of that. You’ll see chat notifications when people join and leave your world!
Visual Options We’ve added some visual options in the game settings menu that lets you adjust various visual effects:
Separate Lighting Thread Toggle - Turning this off should help performance on dual core machines.
Load Radius - Raise and lower this to affect how much terrain loads around your player (and increase performance on lower end hardware.)
Motion Blur - Turn motion blur on or off according to preference!
To apply these changes (for now) exit and re-launch the game.
New items
Fire bomb - a lovingly-prepared package of flaming doom. Do be careful around that thatch mansion of yours :)
Freeze Bomb - If a fire bomb is “too hot to handle”, this freeze bomb is “too cold to hold”.
Purification Bomb - Has an interesting reaction near corruption.
Corruption Bomb - Has an interesting reaction near nature.
Healing Beacon - Sending out a steady stream of good vibes. Corruption can’t stand it!
Hardened Lava Wall - The perfect way to hide the fact that you’re raising a baby dragon indoors.
Obsidian Brick Wall - Hmm. Looks like there’s a snout-print on the otherwise shiny surface. Pigsy, we’re looking at you.
Sand Castle Wall - Castles made of this fall in the sea, eventually. Or so I’ve heard.
Iron Bars - ‘Passing the bar’ has never been easier!
Iron Bar Door - I’m ‘behind bars’ and loving it!
Queen Bee - Likes living deep in honeycomb. Can drone on about politics, though :(
Ashwood Sapling - Keeps you awake all night with its crying. Will be big and strong one day.
Cragwood Sapling - ‘Aww, you’re so cute! Err. . . someone needs a diaper change.”
Elderwood Sapling - ‘Hey, I was young once, too!’ -Elderwood
Our first major content release is here and we can't wait to hear what you think! Read on for more info about what this version adds. You should also check out this forum post for extra details (such as bug fixes and known issues).
New Features and Improvements
Reactive World The world will now react to the changes you make! Push on it and it will push back. What happens when you try to build a snow fort in the desert? A corrupted paradise in the middle of a healthy forest?
Creature Awareness The creatures in Creativerse have awoken. They know where you are, they know what you’re doing. They can sense your presence and are drawn towards your activity. When they want something they’re much better at figuring out how to get it (for better or worse!) Who knows what other things have entered their brains?
Improved Combat Animations and Effects Swingier! Punchier! Boff, Zam, Zip! We’ve added a new layer of combat effects to your weapons and to the creatures. We’ve also improved the responsiveness of your weapons and the rate of attack. The creatures might be smarter and tougher, but so are you!
Increased Challenge I think you’re probably getting the point… we’ve made Creativerse a bit more challenging. But only in a good way! (we hope :-) Being able to stand around in the open at night and walk away from your computer only to return to find nothing has happened to you wasn’t very fun (right? :-) You better take our game seriously, that’s all I’m saying.
Recipe Categories Should be a lot easier to figure out what you can make. No more jumbled list! Check out the newly sorted categories and tabs in the crafting station.
Touchstone We’ve repurposed and changed the way the your old “teleporters” work. Now called touchstones, these objects have the same functionality as the original teleporters with some added benefits! You can now set touchstones to be public, or not, allowing you to hide your touchstone from others. Instead of a port-crystal you can now simply hit a key (T) to select a touchstone location you’d like to warp to.
Teleporters In addition to the touchstone we’ve introduced new craftable teleporters. These work in a completely different way, but allow you to create an advanced travel network. Craft a few and see if you can figure out how to link them all together!
Day variations You may notice that some days look different than others now… The hints of a larger system to come...
Fire Heat is really important now, and can set fire to things if they get hot enough. Beware surrounding your thatched house in fire pits. Unless you’re really cold. Or you like BBQ.
New Elemental Effects It used to be that lava and corrupted water were the only things that could affect the player... Keep an eye out for all new dangers (and benefits!) in your worlds.
Growth Some things can grow in Creativerse now (and more will be coming soon.) Can you figure out how to grow a tree?
And Regrowth! We know what you were thinking: my friends took ALL the red mushrooms! Fear not, the world now will regrow some items over time too.
Block Loot Blocks can drop more than one item! Some of your old favorites just might have bonuses :)
Compass Indicators Check out the new compass indicators - your touchstone, players, and crafting stations will now appear on your compass to help you find your way around!
Chat Colors Player names are now color-coded to match their compass indicator! Your chat window should be a little more parseable now.
Chat Notifications “Hey when did you get here?” “Dude, I’ve been here for like, 3 hours! We built this entire house together!” “WAHHH?” Yeah, no more of that. You’ll see chat notifications when people join and leave your world!
Visual Options We’ve added some visual options in the game settings menu that lets you adjust various visual effects:
Separate Lighting Thread Toggle - Turning this off should help performance on dual core machines.
Load Radius - Raise and lower this to affect how much terrain loads around your player (and increase performance on lower end hardware.)
Motion Blur - Turn motion blur on or off according to preference!
To apply these changes (for now) exit and re-launch the game.
New items
Fire bomb - a lovingly-prepared package of flaming doom. Do be careful around that thatch mansion of yours :)
Freeze Bomb - If a fire bomb is “too hot to handle”, this freeze bomb is “too cold to hold”.
Purification Bomb - Has an interesting reaction near corruption.
Corruption Bomb - Has an interesting reaction near nature.
Healing Beacon - Sending out a steady stream of good vibes. Corruption can’t stand it!
Hardened Lava Wall - The perfect way to hide the fact that you’re raising a baby dragon indoors.
Obsidian Brick Wall - Hmm. Looks like there’s a snout-print on the otherwise shiny surface. Pigsy, we’re looking at you.
Sand Castle Wall - Castles made of this fall in the sea, eventually. Or so I’ve heard.
Iron Bars - ‘Passing the bar’ has never been easier!
Iron Bar Door - I’m ‘behind bars’ and loving it!
Queen Bee - Likes living deep in honeycomb. Can drone on about politics, though :(
Ashwood Sapling - Keeps you awake all night with its crying. Will be big and strong one day.
Cragwood Sapling - ‘Aww, you’re so cute! Err. . . someone needs a diaper change.”
Elderwood Sapling - ‘Hey, I was young once, too!’ -Elderwood