Next week I'm launching a little arcade/puzzle game on Steam, which was approved and ready to release since forever (remember Steam GreenLight?). It's way different than what you'd expect from me after Iron Snout or Bacon May Die, but I feel like it might find its audience!
And it'll have Steam Trading Cards on launch, which I'm very excited about!
In this year it is planned to develop game to version 1.9.0, since the next step after it is release. An additional type of trade will be introduced to 1.9.0 (to be precise, trade shuttles instead of trading rockets from the roadmap), I will also try to add several new cliffs with new shapes for the generator (+ the ability to change the map before starting the game without going to the menu) also some work is planned on optimizing and adjusting the overall balance.
And here is another list of changes:
Added building - Grand Hotel
Added building - wall salad farm
Added building - wall vineyard
Added building - market.
The penalty for fish from underwater buildings is reduced.
Statistics in the bank extended with "profit from markets" and "thefts"
20 grapes and 20 fruits were added to the starter stock of the Storage
Buildings that are slower on the night shift now also consume less energy (more if the law on the night shift is passed)
Opened achieves preview now available in the game achieves window.
Once again, we’d like to invite you to try a work-in-progress version of the upcoming Darwin Project content update. We’ve got some exciting new features coming in the November patch and you can try them out on Friday, November 9. The improvements in this patch aren’t final, but we’d still like your impressions on them in their current state.
Remember that you’ll be playing an early version, so everything is subject to change and you may experience small issues. More information below!
What exactly am I testing?
The main focus of the November patch is balance, so we’ll mainly be looking for your feedback on several gameplay adjustments. However, we’d also love your thoughts on:
The Show Director Soundboard: A way for Show Directors to highlight key moments in the arena by playing various sound effects
The Playground: A work-in-progress area where inmates can learn the basics and experiment with their equipment
New Private Match options: Once you’ve gotten a feel for the other changes, start up a Private Match with friends to unleash a healthy dose of chaos!
The build contains more improvements than those listed above, and you’ll be able to share your thoughts about everything you noticed in the post-playtest survey.
When is the Technical Playtest?
The Technical Playtest will take place on Friday, November 9 from 2 PM EST (7 PM UTC) to 6 PM EST (11 PM UTC) on Steam.
How can I participate in the Playtest?
1. Go to your Steam library 2. Right-click on Darwin Project and select Properties 3. Go to the Beta tab and enter the playtest code: playtest73429482 4. Click Check Code, then select Playtest from the drop-down menu 5. Restart Steam and launch Darwin Project
Important: Don’t forget to opt out of the Playtest branch once it is over! You can do this by going back to the Beta tab in the game’s Properties and selecting None from the drop-down menu.
Can I stream or record the Playtest?
Yes! Don’t forget to opt out of the Playtest when you are done playing before continuing to stream Darwin Project.
How can I send you my thoughts?
We’d love to hear your feedback about the November patch content! We will be posting the link to the post-playtest survey in the playtesting build as well as our social channels. Please take the time to fill it out and help us make this update the best it can be!
When does the November content update drop?
The next patch will be available on November 20, with patch notes published a few days earlier as usual.
It has been a while since the last update, because we've been plugging away at making it a big one. Fog of War, Play Area control, Line Tool improvements, Additive Loading, VR Improvements, and much of it covered in our brand new Knowledge Base. Oh my!
We're also back at it with a new official DLC: Draco Magi!
Draco Magi now available for $6.99 with a 20% launch discount.
Includes the base game, as well as the expansion.
Scripted setup to help you get into the game quickly.
Select your seats and press one of the on-table buttons to begin.
Read the Notebook for additional info.
Fog of War:
Found under the Zone tools, Fog of War acts similarly to a hidden zone, with the zone hiding objects that are within it.
You can right click any object to enable "Reveal Fog Of War" in its Toggles menu. This object now reveals fog, instead of being hidden inside of it.
Right clicking it again shows options for visibility range as well as what color objects are revealed for.
The piece reveals area of the fog, which is represented by a black plane.
Did we mention it can be accessed via scripting? See below.
GM (black seat) players can see everything in the fog.
Objects also have a "Ignore Fog of War" toggle, to disable the hiding effect on that piece.
All "Boards" are unaffected by fog, and are still visible. You can set your Custom Models or AssetBundles to be "boards" if you want them visible as well.
Read about other options and system details on the Zone Tools section of the new Knowledge Base.
Want the camera to move further from the table? Or not be able to? Play area lets you set that distance limit.
Use this to make a small room that the player can't sneak out of.
Use it to make even BIGGER setups.
The setting can be modified under **Options** at the top of the screen, then under the **Game** settings.
Improved Line Tool:
Your measurements with the line tool are now visible for all players!
The line never covers the number.
It is not blurry. What more could you ask for from a line?!
Additive Load:
When in the Game menu, when clicking the 3 dots that appear in the upper right of a Game when you go to select it, you will see a new option: Additive Load.
Clicking this option causes all of the game pieces from the save to be loaded into your CURRENT game.
So all your current game objects remain where they were and the ones from the save you Additive Loaded from will appear as well.
An ideal use for this is to save different dungeon/map setups, then load them into your current game after clearing space.
There have been some additional documents created, updates to classics and more.
It also allows you to submit improvements via GitHub.
VR Improvements:
On-Screen Keyboard:
Turn on in Interface settings. Displays an on-screen keyboard - mainly for use in VR (makes searching a lot easier). Can be toggled in VR with button on right of screen.
VR Settings UI:
You no longer need to use console commands to configure your VR experience.
Accessible through Interface settings, or in VR with button on right of screen.
Added setting to disable displaying network player VR peripherals; accessible in VR settings or via console command vr_display_network_players
Added settings for how selection works: either a box with a fixed height (as it has been), a box exactly as you draw it, or a box anchored to the table surface.
Long hover tooltips now wordwrap.
System Console:
A number of commands are now persistent: you do not need to add them to your autoexec to set them at startup; instead they will remember their setting between sessions.
help will show which commands persist.
New Commands:
reset
ui_config_vr
ui_keyboard_default_state
ui_keyboard_show
ui_keyboard_scale
ui_keyboard_echo_duration
vr_display_network_players
vr_mode_selection_style
vr_selection_style_anchored
vr_selection_style_exact
vr_selection_style_fixed
Scripting Changes:
Not as much here as in some other patches. But we made sure you had access to some of the new toys.
5 years (at least!) in the making, it's finally happened. Our hand-drawn adventure game is here for you to enjoy.
If, for some strange reason, you haven't heard about the next Point & Click sensation (the name rhymes with "rock"), a revamped Demo and a new Release Trailer will help you get an idea... or so it may seem, as the game may still hold a few surprises for you.
Please be aware that we will be conducting a scheduled maintenance on Steam Knight Online Servers and service will be temporarily unavailable. Maintenance time will be as follows:
Knight Online Server Time (EDT): 20:00 South America (PET): 19:00 Turkey : 4:00, November 8th
Duration: Approx. 2 Hours 3 Hours
The maintenance will include:
Server Restarts
The Thankgiving Festival event will start!
Quest Reset will happen
Please note that the estimated duration of server maintenance may be less than or greater than the time quoted above and is subject to change without notification. We may also update this announcement as necessary during or after maintenance has concluded. We thank you for your patience during the downtime.
Playground world added. Playground bridges the skill gap between Tutorial and School, providing a more free form and accessible experience to new players. One trial, one course, and card collections are available in this patch, 5 additional courses and several trials will be released over time
Added sticker sheet trade-in. Collect full sets of stickers and earn special rare rewards
Added readable comic art for School, Wholesale and (partially) Playground. These are earned by finding the six hidden comic pages in each world
Increased player ground acceleration speed from 1 second to 0.8 seconds
Many equipped items now show in first person
Preserve character rotation interpolation for smoother rotations at frame rates above 60 fps
Added two rare followers earned through the sticker sheet system, Rusty and Pinny
Added new Vertical Spinnable climbable object type. This object is similar to the vertical pipe climbs in school, but you can spin around it horizontally like a fire pole
Added texture streaming support. It should now be easier to play on higher quality settings
Fixed surf bug where players would sometimes not move the direction they’re facing when jumping from a surf object
Fixed surf bug where players could stack speed indefinitely by jumping.
Players will now average their forward momentum with the jump height and regain it when landing back on a surf object
Fixed news image compression on Potato
Fixed trials not appearing in level select challenge lists
Fixed several lobster traps and visual glitches in school
Fix for replay models not having ghost shader applied after death
Fixed lightmaps in Intro
Fixed issue with missing atmospheric fog
Smoothed out initial attach to climables. This fixes many deaths associated to attaching from a parallel direction
Fixed issue where breakables would burn in lava after each death. This will reduce the likelihood of a deferred lag spike 5-6 seconds after dying
Hands now properly IK to vertical climbables in a pleasant fashion
Hands on vertical climbables are now spaced correctly for the width of the climbable
School is now unlocked through progression
Disabled Halloween event
Hot Fix #1
Fixed dark lighting in Medium and High Quality settings (Potato is still dark)
Fixed several collision issues in Playground
Fixed several instances of missing shadows in Playground
Fixed issue with score ordering the first time you complete a course
Removed ball in lava world that looked like you could jump on it
Fixed menu rank vertical alignment
Fixed player rank when playing offline
Fixed issue where a sold sticker could still be equipped
Hot Fix #2
Disabled texture streaming for now- will re-enable after some tweaks
Added collision to sand mounds when in lava mode
Fixed up collisions on asphalt pillars (convex)
Fixed flickering sidewalks
Fixed sections of lava poking through concrete
Fixed collision between asphalt and grass in overworld
Enabled platform light for better visibility on top of platforms
Fixed lighting errors (bad lightmaps)
Hot Fix #3
Fixed missing sidewalk in Playground
Fix “!” on item you no longer own if you trade in the stickers before you check your toy shelf
Fix placement previews for Pinny to look like Pinny instead of cube
Fixed grass poking through Lava by lava falls
Fixed lights being incorrectly disabled on potato mode causing poor performance or dark scenes
Fix for double level load and nonstop out of bounds deaths
Fixed dying while spectating to cause the camera to become detached and the players score reset