How often do you intend to update the Early Access version? Depends a bit of what kind of update we're cooking up, but we're hoping big updates such as new levels and features would be around 4 to 6 weeks. However since our team is small, we cannot guarantee this. What we can promise is to do our best.
Does the game work on OSX? Absolutely!
And Linux? Oh yes!
Consoles? Mobile? Nope. Maybe in the future consoles might be interesting.
I found a bug or I got suggestions! We're sure you do, and we're asking you to let us know in our über-elite bug tracker and forum thing at forums
What about multiplayer? We'd love to do a co-op multiplayer, but it's not really viable right now. Help us out by getting some wind under our wings and it becomes more realistic :)
The most asked feature is finally here, building priorization:
We got some optimization and improvisations going in as well, helping performance on the bit older rigs.
------
FAQ
How often do you intend to update the Early Access version? Depends a bit of what kind of update we're cooking up, but we're hoping big updates such as new levels and features would be around 4 to 6 weeks. However since our team is small, we cannot guarantee this. What we can promise is to do our best.
Does the game work on OSX? Absolutely!
And Linux? Oh yes!
Consoles? Mobile? Nope. Maybe in the future consoles might be interesting.
I found a bug or I got suggestions! We're sure you do, and we're asking you to let us know in our über-elite bug tracker and forum thing at forums
What about multiplayer? We'd love to do a co-op multiplayer, but it's not really viable right now. Help us out by getting some wind under our wings and it becomes more realistic :)
------
Patch notes V0.3.1 - Cool Cucumber:
NEW Building blueprints can now be halted and prioritized
NEW Max limit set in Beacon for Logistics zone now acts as a hard limit for production
UPDATED Added Restart level confirmation dialog
UPDATED Improved logistics zone route UI to make assigning cargo drones easier
UPDATED Various optimizations
FIXED Level geometry did not properly continue at the borders
FIXED Boosted priority of stockpile in Bitmobile when unloading
FIXED Loading savegames while already in-game did not work properly
FIXED There was hauling jitter between Storage and Refinery under certain conditions
FIXED There was noticeable frame-rate stuttering when research building overlay was open
FIXED Game speed display was not always in sync with the actual speed
After a slight hiatus in a form of life in general here is finally the next bigger update with new features and a new level. Hope you enjoy it.
If you got suggestions for the next version name, let us know. If it's silly, it might end up to be used ;-)
Here are some highlights of this release:
Adventure continues! Enter the dark Caves of CMOS. Cyberscapeologists have completely new functionality after certain new technologies available: Enter fog of war... Fight back, with a whip of course! Ignite torches to reveal FoW! Build museums! And bring back ancient relics of unknown origins! No probe available underground so it's permantenly dark and your cyberscapeologists with their new abilities can help you.
------
FAQ
How often do you intend to update the Early Access version? Depends a bit of what kind of update we're cooking up, but we're hoping big updates such as new levels and features would not be around 4 to 6 weeks. However since our team is small, we cannot guarantee this. What we can promise is to do our best.
Does the game work on OSX? Absolutely!
And Linux? Oh yes!
Consoles? Mobile? Nope. Maybe in the future consoles might be interesting.
I found a bug or I got suggestions! We're sure you do, and we're asking you to let us know in our über-elite bug tracker and forum thing at forums
What about multiplayer? We'd love to do a co-op multiplayer, but it's not really viable right now. Help us out by getting some wind under our wings and it becomes more realistic :)
------
Patch notes V0.3.0 - Cool Cucumber:
NEW Level Caves of CMOS
NEW Level Caves of CMOS music added to soundtrack
NEW Feature: Outpost quest mode
NEW Feature: Wireless Illumination Service Providers (WISP)
NEW Cyberscapeologist functionality: arc whip for fighting back
NEW Cyberscapeologist functionality: light Torches
NEW Cyberscapeologist functionality: retrieve Relics
NEW Cyberscapeologist functionality: enter FoW
NEW Light source: Torch
NEW Technology: Retrology
NEW Technology: Digital physics
NEW Technology: Illumination
NEW Building: Museum
NEW Building: Lamp
NEW Ditty system when Hexter acquires a special role
NEW Trooper ditties
NEW Technology recipe: REP
NEW Technology recipe: REM
NEW Status icons and states for research buildings
NEW UI marker for newly acquired buildings
NEW Load game screen now has markings for incompatible save games
NEW Improved robustness of failing to load or save game
UPDATED Some aural and sequencing improvements to research lightning
UPDATED Path finding improvements and optimizations
UPDATED Added missing stop button to certain buildings
UPDATED Generic optimizations and improvements
UPDATED Save games now have proper level names instead of level ID
FIXED Depot tooltip did not list missing garage
FIXED Some building did not release resources when destroyed
Back in business, here's few nice additions while waiting for bigger features.
Engineer have now auto repair functionality in addition of 1.5x repair modifier
Some delicious drone recharge visuals. Drone can now also recharge from Beacons.
------
FAQ
How often do you intend to update the Early Access version? Depends a bit of what kind of update we're cooking up, but we're hoping big updates such as new levels and features would be around 4 to 6 weeks.
Does the game work on OSX? Absolutely!
And Linux? Oh yes!
Consoles? Mobile? Nope. Maybe in the future consoles might be interesting.
I found a bug or I got suggestions! We're sure you do, and we're asking you to let us know in our über-elite bug tracker and forum thing at forums
What about multiplayer? We'd love to do a co-op multiplayer, but it's not really viable right now. Help us out by getting some wind under our wings and it becomes more realistic :)
Here's the first big content update amongst a lot of other fixes, changes and improvements. Apologies for the delay in release. We hope you enjoy the next level in the adventure!
We're now in the new major, uh, minor version 0.2 called ants in the pants. If you got suggestions for the next version name, let us know. If it's silly, it might end up to be used :-)
Here are some highlights of this release:
New level! Time to develop a burning hatred for sand in Data Desert!
In this level, we will be introducing the Research System.
Burn your enemies to crisp with a Laser Tower!
And talking of enemies, hope you like fast-moving, self-replicating enemies who love to wreak havoc to your base.
Also complete rework of logistics limit UI to give explicit feedback of what the gargo drones are going to do. ------
FAQ
How often do you intend to update the Early Access version? Depends a bit of what kind of update we're cooking up, but we're hoping big updates such as new levels and features would be around 4 to 6 weeks.
Does the game work on OSX? Absolutely!
And Linux? Oh yes!
Consoles? Mobile? Nope. Maybe in the future consoles might be interesting.
I found a bug or I got suggestions! We're sure you do, and we're asking you to let us know in our über-elite bug tracker and forum thing at forums
What about multiplayer? We'd love to do a co-op multiplayer, but it's not really viable right now. Help us out by getting some wind under our wings and it becomes more realistic :)
------
Patch notes V0.2.0 - Ants in the pants:
NEW Level Data Desert
NEW Research System with technology tree
NEW Level Data Desert music added to soundtrack
NEW Introducing a new science related character
NEW Building: Laser Tower
NEW Building: Solar Collector + panels
NEW Building: ICE Module
NEW Location markers that must be explored with drone even if not in FoW
NEW Extractor now has limited work radius with visuals
NEW Other types of data modules introduced, blueprints and map data
NEW Sunlight damage to Scourge now raycasts, so no damage in shadows (uh oh)
NEW Ingame pause menu now shows elapsed level time
NEW Stockpile limits per resource can now be configured manually to prevent production deadlocks
NEW Release notes splash screen with some fancy info (you're looking at it)
NEW Level Mountains of Memory Beacon building objective now shows visual range
UPDATED Cycle spreading logic change, Hub now allows cycles to pass-through
UPDATED Improved wire connection detection related to blocking buildings
UPDATED Tweaked Survey Station and Heuristics Module add-on distances
UPDATED HUD now shows "RMB to move" tooltip constantly when waypointable entity is selected
UPDATED Building decomission tooltip now lists resource yield
UPDATED Waypoint line now turns red if no path is found
UPDATED Survey Drone shows no path status icon if path-find failed
UPDATED Path-finding related improvements
UPDATED Hub now only stores bits
UPDATED Barrier Controls has a new mesh
UPDATED Adjusted LR Node description to point out the longer range only works between 2 LR Nodes
UPDATED New warning log icon
UPDATED All buildings with visible inventory should now also show the limits (Refinery, Hub etc)
UPDATED Domicile now shows resident count in an infotile
UPDATED Survey Station now decomissionable, and only buildable near Hub
FIXED Bit pillar is now destroyed after being harvested completely
FIXED Quarry stockpile now has status marker when full
FIXED Garage distance problems
FIXED Level Mountains of Memory had bizarre visual garble in one dialogue
FIXED Geothermal Generator particles are no more when visible in FoW or when derelict
FIXED Level Mountains of Memory had some missing Finnish language strings
FIXED Cycles are not visible in FoW anymore
FIXED Breach and Investigate button now properly takes in account if Hexter has the required skill
FIXED Buildings in FoW won't affect Hive aggro and won't be targetted by Scourge
FIXED Clicking a log item with multiple entries now properly cycles through them
FIXED Entity tooltip should no longer get stuck on the screen
FIXED Survey Drone and Squad HUD buttons sometimes were not in sync to what happened in game
FIXED Survey Drone reveal pulse now follows the drone instead of spawned position
FIXED Extractor and Refineries had no visible HP info tile
FIXED Hexters will not try to haul inaccessible resources anymore
FIXED Rare Extractor deadlock
FIXED Blueprint stockpile not correctly getting updated when enqueued or cancelled
FIXED Dropped attachments (hats, armour) not selectable by player anymore
FIXED World map tutorial arrow was going wonky when target behind camera
FIXED Defense towers reload infotile had missing translation
FIXED Survey Drone is now automatically set to "recall" when spawned
FIXED Optional text in objectives now properly localized
Here's the first big content update amongst a lot of other fixes, changes and improvements. Apologies for the delay in release. We hope you enjoy the next level in the adventure!
We're now in the new major, uh, minor version 0.2 called ants in the pants. If you got suggestions for the next version name, let us know. If it's silly, it might end up to be used :-)
Here are some highlights of this release:
New level! Time to develop a burning hatred for sand in Data Desert!
In this level, we will be introducing the Research System.
Burn your enemies to crisp with a Laser Tower!
And talking of enemies, hope you like fast-moving, self-replicating enemies who love to wreak havoc to your base.
Also complete rework of logistics limit UI to give explicit feedback of what the gargo drones are going to do. ------
FAQ
How often do you intend to update the Early Access version? Depends a bit of what kind of update we're cooking up, but we're hoping big updates such as new levels and features would be around 4 to 6 weeks.
Does the game work on OSX? Absolutely!
And Linux? Oh yes!
Consoles? Mobile? Nope. Maybe in the future consoles might be interesting.
I found a bug or I got suggestions! We're sure you do, and we're asking you to let us know in our über-elite bug tracker and forum thing at forums
What about multiplayer? We'd love to do a co-op multiplayer, but it's not really viable right now. Help us out by getting some wind under our wings and it becomes more realistic :)
------
Patch notes V0.2.0 - Ants in the pants:
NEW Level Data Desert
NEW Research System with technology tree
NEW Level Data Desert music added to soundtrack
NEW Introducing a new science related character
NEW Building: Laser Tower
NEW Building: Solar Collector + panels
NEW Building: ICE Module
NEW Location markers that must be explored with drone even if not in FoW
NEW Extractor now has limited work radius with visuals
NEW Other types of data modules introduced, blueprints and map data
NEW Sunlight damage to Scourge now raycasts, so no damage in shadows (uh oh)
NEW Ingame pause menu now shows elapsed level time
NEW Stockpile limits per resource can now be configured manually to prevent production deadlocks
NEW Release notes splash screen with some fancy info (you're looking at it)
NEW Level Mountains of Memory Beacon building objective now shows visual range
UPDATED Cycle spreading logic change, Hub now allows cycles to pass-through
UPDATED Improved wire connection detection related to blocking buildings
UPDATED Tweaked Survey Station and Heuristics Module add-on distances
UPDATED HUD now shows "RMB to move" tooltip constantly when waypointable entity is selected
UPDATED Building decomission tooltip now lists resource yield
UPDATED Waypoint line now turns red if no path is found
UPDATED Survey Drone shows no path status icon if path-find failed
UPDATED Path-finding related improvements
UPDATED Hub now only stores bits
UPDATED Barrier Controls has a new mesh
UPDATED Adjusted LR Node description to point out the longer range only works between 2 LR Nodes
UPDATED New warning log icon
UPDATED All buildings with visible inventory should now also show the limits (Refinery, Hub etc)
UPDATED Domicile now shows resident count in an infotile
UPDATED Survey Station now decomissionable, and only buildable near Hub
FIXED Bit pillar is now destroyed after being harvested completely
FIXED Quarry stockpile now has status marker when full
FIXED Garage distance problems
FIXED Level Mountains of Memory had bizarre visual garble in one dialogue
FIXED Geothermal Generator particles are no more when visible in FoW or when derelict
FIXED Level Mountains of Memory had some missing Finnish language strings
FIXED Cycles are not visible in FoW anymore
FIXED Breach and Investigate button now properly takes in account if Hexter has the required skill
FIXED Buildings in FoW won't affect Hive aggro and won't be targetted by Scourge
FIXED Clicking a log item with multiple entries now properly cycles through them
FIXED Entity tooltip should no longer get stuck on the screen
FIXED Survey Drone and Squad HUD buttons sometimes were not in sync to what happened in game
FIXED Survey Drone reveal pulse now follows the drone instead of spawned position
FIXED Extractor and Refineries had no visible HP info tile
FIXED Hexters will not try to haul inaccessible resources anymore
FIXED Rare Extractor deadlock
FIXED Blueprint stockpile not correctly getting updated when enqueued or cancelled
FIXED Dropped attachments (hats, armour) not selectable by player anymore
FIXED World map tutorial arrow was going wonky when target behind camera
FIXED Defense towers reload infotile had missing translation
FIXED Survey Drone is now automatically set to "recall" when spawned
FIXED Optional text in objectives now properly localized
We're working hard on the next level (that would be more content!) but it's sadly not quite good enough just yet. Here's a patch which actually has quite a lot of more fixes and changes than what the change log shows. We also put effort to improve the node connections and manually reconnecting them.
------
FAQ
How often do you intend to update the Early Access version? Depends a bit of what kind of update we're cooking up, but we're hoping big updates such as new levels and features would be around 4 to 6 weeks.
Does the game work on OSX? Absolutely!
And Linux? Oh yes!
Consoles? Mobile? Nope. Maybe in the future consoles might be interesting.
I found a bug or I got suggestions! We're sure you do, and we're asking you to let us know in our über-elite bug tracker and forum thing at forums
What about multiplayer? We'd love to do a co-op multiplayer, but it's not really viable right now. Help us out by getting some wind under our wings and it becomes more realistic :)
------
Patch notes V0.1.2:
FIXED General performance (CPU) optimizations
FIXED Few AI Path-finding issues related to Barrier and Firewall
FIXED Cycle sending algorithm had hard limits that prevented sending cycles in certain conditions
FIXED Out-of-charge behavior of Survey Drone was confusing, the lights now flicker to inform when the drone has run out of charge
FIXED Hive did not have a proper icon
FIXED Never ending night when loading a savegame made during the night
FIXED Several minor bugs
FIXED Level Defrag Desolation barrier had pathfinding issues
NEW Reload info tile added to towers
NEW Added Uplink building to enable Stratmap
NEW Node connection preview now highlights the selected connection(s) instead of just showing all potential connections
NEW Readability of Node reconnection panel has been improved, and it also now displays how many connections each node already has
NEW Made bit pillars selectable and show resources left
We're working hard on the next level (that would be more content!) but it's sadly not quite good enough just yet. Here's a patch which actually has quite a lot of more fixes and changes than what the change log shows. We also put effort to improve the node connections and manually reconnecting them.
------
FAQ
How often do you intend to update the Early Access version? Depends a bit of what kind of update we're cooking up, but we're hoping big updates such as new levels and features would be around 4 to 6 weeks.
Does the game work on OSX? Absolutely!
And Linux? Oh yes!
Consoles? Mobile? Nope. Maybe in the future consoles might be interesting.
I found a bug or I got suggestions! We're sure you do, and we're asking you to let us know in our über-elite bug tracker and forum thing at forums
What about multiplayer? We'd love to do a co-op multiplayer, but it's not really viable right now. Help us out by getting some wind under our wings and it becomes more realistic :)
------
Patch notes V0.1.2:
FIXED General performance (CPU) optimizations
FIXED Few AI Path-finding issues related to Barrier and Firewall
FIXED Cycle sending algorithm had hard limits that prevented sending cycles in certain conditions
FIXED Out-of-charge behavior of Survey Drone was confusing, the lights now flicker to inform when the drone has run out of charge
FIXED Hive did not have a proper icon
FIXED Never ending night when loading a savegame made during the night
FIXED Several minor bugs
FIXED Level Defrag Desolation barrier had pathfinding issues
NEW Reload info tile added to towers
NEW Added Uplink building to enable Stratmap
NEW Node connection preview now highlights the selected connection(s) instead of just showing all potential connections
NEW Readability of Node reconnection panel has been improved, and it also now displays how many connections each node already has
NEW Made bit pillars selectable and show resources left
How often do you intend to update the Early Access version? Depends a bit of what kind of update we're cooking up, but we're hoping big updates such as new levels and features would be around 4 to 6 weeks.
Does the game work on OSX? Absolutely! Just make sure your hardware is powerful enough.
And Linux? Oh yes!
Consoles? Mobile? Nope. Maybe in the future consoles might be interesting.
I found a bug or I got suggestions! We're sure you do, and we're asking you to let us know in our über-elite bug tracker and forum thing at forums
What about multiplayer? We'd love to do a co-op multiplayer, but it's not really viable right now. Help us out by getting some wind under our wings and it becomes more realistic :)
------
Patch notes V0.1.1a:
FIXED: Small dialogue and translation changes and improvements, a lot of typos fixed
FIXED: Added some additional info to Cyberscapeologist objective in level Defrag Desolation
FIXED: Added missing tooltip descriptions for Barrier Controls and Exit Conduit
FIXED: Some changes and intensity increase to Survey Drone lights
FIXED: Glitching lights on characters hopefully fixed
FIXED: Level Defrag Desolation had anomalies which yielded Quads, oops
FIXED: Hud hide shortcut Shift-H was not working due brainfart
FIXED: Broken SSAO effect was updated
FIXED: Select buildings in the FoW
FIXED: Beacon could have 3 Storages attached
FIXED: Logistics jitter bug related to Storage and Stockpile
FIXED: Level Mountains of Memory had enemies that should not appear yet in the game
FIXED: Barrier in level Defrag Desolation was not being save properly into a savegame
FIXED: Missing cataclysm meteor explosion sound
FIXED: Pressing f9 for quickload without a quicksave caused a crash, argh
UPDATED: Beacon discharge rate was reduced by 50%
UPDATED: Exit Conduit discharge rate was set to zero
UPDATED: Hexter nearest domicile distance reduced to avoid them leaving too far
UPDATED: Made Hexters faster to accept tasks afar
UPDATED: Better logistics route generation to avoid complete mess when with multiple Beacons
NEW: Bunker and Domicile passive healing
NEW: Added healing to Bunker and Domicile tooltips
NEW: Added world illuminating probe charging to Hub tooltip
NEW: Improved exit conduit visuals and added charge gauge info tile
NEW: New event log icons which should fit the overall visual theme better
NEW: New Hexter death log message
NEW: Added F1 ingame help menu mention as a hint to main menu
How often do you intend to update the Early Access version? Depends a bit of what kind of update we're cooking up, but we're hoping big updates such as new levels and features would be around 4 to 6 weeks.
Does the game work on OSX? Absolutely! Just make sure your hardware is powerful enough.
And Linux? Oh yes!
Consoles? Mobile? Nope. Maybe in the future consoles might be interesting.
I found a bug or I got suggestions! We're sure you do, and we're asking you to let us know in our über-elite bug tracker and forum thing at forums
What about multiplayer? We'd love to do a co-op multiplayer, but it's not really viable right now. Help us out by getting some wind under our wings and it becomes more realistic :)
------
Patch notes V0.1.1a:
FIXED: Small dialogue and translation changes and improvements, a lot of typos fixed
FIXED: Added some additional info to Cyberscapeologist objective in level Defrag Desolation
FIXED: Added missing tooltip descriptions for Barrier Controls and Exit Conduit
FIXED: Some changes and intensity increase to Survey Drone lights
FIXED: Glitching lights on characters hopefully fixed
FIXED: Level Defrag Desolation had anomalies which yielded Quads, oops
FIXED: Hud hide shortcut Shift-H was not working due brainfart
FIXED: Broken SSAO effect was updated
FIXED: Select buildings in the FoW
FIXED: Beacon could have 3 Storages attached
FIXED: Logistics jitter bug related to Storage and Stockpile
FIXED: Level Mountains of Memory had enemies that should not appear yet in the game
FIXED: Barrier in level Defrag Desolation was not being save properly into a savegame
FIXED: Missing cataclysm meteor explosion sound
FIXED: Pressing f9 for quickload without a quicksave caused a crash, argh
UPDATED: Beacon discharge rate was reduced by 50%
UPDATED: Exit Conduit discharge rate was set to zero
UPDATED: Hexter nearest domicile distance reduced to avoid them leaving too far
UPDATED: Made Hexters faster to accept tasks afar
UPDATED: Better logistics route generation to avoid complete mess when with multiple Beacons
NEW: Bunker and Domicile passive healing
NEW: Added healing to Bunker and Domicile tooltips
NEW: Added world illuminating probe charging to Hub tooltip
NEW: Improved exit conduit visuals and added charge gauge info tile
NEW: New event log icons which should fit the overall visual theme better
NEW: New Hexter death log message
NEW: Added F1 ingame help menu mention as a hint to main menu