Switzerland! Mountains! Cheese! Also: Games! Here we present a delicious selection of homegrown Swiss games, from the artistic to the deeply nerdy.
Do you like machinery? We've got you covered with Farming Simulator, offering an in-depth farming experience with realistically simulated tractors. Or Transport Fever 2, covering trains, planes, trucks (no Superman, though, they didn't get the licence).
Too violent? Take a haunting journey across a dry sea-bed in Far: Lone Sails. Observe the behaviour of crowds in KIDS. Raise a tribe of adorable creatures in Niche, and learn about genetics while you do. Defy gravity in Octahedron! Adventure through varied terrain to build a railway track together with your friends in Unrailed!
In 1.0.17, I attempted to fix the long pauses for sync and autosave by making these run at the same time as game rendering. Unfortunately, this is causing the game to freeze on some user's machines, so in 1.0.17.1, I'm reverting to the old sync/autosave system. I will look for another way to reduce these pauses and make the game run more smoothly.
Modules and decals are now organised into sets of variants you can cycle through. This makes the module and decal list tidier and also allows for more visual variation.
You can now rename cities.
Saving and syncing no longer freeze the game, which should produce a nicer experience and fewer network issues.
No armour is now available as an option.
Deck-based cannon and gatling guns as well as half-sized blocks and slopes, courtesy of YellowMiner.
Storage modules now change in appearance as they deplete, and more weapons change in appearance as technology advances, courtesy of YellowMiner.
Added link to Nexus mods for non-Steam users and made it easier to install mods from zip files.
Massive rockets are now 50% faster, 25% more accurate, and make a deeper sound.
The non-conquest ship editor now has the correct techs selected for non-conquest battles.
Monsters should no longer enter combat already damaged.
Wasp nests now award you the cybernetics tech instead of trying to unlock aerial torpedoes directly.
Fixed missing "Choose Research" button in the research complete dialog.
Fixed a bug where ships would collide at a distance (for example, a bow colliding with a rectangular module despite there still being some space between them).
Fixed a bug where cities connected by sea routes weren't treated as properly connected.
Modding: You can now use multipliers and dividers in bonusable values instead of having to use a mess of cases. See MASSIVE_ROCKETS for an example.
Modding: You can now specify which modules are considered the same for purposes of stacking accuracy bonuses. See TELESCOPE for an example.
Also, there is now a multiplayer server for the Asia region.
You can now switch research without losing progress.
If you gain research points from defeating a monster nest and have no research selected, the next time you select research, the points get credited there.
In conquest, modules are now filtered correctly based on what's available again.
Using the tech filter now correctly adjusts the stats and appearances of things.
If you gain a tech without its prerequisites from a monster nest reward, the tech filter no longer incorrectly enables modules from prerequisite techs.
When you defeat a mech squid-using mad scientist you now actually get the mech squid tech.
Mech squids are no longer afraid of the ground.
The tech filter panel now looks better in simple graphics mode.
You fly around with your ship, the Nimbatus, and build drones from modules to mine into planets and fight enemies. Which is not too dissimilar to Airships, hence this shout-out. Well, that and the friendship.
One of the coolest things about it is that you can design your own input systems for the drones, so you can bind keys to any components you want. There's also sensors and logic, so you can make some sophisticated stuff.
It's been in early access for a while, and is now launching into fullness, with a 25% sale. Check it out!
Robotic sky-squid deployed by the mad scientist. If you defeat her, you can also build them yourself.
You can now view and select the tech available in the ship editor using the Tech Filter available from the top bar.
There is now a research queue. Click on any tech to automatically queue up the research needed for it, or right-click on techs to add them to the queue.
A new "Phial" heraldic charge that increases research speed by one third.
Fill paint button now paints externals like doors, and you can click on the button while holding down space to paint all decals at once.
Added one new AI ship set by Master Yoba.
Aerial charges require fewer crew now.
Painted decals now look nicer in the editor and in the ships list.
Name plates now limit themselves to showing as much of the ship name as fits.
Overwriting a ship now updates the preview in the load/save screen.
Fixed a desync caused by playing the game in single player and then in multiplayer.
Going into the save screen no longer causes random parts of your ship to be selected.
Replays now support using the reserve.
Better logic for which colours get derived from your coat of arms for paint.
Flipped versions of modules are now merged with their un-flipped versions for combat stats.
Destroyed tracks no longer leave "invisible ghost wheel" obstacles.
Upgraded graphics for coal stores, sickbay, saws, and more.
Ships display nicer in the conquest mode ships list.
If you have a custom heraldic charge in your conquest coat of arms, you can now choose what bonus you want for it.
Fixed some combat AI bugs that caused things like fleshcrackers facing to turn away from their enemies.
Saved games list defaults to showing most recent first.
Repairing buildings now places them correctly and does any landscaping needed.
Fixed saved combat loading, which previously crashed.
Bees and wasps can actually exit their nests again.
Decals are now properly shown in defences view when viewing the outside.
AI alliance notices now time out after a while.
Combat replay list now displays stuff faster when you have a lot of replays. (By actually checking the most recent replays first.)
Fixed a bug where if you exited combat while a beam weapon was firing, it would be still firing when you re-entered combat.
For modders: Feet on legs now flip correctly, so you can finally make non-symmetrical feet that look right!
For modders: You can now use spritesheets with other sizes than 1024, as long as they're still squares with power of two sizes (eg 256, 512, 2048). Note that if you use very large spritesheets, they may not work on some people's machines.
Version 1.0.15.6 fixes issues with tech bonuses not being applied to coats of arms, some charges losing their bonuses, and coats of arms of towns displaying incorrectly.
If you missed the stream, you can watch it on YouTube now. Watch us dress up as air sailors, answer questions, and get progressively more drunk. Plus, cats.