Thank you very much for your continued feedback! We've been working tirelessly on some more issues you reported and managed to fix a bunch more in this update.
What has changed:
Implement a system to detect false game states when continuing the game. If you were among the unlucky ones to just see the clouds after loading a game, this should fix things for you.
Fixed the quest display bug in Evelin's story.
Fixed a bug that could potentially make parts of the scene invisible or stop background sounds when switching between levels or loading a game.
Shadows are now also culled, which could lead to a performance increase in some areas.
We thank you all for your patience while we iron out these issues. Once that is done, we can't wait to work on new and expanded features for you. We have a long list of cool things to add. You are welcome to join our Discord Server for a direct chat with us and other Nivali.
Control out.
EDIT: If after this last update you were having a problem with your character falling endlessly, please make sure to have Steam update the game to the latest hotfix we uploaded. We have made an attempt to automatically fix this for you. When loading the game you will see your character fall for a while until it should move back to the tunnel exit where the problem started.
If the fix doesn't work for you, please send over your save file to us (support@ionlands.com) so we can manually correct it. It is named "Slot0.sav" and located in this folder: C:/Users/YourUsername/AppData/LocalLow/Ion Lands/Cloudpunk
Thank you very much for your continued feedback! We've been working tirelessly on some more issues you reported and managed to fix a bunch more in this update.
What has changed:
Tweaked visibility (culling) of all lifts in the game.
Tweaked the navpoint colors for higher contrast when multiple of them are active at the same time.
Fixed wet footstep sounds while in apartment.
Added an input control to disable the HUD (default: F3/DPad-Down).
Added an option to invert X-Axis for the unlocked camera.
Edited the Ventz level and lighting hoping to fix a crash with AMD-GPU's.
Improved the dialog flow by adding a Dialog Delay option. Before, we had a bit of delay after each line. Let me elaborate on that to explain our reasoning. If you're not fluent with the English voice lines and have to read the translations, a delay is required to have a chance to grasp everything. Now you can decide in the options if you want that delay or not. By default it is off for English and on for all other languages. There is also a third value allowing you to make the delay longer if you desire.
Fixed the dialog skipping for lines where one voice sample contains multiple text lines.
Fixed a rare critical situation with moving platforms causing player errors after using them.
Fixed holes in the CORA level.
Added options to tweak the values of the GPU based culling solution we're using. One lets you change the culling accuracy (10-90%, the higher the value, the more objects are not rendered), the other is culling prediction (0-50%, culling prediction tries to predict what the camera is about to "see" next). If you are experiencing stutters, you can try to increase the prediction and see if it helps. Besides that we will look into further updates of the culling algorithm in the future to improve your experience.
Fixed missing characters in Chinese, Korean and Japanese UI texts.
Fixed a situation in which all available slots of a parking lot are used by NPC cars.
Incoming calls will now wait before leaving the overmap if you have that open.
We will continue looking into other reported issues and suggested improvements. Feel free to join our Discord Server for a direct chat with us and other Nivali. They are lovely people, CorpSec will make sure of that. ːRaccoonː
Thank you very much for your continued feedback! We've been working tirelessly on some more issues you reported and managed to fix a bunch more in this update.
What has changed:
Added quality levels to the option menu:
Simple: No dynamic shadows, low resolution textures, uses lowest detail of available objects only, no soft particles, no realtime reflection probes
High (default): High resolution dynamic shadows, standard shadow distance, uses standard LOD bias, soft particles
Maximum: Higher shadow distance, renders high detail object variants much further away
Added an option "Run In Background" which allows to enable whether the game should keep running when out of focus (default: on)
Added a "Sell" button to the dialog window when trade offers are displayed. This indicates that you can sell items to this merchant. It opens the inventory where you can choose which items to sell and their prices in the details. If you haven't found out yet, merchants buy and sell items at different prices depending on where they are located. Find the ones who sell low and those who buy high to make a couple extra Lims.
Fixed the achievements "Above the Clouds" and "Almost like Home".
Fixed many spots where the player could potentially get stuck or the camera could clip into buildings.
Also added a safety net feature. In the rare case you would fall through the floor, you will be teleported back to the last saved spot.
Fixed a timing issue with the Huxley office mission.
Fixed and improved the timing of the Baz mission. My ears are hurting now.
Fixed a bug preventing area transitioning when opening the map or menu when entering vehicle ascenders.
Added a missing voiceover sample for Camus.
We will continue looking into other reported issues and suggested improvements. Feel free to join our Discord Server for a direct chat with us and other Nivali. They are lovely people, we promise. ːRaccoonː
We are very happy that you like our game and that you would love more content. So do we. Cloudpunk is only the beginning for us exploring the city of Nivalis. Once we ironed out the systems, we will begin to think about what's next. New deliveries, new characters, new stories, more of the city, more mechanics, the options are endless. First and foremost our main priority is making your time in Nivalis an experience, something you can't really describe, but that you can feel. <3
Thank you very much for your continued feedback! We've been working on some more issues you reported and managed to fix a bunch in this update.
What has changed:
Fixed the Metropol Building achievement. If you find it again, the achievement will be triggered.
Fixed the Perfect Run achievements. If you already completed the game, these can unfortunately only trigger on your next playthrough.
Fixed a quest display bug involving Huxley's Holocash account.
Fixed player character getting locked after dropping off Baz under certain timing conditions.
Added several minor language fixes.
Revised the dialog line skipping. The first skip will reveal the full line, the second skip stops the voiceover and goes to the next line.
Characters, vehicles and moving objects are now paused while the full map is open or while being in the menu.
Improved player physics to reduce stuck situations. We will inspect this closer in the coming days.
Map icons of characters are only displayed if interacting with them is possible.
We're still looking into other reported issues and suggested improvements. Feel free to join our Discord Server for a direct chat with us and other Nivali.
Please keep on reporting any issues you have with the game, it's highly appreciated and we're doing our best to fix what we can as soon as possible!
Thank you very much for your feedback so far! We've been looking into all the issues you reported and managed to fix a bunch of it since launch yesterday.
What changed so far:
UI alignment for UW monitors has been fixed.
This includes the full map feature, which now also has a zoom and pan feature. We have more improvements planned for it, but they will require a bit more time.
VSynch is now enabled by default.
Added an option to leave it up to you whether the mouse should be confined to the game window or not. (default = off)
Fixed the Invert-Y Axis option affecting ascending/descending on keyboard.
Fixed getting stuck on the table in the apartment. What were you planning on doing up there?
Fixed getting stuck in the vehicle stands in Grimm's HOVA Mall.
Fixed a camera clipping in Mercantile District.
Fixed getting stuck at the CorpSec checkpoint near Lifecorp HQ.
Improved the player spawn points on repair stations.
Someone is in trouble. Was she listening to Jazz?
We're still looking into other issues we saw. If you have trouble with your GPU getting too hot, we would advise you to try tweaking your graphics card cooling settings and you can also try to enable VSynch in the game. Feel free to join our Discord Server for a direct chat with us and other Nivali.
Please keep on reporting any issues you have with the game, it's highly appreciated and we're doing our best to fix what we can! ːcozybethesdaː
On behalf of the whole Cloudpunk team, we just wanted to take a moment to send a special thank you to our supporters on Steam. The enthusiasm for the game from the fans has driven us to work hard on making the world of Nivalis as beautiful, wondrous and weird as our imaginations would allow.
Nivalis is brought to life by its colourful characters and the stories they tell, but also by an evocative soundtrack, and a cast of talented voice actors. The beautiful city is the result of hard work by the programming team and the level designers, who have created a multi-levelled, realistic, living and breathing city that also serves as the cyberpunk playground for our story to play out.
It’s been a privilege to be part of this team, and we are all proud of the final game we have made. Every step of the way, we had cyberpunk fans cheering us on, and for that we want to say a big thank you.
We can’t wait to hear what you think of Rania’s story during her first night working in Nivalis. Cloudpunk is filled with intrigue, humour, darkness and hope, and we hope you love playing it as much as we loved making it.
Welcome to Cloudpunk!
If you need help
We have done a lot of testing on different hardware, but with thousands more players, some will likely run into technical issues. The game is very demanding. If you experience any technical issues, please send us a message to support@ionlands.com and we will try to help you as fast as we can. Here's what you can do before:
Check the minimum requirements on Steam
Keep your graphics driver updated to the latest stable version
Try disabling anti-virus software or add Cloudpunk to its whitelist
If you contact us, please include your system specs and a log file called output_log.txt, that you can find here: C:/Users/YourUsername/AppData/LocalLow/Ion Lands/Cloudpunk
It's been nearly 3 years since I started working on the first prototypes with tiny little blocks called voxels. To be honest, it was a long and stressful journey. For us indie teams there are so many challenges besides just making the game. But we can finally reveal that Cloudpunk will hit Steam on
April 23rd, 2020
There is not much else to say other than that we're really happy to soon let you guys experience the game yourself. We're using the remaining weeks for QA, localization and adding last bits of polish.
We have reached early 2020 and we wanted to let you know that we can reveal the launch date very soon. There are so many things to consider when selecting a launch date. We are incredibly happy about the game's reception here on Steam so far. Since we brought the page online, Cloudpunk has collected more than 85,000 wishlists, which is incredible.
In December we started our voiceover casting calls, listened to hundreds of voice actors and thousands of samples to find the right ones. And we're happy to say that we did. There are over 95 characters in the game and nearly all of them have unique voices. We can't wait to let you hear them.
We also can't wait to let you experience the game. As you know we are going for a very atmospheric, narrative driven game. It's all about the experience of being in this cyberpunk world, learning about the city and its inhabitants and enjoying the music.
Right now we're adding the last bits and pieces and optimize performance. Voxel art is difficult to automatically LOD, so we had to create all the LODs manually, a time consuming process. QA starts next week and localization work is already underway.
With the help of our newly announced partners for console (Merge Games) we are able to present the game at both PAX East (Feb 27 to Mar 1) and GDC (March 16-20). We hope to make the reveal of the PC launch date inbetween these two events.
As always, let us know your thoughts and questions in the comments below.
EGX was great to get feedback from players on the first 30-60 minutes of playing the game and would like to thank everyone who came by, played and gave us their feedback. It was a big help!
When development began on Cloudpunk back in the summer of 2017, it was just me working on various prototypes while our newborn baby boy explored his first months on this planet. Things were very uncertain and hectic in these times. All I knew and felt was the vision for the game I wanted to make. Later that year I began sharing glimpses of it on social media and the exciting reception by press and players alike was so very encouraging.
Since then I’ve been working full time on the game and began growing the team welcoming Thomas our writer, Harry our composer, Billy our portrait artist and Eloise our voxel queen. The art changed a lot and we were able to distill the gameplay to something we believe this game and the story needs.
I initially thought the game would take around 2 years to complete, so until around fall 2019. There are so many moving pieces and after the positive responses we received, we realized we had new ideas to explore. We now know we will need a bit more time and aim for release in early 2020. The coming weeks and months will make this goal much clearer and we can’t wait to announce a date once we know it.
We were lucky to partner with Maple Whispering to support us with the PC launch in Asia, a private investor and yet another partner who we can’t wait to reveal very soon. Now the team is growing even more with additional artists and designers helping to flesh out the world. We welcomed Roman, Rebecca, Sergey, Maryam, Kenze Wee, Gordon and Peter, some of which work full time and others half time. I’m proud of you all.
So, while things are still very hectic, they have turned much more certain and that’s wonderful. Our next stops are EGX Berlin and Day of the Devs, where demos will be playable on the show floor.
As always, let us know your thoughts in the comments below.