Punch Planet - Early Access - Sector-K Games


Version 0.5.1 is now released! This patch contains new CPU versus mode, more training room features, a demo mode, and as always more gameplay improvements.

https://www.youtube.com/watch?v=PY7JhoPBkWk





CPU Versus Mode
Added CPU / AI functionality! Players can now fight against computer opponents in versus mode and training mode.

There are three difficulties to choose from (Easy / Medium / Hard), the difference between them is that the harder difficulties block more often, tech throws more often, make decisions quicker, and react to things faster.

There is also two behaviour types to choose from. One is the Default option where they will use all their moves, and the other is a Footsie option where they will just use movement and a select few normals (can be fun to practice against).

The AI itself is not particularly smart, but sometimes it does cool things and decently fun to fight against for a version 1.0. In the future we plan on improving on this and adding more behaviour types to fight against. Soon we will also add other game modes like survival and arcade.

Also, Maxx cheats (doesn't need charge)

Demo Mode
Added a demonstration mode that creates random cpu vs cpu matches, and initiates automatically from the press start screen if no input is supplied. There are no intros or outros, and pressing start at any time will bring the game back to the main menu.

Training Mode - Dummy
Added functionality for selecting the behaviour of the training dummy in the "Dummy Settings" sub-menu. The available options are:
  • Default (Counter Hit / Blocking)
  • Jump
  • Crouch
  • CPU (Difficulty / Type)
  • Human
  • Record
  • Playback

Training Mode - Quick Change
Moved quick character / stage / music selection to a sub-menu under "Quick Change". Also added the ability to select character color from this menu.

Training Mode - Functions
Added a "Functions" menu to the training mode which serves as a way to access the keyboard-mappable training keys from a controller. This will allow players to Pause / Step / Toggle Playback / Toggle Recording / Save Game State / Load Game State with their controller, which before was only possible from the keyboard.

While in training mode:
  • Open the dialog by holding the "Utility" button (previously mapped to the load game state functionality)
  • While continuing to hold the Utility button, move up and down to select the desired function
  • Release the Utility button to execute or Start button to cancel
  • Tap the Utility button in-game to repeat the last selected function (map to load game state and it will function same as before by tapping)
This menu can also be accessed through the pause menu under "Functions".

Training Mode - UI
Adjusted how the sub-menu options work (player / dummy / display / etc). Changed to just being separate sub menus instead of being a left / right group, which was kinda unintuitive how we had it set up.

Patches Dialog
Removed the in-game patch viewing dialogs. Was kind of a pain to maintain and I doubt anyone actually uses them. In the future if I bring it back, it will probably just link to these steam announcement posts.

Optimizations
Bunch of code optimizations done to improve memory performance, should feel smoother as a result (less intermittent hitching).




Animations - Airborne hits improved
All characters have had their airborne being hit animations (reset / juggle / knockback) updated. This should provide more clarity for resets and generally look better than before.

Attacks - Airborne normal pushback increased
All airborne attacks now apply slightly more push back against grounded opponents. Should look better and is slightly tied to the changes in jump arcs (read below).

Camera - Adjustments
As always in searching for the perfect camera, ours has been adjusted against. This version should feel more 2D, move slower horizontally, move less vertically, clamps the top position (doesn't go above a certain height), and generally should be more clear.

Character Shake - Re-enabled
Re-enabled the character shake that happens when a character gets hit and should be a bit more subtle than it used to be. Hopefully gives attacks a little bit more umpfh.

Collision Boxes - Move Boxes - High speed resolutions
Added support to the engine that prevents characters from passing through each other at high speeds. This has been a pretty long-standing problem that has been pretty limiting and we finally got around to addressing it.

Previously, if a character moved quick enough in one frame so that they moved farther than the width of their movement boxes, they would end up passing through the other. In order to prevent this, we generally just made the width of movement boxes relatively large and made sure that animations weren't too fast, but there were still some cases where it was possible to happen.

Now we can account for this, where the engine takes the previous frame's positions into account when figuring out if there was a movement collision and which side each player needs to be on. This will give us a lot more freedom with move box widths where we can make the characters "thinner", and with attack animation speed where characters can move much much faster without having to worry about going through the opponent.

Collision Boxes - Move Boxes - Corner adjustment
Removed the logic that prevented characters from crossing under a juggled opponent in the corner. This was done so that things like Juggle xx DTC -> Forward Dash -> Attack would keep them in the corner even if the attacker got all the way into the corner.

This is being changed in order to allow that juggle cross under (stuff like Dog St.HK xx Run will allow the same mixups in the corner as it does mid screen), and any situation like the above one will be balanced more around the push back on the juggle and dash distance of the character.

Collision Boxes - Move Boxes - Standardized Airborne / Juggle sizes
Standardized the bottom move box position between airborne and juggle states. Previously, the juggle version would reach quite a bit farther down to be harder to get under, but it allowed a strange-looking case to happen when a character gets hit while right on top of the other (one above the other and not intersecting -> get hit into juggle and is now intersecting because it reaches lower -> jarring resolution), most frequent example is Agent uppercutting against a very deep opponent.

Now it should feel a lot more consistent and look better.

Also, the back side of all airborne move boxes has been shrunk a bit, which makes it less often to collide with things that are behind the player. This will be mostly noticeable when landing directly on top of an opponent and landing on the other side (crossup), now when the character hits the ground they will be much closer because their movement box doesn't push out as much, should make empty jump crossups much much better.

Collision Boxes - Move Boxes - Adjusted grounded heights
Dog has had the height of his grounded move boxes slightly reduced, and the Big body characters (T.Yara / Maxx) have had theirs slightly increased. This should slightly increase the difference between the body types.

Collision Boxes - Grab / Move Boxes - Reduced grounded widths
With the above change to high speed move boxes, all body types have had their move box widths decreased (and grab boxes by the same amount - they are tied).

In relation to this, the hurt box widths have NOT been adjusted. Because of this, the horizontal distance between the edge of the move box and the hurt box has been increased, which means that all characters will get slightly more combo options when starting a combo from point-blank range.

Damage - Ignore global and character scaling
Added functionality for defining if a hit has its damage scaled or not. Normal Throws, Command Throws, and Supers all are no longer scaled by global / character scale values and have had their damage values adjusted accordingly. These meta of these moves will no longer be affected when adjusting those scale values, and eventually if we want to move away from the scaling system we now have the ability to do so.

Damage - Removed counter hit scaling bonus
Counter-hits no longer provide the benefit of not scaling the next hit in a combo. The damage variance on combos was just too much but it was fun for a while.

Damage - Adjusted scaling
Slightly increased the global damage scale so that hits generally do a bit more damage and adjusted combo scaling so that there is a larger change between the first and second hits of a combo. This change should give a bit more reward to neutral hits in relation to combos.

Damage - Supers separate scaling
Supers now use a separate linear scaling list (100% -> 90% -> 80% -> 70% -> 60% -> 50%). This change should give more reward to quick combos into supers.

Hit Stop - Adjusted
Slightly increased all non-special-cancellable normals hit stop. This is something we've had in the past and gives these attacks slightly more umpfh, and in the case of super-cancellable attacks, slightly more time to buffer super.

Input - More wakeup leniency
Slightly increased wake up input leniency, which should make it a little easier for players to get their attacks out when getting off the ground.

JTC - Adjustments
JTC has been changed in a few ways that should give it a bit more utility but a bit less effective in neutral. The juggle value that you gain when landing it in a combo has been increased from 1 to 2, which will allow for more combo options after the JTC. On the other hand, it now scales the combo damage much more than before. Hopefully it should make going for these combos more about situational meter usage or player variety, rather than optimal damage.

Jumps - Arc adjustments
All characters jump slightly farther horizontally, and slightly less high vertically.

KO - More freeze
There is slightly more character freeze when KOs happen, should give the KO moment a bit more impact.

Meter - Reduced
Slightly reduced E and T meter gain across the board, should make spending these resources a bit more of a risk and make 4-bar supers a bit harder to build.

Resets - Adjustments
Decreased global reset juggle value from 3 to 2. This should allow more opportunities for resets, and with the above change to JTC juggle value, always after a JTC.

Each character has also had their reset distance slightly increased, which will make it harder to cross under and less reward in general.

UI - Adjustments
Adjusted scaling resolution and positioning of the gameplay UI. Text should be more readable and look better.

Walks - Added speed ramp
Added functionality for walk speed to ramp up over a few frames. This will slightly reduce the distance moved when quickly going between different directions. When initiating a walk, the movement speed will now start at 50% and ramp up to 100% over six frames. With this in mind, all characters have had their walk speed slightly increased.




  • Jp.HP: Can no longer cross up
  • St.HK: More push back, less corner push back
  • HP.Gunshot: More hitboxes added to the end of the beam
  • All.Headbutts: Less push back
  • HK.Headbutt: More punishable on block
  • EX.Headbutt: Travels farther during startup




  • General: Gains less meter
  • St.MP / St.HP: Dash cancel now requires regular dash input (not single forward / backward)
  • Cr.MP (fast): Reaches farther, better on hit
  • St.MK: Easier to whiff punish, worse on hit and block
  • Cr.MK: No longer disables upper hurt box during startup
  • Cr.HP: Can no longer cancel later active frames, fast version better on hit and block
  • All.KnifeRush: Juggles slighlty farther horizontally
  • HP.KnifeRush: Increased knockdown frames
  • EX.KnifeRush: Less push back, worse on block




  • General: Less health
  • St.HK: More hit stop
  • LK.ShieldCharge: Less push back
  • MK.ShieldCharge: Less push back
  • EX.ShieldCharge: Travels farther during startup, increased hit box range




  • Dash Forward: Less distance
  • St.LP: Better on hit, better on block
  • Cr.LP: Better on hit, better on block
  • St.MP: Faster startup, more push back, better hit box
  • St.HP: Super cancellable, reaches farther, collision boxes now follow animation, better on hit, worse on block
  • Cr.HP: No longer forces stand, hit box top reduced, slower startup, better on hit
  • Jp.HK: More active frames, additional hit box on last active frame, less hit stun
  • EX.PinWheel: Now requires 0 juggle value (still removes 1), increased corner push back
  • PinWheel->Dive: Better on hit, better on block, adjusted spike physics
  • Run: Adjusted animation timing
  • Run->Slide: Reaches less far
  • Run->MidStrike: Increased push back, ex version worse on block




  • Dash Forward: Slightly less distance
  • Throw Backward: Fixed corner push not being applied
  • St.LP: More push back, better on hit
  • Cr.LP: More push back
  • Jp.LP: Updated animation
  • St.MP: Slightly worse on hit, slightly better on block
  • Jp.MP: Updated animation
  • Cr.MK: Reaches slightly less far
  • Jp.MK: Updated animation
  • Jp.HP: Updated animation, now causes spike into soft knockdown against airborne opponents, slower startup, less active frames, adjusted hit boxes
  • St.HK: Increased juggle value
  • Cr.HK: Updated animation, more push back, reaches slightly less far, slightly decreased damage
  • Jp.HK: Updated animation, now causes a hard knockdown against airborne opponents
  • All.CrescentKicks: Adjusted juggle physics, adjusted hit box positions, no longer cancellable into super when parried, harder to go over opponents on the ground
  • Super.LunarGeyser: Worse on block




  • General: Less damage, less meter gain, slower walk forward when buffed
  • St.LP: More push back, more recovery, more hit / block stun
  • Cr.LP: More push back, better on hit
  • Fw.MP: Now special cancellable
  • St.HP: Faster startup, less push back, bigger hurt box
  • Cr.HP: Slower startup, more push back, smaller hit box top, bigger hurt box
  • Jp.HK: Slower startup, reaches slightly less far
  • All.HookSwing: Less push back
  • LP.HookSwing: Slightly less recovery, slightly worse on dtc
  • EX.HookSwing: More time between hits, second hit reaches farther
  • All.GAP: No longer applies damage on initial hit, easier to whiff punish
  • EX.Buff-U: Bigger hit box, increased damage, less push back


That's it for the main changes in the update, but as always, there's a ton of little things in the full detailed changelog, which you can find here

As always if you want to keep up to date with development, please follow us on social media. If anything, definitely join the discord!
Feb 16, 2019
CHKN - TeamCHKN


We’ve added even more control to the creature builder with some new improvements. We’ll keep this post short so you can get in and try them out! ;)

New Builder Controls:
  • New rotation tool! Rotate in all axes, rotate blocks that are already attached, and have more control over your creature builds
  • New highlight colors on Life Blocks make it much easier to see what you have selected and where you can place them
  • The undo/redo system has been reworked to be more smooth and consistent, so it’s easier to experiment while building
And thanks to all our CHKNeers for your help reporting and testing so we could get these new bug fixes out!

Bug Fixes:
  • Fixed a bug where party creatures would not summon correctly outside of the world area where they were stored
  • Fixed item duplication bug caused by clicking “Pick up all” from containers
  • Fixed a big where clicking “Edit” on the party screen of a creature did nothing
  • Torch and Lifeshaper FXs will no longer stay on in your hand even after the item is unequipped
  • Poachers no longer change appearance when taking damage
  • Multiplayer:
    • Client creatures now set the correct LOD on connect (This fixes issues where creatures were missing or in wrong positions!)
    • Equipped items now display correctly when a client first connects to a game
    • Client creatures now correctly burn stamina when gliding
    • Clients no longer have to “rediscover” their own creatures in multiplayer games
    • Fixed a bug that caused certain quest conditions to not progress correctly for clients in multiplayer
If you’re not on our Discord yet, come say hi and let us know what you’d like to see in CHKN.

- Team CHKN

https://store.steampowered.com/app/420930/
The Textorcist: The Story of Ray Bibbia - GeHirne81
Hey fellow Textorcists!

We just released our first Steam update which fixes a number of issues.

Here is an overview of the fixes and improvements:

Fixes:
- Bible going out of screen during Coliseum fight
- Pressing esc during ending credits skips the final cutscene
- Nun getting stuck in combat phase 2
- Minor bug fixes

Working on:
- Fixing the spiderweb for the Nun
- Save audio settings
- Camera stuck after closeups
- Option to clear players score data
- and more!

Thanks again for all your input and your support.

Love you guys!
Matteo, Diego, Giuseppe

Fishing Planet - sergey.b

CVC SEMIFINAL RESULTS
For anyone craving some hardcore fishing action, Quanchkin Lake was the place to be! 60 Top anglers were demonstrating their skills as they fought this Semifinal battle. And here are the names of Top 20 finalists who’ll compete in the Final round of Crappie Valentine Cup for the title of CVC Champion!
1 GiDRA_Duke
2 PRO.s_CLUB_Konnie
3 NoName.NoBrainNoPain
4 NoName.De1fin_1
5 BSS
6 NoName.A.K.E.L.A
7 Viuva-FDP
8 CN.YuLuO
9 BGF-7ayati
10 Pblbagril
11 Andrzej_zam
12 NoName.Benelli_828U
13 NoName.FeniX
14 BGF-BismarcBK
15 ONikS555
16 BGF-BrAdnan
17 Misha55
18 JimPanse0108
19 BGF-Edu77
20 BUR-aleksandp_3
Feb 16, 2019
War of Omens Card Game - mercurato

So this is our first game on Steam, and we forgot to check a few boxes with our submission and also checked a few we shouldn't have. The review team found the errors and we've already corrected them and resubmitted. Given it's a holiday weekend we might be in for a bit of a delay before the fixes can be verified. Hang tight and we'll get the game out as soon as we can!

Cheers,
-The Devs
Duke of Defense - Seabass (The Human)
We spent a LONG time on this update but we think it was worth it. We fixed every bug we could find and added a lot more content. We're way ahead on the story as well so you can expect the next update fairly soon.

This time around we focused a lot on polish and game feel. This version of the game feels drastically different from any of the previous builds which we are very excited about.

Lots of changes!
  • Implemented Discord Dissonance
  • New error message with directions for reporting issues
  • The soundtrack is now compressed and decoded on the fly (Game size was 516 MB, it's now 75 MB)
  • Implemented lightrays in the forest area
  • Implemented new bouncy grass
  • Implemented footprints in the snow/sand
  • Heart on UI gets darker as you lose more hearts
  • New healthbar chisel effect when enemies take damage
  • Towers have a new particle effect while being created
  • Optimized healthbar drawing for enemies
  • Coins and gems no longer decay during cutscenes
  • There's a talking rock
  • Hail now has a motion trail and improved artwork
  • Improved axis input for navigating menus
  • Added pre ice wizard mini boss cutscene
  • Reiterated design for skill point unlocks
  • Removed option to disable the background (pretty useless setting)
  • Fixed player 2 being invisible after scene 5b
  • Fixed skills not updating after being unlocked
  • Forest hub 2 wouldn't unlock after talking to the Old Duke
  • Addressed possible crash when unlocking new heads
  • Old Duke's text prompt would show during scene 2_4
  • Fixed pausing being disabled after pre fire wizard boss cutscene with the Old Duke
  • Item unlock prompt would appear during scene 4a while the fire wizard teleported away
  • Post fire boss cutscene had no music
  • Camera no longer moves up above Phil during his first cutscene
  • If pre boss music was playing, kingdom peace music would stop working in other hubs
  • The game would crash after beating the fire wizard boss
  • Player could pause during scenes 3a and 4a
  • Player could pause during dialogue with Phil
  • If scene 5c was played and then the ice wizard mini boss defeat cutscene played after, it would be bugged
  • If the game was closed during various scenes, the game would continue and the scene would never be viewable, instead the game will immediately put you into the cutscene if it wasn't finished before
  • Game would freeze when ran for the first time
  • Controller deadzone increased from 25% to 65%
  • Fixed fire wizard boss weather not working
  • The fire tower now does 35% less damage and each strength upgrade gives 25% less damage than before per level

Any feedback regarding the stability/balance of this build would be fantastic!

Thanks everyone!

Yours truly,
Seabass & Topher
Necken - Joccish
Bug Fixes
  • Fixed attack not showing correct selection
Feb 16, 2019
Hellpoint - Cradle Games
11:30 AM February 16: Build : Beta - 0078 - 13423

- Fixed level up screen
- Online coop is back
- Cloud save game is now secure with Steam
- Gear icon turns red when you don't have the stats to use it
- Fixed issue where elevator door were stuck after dying
- All catalysts have their firing mode
- All melee weapons correctly uses the chip upgrade elemental boost (first unlocked ability)
- Arisen are starting to display dangerous long range abilities
- Enemies will stop looking at you after dying
Neos VR - Frooxius
Video Trailer

https://www.youtube.com/watch?v=Vta9iqHmwNY

Important Links



Official Website
GitHub Issue Tracker
NeosVR Wiki

Neos Credits (NCR cryptotoken):
Whitepaper
Etherscan

Complete 0.7.x version history

Hello everyone!

I’m happy to announce that after almost 200 nightly builds (that’s more than one update per day) and thousands of new features, tweaks and bugfixes, Neos VR has now reached a major version 0.8, with massive improvements in its usability and social features.

This is the most important major update to date. It transformed Neos into a more user friendly, fun experience for everyone and made its powerful creative tools and the things created with them accessible to more users. If you haven’t checked out Neos in a while, now would be a good time to hop on!

Our community has also grown significantly over this time, helping test out the daily builds, providing ideas, feedback and bug reports and shaping this major release with real needs and experiences.

It was a pleasure seeing and collaborating on the most amazing experiences and interactive items in Neos and seeing them grow together with the project. Thank you everyone for making Neos better every single day.

So what’s new? There have been literally thousands of new features, tweaks and bugfixes over the past few months and here’s a full history if you’d like to read it, but let’s go over the major things.

World Browser and New Hub



With the growing community came an influx of more worlds into Neos and the old (ugly) content hub was no longer keeping up and neither were people’s computers because of hundreds of performance heavy world orbs.

You can now access a brand new “World Browser” from your dash, which provides cleaner listing of public worlds in Neos, but more importantly also searching. You can search by tags (e.g. “games”, “art”, “educational” or “3D scans”) or author (e.g. “by: Nexulan”) to easily find the experience you’re after. They can also be sorted by publication date, last update or number of visits.

I’m also very happy to announce that we have a brand new hub collaboratively built with our community. The beautiful design and 3D modelling was done by Aegis_Wolf (who’s been building lots of cool things in Neos), with concept and direction provided by Nexulan and me (Frooxius) creating the materials, shaders and interactive elements (done with LogiX right in Neos!).

I believe this hub will completely transform the first user experience in Neos and show what the engine is capable of. It’s by no means finished, we’re still hard at work adding more interactivity and filling it in, so keep tuned! (but go check it out now ;) )

Redesigned UI and usability

It’s no secret that coming out of alpha Neos’ UI was very clunky and frustrating to use. Many of its parts have been completely redesigned. The old “logomenu” was replaced by a more modern dash, UI panels have been spruced up with title bars, close buttons and help dialogs and dozens of other elements were tweaked or redesigned to make them easier to use, from world orbs, world switcher to tools.

To help with the learning curve, Neos also now has basic contextual tutorials, which explain what each button does or how to interact with some elements when you’re around them. Our community has also been busy making awesome tutorials on both the basics and more advanced topics, look for BusinessLawyer’s tutorials if you’d like to learn more.

There’s lots of peripheral features as well, like adjusting other people’s volume, jumping to their location in world, seated mode, smooth turn, changing your audio input device (and having voice indicator) and various other settings, play/edit mode (getting rid of those annoying lasers), equipping avatars right from the inventory (and setting them as default), making file browser private by default or inventory shareable.

You can have friends now

People no longer have to be strangers in Neos! You can add other users to your friends list and see their online status, which worlds they’re in, send them text messages, invites and even arbitrary objects (like a fixed up avatar that you did for them) right within Neos.

The friend system also lets you send other people payments (but more on that later) and automatically give them permissions in your world (more on that later too). But you don’t have to worry about the system getting in your way, you can set your status to Invisible so you appear offline and all your sessions are private by default.

Permissions and session management

Because of Neos’ unparalleled creative freedom right within VR, some worlds can get chaotic pretty fast. Luckily you can now assign users to different roles, which restrict what they can do in your worlds, whether it’s restricting their locomotion modes, ability to use editing tools, spawn items, grab certain objects, switch voice to broadcast or making them full passive observers.

All roles are customizable right in VR in classic Neos fashion, so you can fine tune them to your needs. Nevertheless this is only beginning and as we get more users we’ll be iterating on this system and making it more robust and rigorous.

Another feature that goes hand in hand is restricting who can join your sessions at all. You can let only your friends join or only specifically invited users. Joining users are cryptographically authenticated to ensure your security and privacy.

Physics based locomotion (walking, zero-G, climbing…)

One of the most fun additions was the physical locomotion system. You can now run around, jump, collide with walls, climb (even on other people), fling yourself around or float in Zero-G!

All of the system’s properties are adjustable and scriptable right within Neos, so you can tweak them in your world (or per character) to create variety of experiences. We already have community building space experiences, skate parks or radial gravity for walking around the sphere.

The locomotion system also comes with extra interaction modules for applying forces, parenting (changing coordinate systems) and teleporting. We’ve built some of the most fun stuff with these building blocks, like trampolines, springs, boost rings, sticky surfaces, gravity lifts, flying vehicles or even actually working portal gun!

Undo/Redo

The most requested feature has made it in! Begone are the days of accidentally moving an object you were carefully positioning for the past few minutes or forgetting to save an original material when trying out a new one.

Lots of user actions, both usual (grabbing, spawning items or destroying them) and editing (changing properties, materials or object hierarchy) now create undo steps, which has saved lots of frustration and enabled unleashing mayhem responsibly. Now if only we could do that in the real world.

And of course in traditional Neos fashion, this system is fully synchronized and persistent (though this is off by default), which enables future extensions, like undoing actions globally (right now each user has their own history).

Procedural avatar animations (eyes, jaws, walking)

Avatars have also received lots of attention in this release, improving their expressivity and customizability. I’ve added an eye system, which simulates natural eye behavior - looking at objects of interest (other people, hands that are holding things, random environment items), random saccades and expressions.

It’s highly customizable as well, so you can tweak it to look good on your avatar or give yourself twitchy eyes. You don’t even have to use it with avatars, it works on arbitrary objects too and supports arbitrary number of eyes!

In similar fashion full body avatars have a procedural walk animation based on your actual movement. All gait parameters are fully exposed. Want to be bunny hopping when going fast instead of running? You can. Or have ministry of silly walks character? Ditto.

Setting up those systems from scratch can be a bit tedious and intimidating though, so BusinessLawyer, one of our community members, has created amazing automated setups right in Neos - just step on a platform in your avatar, press a button and drag a few sliders to adjust the look. Couldn’t be simpler!

Growing Community



With the improvements being released daily on Steam, we saw our community grow in response as well, having more users return and support the project.

We recently broke our record in number of concurrent users on Steam (22), which is higher than it was at the beta launch in May (17) and the minimum number of daily concurrent users is also slowly rising, staying above 10.

Our Discord has grown considerably as well, having over 600 members and so did our Patreon, bringing over $1300 a month with 67 supporters. This allowed us to actually bring one of our community team members to work on Neos full time.

But most importantly we saw the rise in community content, both in volume and complexity. We have almost 200 submitted worlds now, dozens of different avatars and cool items (weapons, tools and other interactive items).

We are only at the beginning of our growth and I’m very excited for the things to come. I couldn’t be more proud to have a community so diverse, with people using Neos to hang out with friends, build games and beautiful environment, but also to help visualize and share their art, 3D models, 360 photos or even use it for science and education (the Sydney Human Factors Research being one of our most active users in this area).

Neos Credits, in-verse economy and ICO



With the growth of the community grows the need for a way to trade services and items and grow the project as a whole. On February 1st we have launched an initial coin offering (ICO) for our Ethereum token NCR (Neos Credits) and already sold over $10,000 worth before this announcement.

You can send people NCR through Neos itself via the chat system, with our community members already offering their services and making some first trades. This is only the beginning for the in-verse economy in Neos though. Rather than going full out we opted for a more gradual integration so we can spend more time on other features that are needed more.

In the future you’ll be able to set up a store to sell items and worlds as well, with automatic license and usage tracking within Neos. If you’re interested you can read the Neos Credits Whitepaper, including our definitely not overly ambitious master plan :)

All earnings from our ICO and Patreon are also used to fund the development of Neos and the community and we appreciate all your financial support. We couldn’t be working on this project and expanding our team without you.

Various editing additions

There’s too many things to list, but just in short, inspector has been improved to show texture, mesh and material previews, various texture and mesh processing functions were added right in VR (e.g. recalculating normals or inverting color channels), particle system extensions, baking meshes in VR (for better performance), snapping for joints/sliders, ability to make your own virtual keyboards, lots of new LogiX nodes (Neos’ visual scripting), beefing up the material gun and more.

Road to 0.9 - Performance

The main focus of transition from 0.7.x to 0.8.x was usability and social features, making Neos a compelling social platform in addition to being one of the most powerful creative platforms for VR.

At the beginning of 0.7 cycle this was one of our biggest downsides and with that being out of the way (for the most part anyway) we’ll be turning our attention to our current biggest issue: performance.

Neos is overdue for many different optimizations to decrease CPU, GPU and memory usage, remove stutters, adding tools that let creators build bigger and richer worlds, with more people in them. You can see many of them logged on our GitHub issue tracker here to see what’s coming: https://github.com/Frooxius/NeosPublic/milestone/3

This will also pave our way to mobile platforms, particularly Oculus Quest. Some users have already been using our experimental Oculus Go builds, but lack of optimizations limits the complexity of experiences that can run on the mobile devices smoothly.

Other long awaited features will also come as part of the performance update, like the shader import support, depends on some of the planned additions to the core engine.

We’re interested in bringing Neos VR to AR as well (such as the Magic Leap), particularly to allow VR and AR interoperability (e.g. use items and tools built in VR in AR and vice versa or invite people in VR to your room), but this is currently dependent on funding and support we get.

You’ll also see more official content from us, we’ve got some really cool things that we’ve been sitting on for a while, so keep an eye out!

I’ll see you in the metaverse.
Frooxius
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