We know many of you have been patiently waiting for two of our next big features, Surface Grids & Lasers. We believe these features will be an awesome addition to the core Universe Sandbox simulation and experience, and we know from your excitement that you agree.
Not familiar with Surface Grids? It's a feature we're developing for Universe Sandbox that makes it possible to simulate values locally across the surface of an object. In effect, it allows for more detailed and accurate surface simulation and more dynamic and interactive surface visuals. It also makes possible tools like the laser, which is essentially just a fun way of heating up localized areas of a surface.
Short Version If you’re a fan of treating bad news like a bandaid that needs to be ripped off, here’s the short version: We chose to further delay the release of Surface Grids & Lasers because our implementation was not meeting our expectations. We are now applying our work to a completely new approach that we think will be well worth the wait. We hope to have it ready this [Northern Hemisphere] summer. Thank you for your patience!
And in the meantime, we hope to release some new simulation features: improved physics and new galaxies. Read more about these below.
Long Version And if you’re curious, here’s the longer version: Last month we sat down for a team meeting on the status of Surface Grids and Lasers and had to make a difficult decision. The features weren’t quite living up to our expectations and standards. While we were continuing to make progress on development, we were also continually running into problems and were pushing the technical limitations of the system we had implemented, all with diminishing returns. We could either continue to work through all of the issues that remained and end up with something that met most of our high-level design goals but fell short on performance, or we could take everything we had learned and reimplement it in an entirely new system that would meet even more of our goals, be exponentially faster, bypass some of the issues we were trying to solve, and have much more room for future expansion. That makes it sound like a clear choice, but there were a couple of drawbacks: there were some technical compromises with this proposed new system, and pursuing it meant that we’d have to further delay the release of these features, something that we knew both we and our fans would not prefer. But after more discussion, we decided we didn’t want to compromise the quality of these features — let’s delay a bit, work on this better version, and release something that we’re very proud of. Please know that we are committed to new features and improvements and to the long-term future of Universe Sandbox development. We’re even expanding our team again — come join us as a Graphics Developer or Spaceship Physics Developer!
We can’t give a release date yet for Surface Grids & Lasers, but our plan moving forward is to provide an update every two weeks on their development. Below is a preview of what’s to come, showing a tidally-locked Earth close to the Sun where the back side freezes over and the near side becomes molten. And wait for the laser at the end!
Please note: the following image and the image at the top of this post are from the previous implementation of Surface Grids. We hope to go above and beyond what can be seen here for our new implementation, but the feature is subject to change and these may not be representative of its final state.
Improved Physics & New Galaxies
While we all wait as patiently as possible for Surface Grids and Lasers, we hope to deliver on two other features that have also been a long time coming: 1) a new, faster, and more stable physics system and 2) brand new galaxies.
Faster & More Stable Physics The new physics system actually followed a similar development story as the one above about Surface Grids. After a long time spent working on the new system, the bulk of it was finished but stubborn issues stood in the way of its release, and new ones seemed to pop up every week. Eventually, we decided to cut our losses and run with a brand new system that was suddenly feasible thanks to some new Unity technology. Turns out this was a great move -- we already have an experimental version of this new physics system available in Update 22.2 (learn more about trying it out). We hope to have the remaining kinks worked out soon so we can release it officially and get to work on some exciting new physics features again.
Brand New Galaxies We also have already made great progress on a rewrite of galaxies, finally showing them the love that they have long deserved. These new galaxies will be much more varied, more interactive, and more accurate in simulation and appearance. The GIFs below do not show the latest visual changes, but they do a great job of showing how much more dynamic these galaxies are.
They will allow real-time editing of their properties, just like with any other object in the simulation:
And here you can see a series of procedurally generated galaxies added to a simulation:
We're super proud of how galaxies have been shaping up so far. They're impressive technically, scientifically accurate, fun to play with, and they're looking pretty good, too. That checks all of our boxes for a quality Universe Sandbox feature. We look forward to sharing them in the future.
April 18: 22.2.1 & 22.2.2 address a Mac-specific issue that caused crashes while using the Add panel. Known Mac issue: loading “Solar System Planets, Moons, and Large Objects" simulation sometimes results in a crash.
This update adds improved vaporization effects that are more accurate and colorful. It also introduces an experimental version of our new physics system that makes gravity simulation faster, more stable, and more accurate. We'd love it if you tried it out and helped us test it!
Home > Try New Physics
Please remember this system is still experimental. If you experience any problems, let us know! You can report any issues on our forum or via Home > Send Feedback.
There are also dozens of smaller improvements and fixes. Here are some of the highlights:
Added Fahrenheit as a temperature unit
Added Filipino to available languages
Improved Search in Open panel
Trails & orbits work on older hardware again
Object lighting on Linux works again
New simulation with all planets, moons, and large Solar System objects
We’re excited for the upcoming official release of this new physics system so that everyone can enjoy the improvements to performance and accuracy. We are also working on brand new galaxies and, while we had a setback with Surface Grids & Lasers, we are now making good progress again. Learn more about our work on these features
Erannorth Reborn is a Deck-building Roguelike-like, (or Rogue-lite if you prefer) RPG, and as such, it has all the things you expect. But most likely, not in the way you are used to have them.
Do I need to build a deck to fight enemies with it?
Absolutely. But constructing your deck is not entirely a matter of chance: You have access to a large pool of cards you can add and remove from your deck at any time. Your cards Upgrade by using them, and you can remove any Card from your deck anytime as long as you have at least 6 cards in it. (More on this shortly.)
What about grinding and perma-death?
Wouldn't be a rogue-lite without them! But as long as you clear a stage you are immediately rewarded with Tokens & Class/Race Mastery. Then each stage you clear yields additional Tokens & Mastery. No 0-yield runs when you deserve to earn something.
During the first month of Early Access the only game mode will be a Gaunlet, which at the moment of this writing, consists of 7 stages that progressively increase in length and difficulty. Each stage contains encounters, treasure, grimoires, campsite etc. You can't, and you won't ever be able to choose whether to fight the elite encounter or instead to pick a tome for example. Each stage has a (procedurally generated) status quo. So no running from that Elite encounter. Sorry.
At the end of each stage you face a powerful boss. Defeating the 1st stage boss awards +1 Token & +1 Mastery, the 2nd +2 Tokens & +2 Mastery etc. So if you die on the 3rd stage your Run translates into +3 Tokens and +3 Mastery in your chosen Class & Race. Completing the 7th Stage not only gives the +7 Tokens & Mastery you expect, but also a +10 Completion bonus. Tokens are used to Unlock new Races & Classes, while Mastery higher Tier Action Cards.
Attributes, Leveling & Character customization?
Yes, yes & yes. It always buffled me why in Rogue-likes the Characters had to look in a particular fixed way? You want to play a Necromancer? It's a him, and that's his artwork. You want to play a Fighter? It's a her and that's her artwork. While of course I cannot predict or provide artworks for every taste, I tried to give you a varied choice of looks to build your character, as well as the ability to use a custom one. So while creating your character you pick your gender and looks, your race & class. These info along with your character's name are automatically saved, so in the next run, you don't have to do any customizing unless you want to. Additionally you have two preset slot, for quickly saving/loading alternative characters.
Ok so I created my character, now what?
In your first run you don't have many choices or power. You are just a Human Mercenary: a mere mortal with lots of unrealized potential.
Your Race & Class combination will determine your Starting Attributes, which have effect in your proficiency dealing certain types of Damage. i.e A Demon Exorcist is possible but will surely suck if you go for the "Light" side of things, on the other hand it will be extremely challenging to attempt it. So whatever makes you happy. It will also determine your Starting Cards pool and the Skill Cards you have access: 6 Racial & 18 Class Skill Cards.
Deckbuilding
Your Deck needs to have at least 6 Cards, that can be any of the following cards:
Skill Cards from your Race & Class
These are Cards that you unlock permanently by increasing your Class & Race Masteries. So at Mastery 0, you have access to Tier 1 Cards, at 15 you have access to Tier 2 Cards etc. The highest your Race or Class Mastery the more options you get. Skill Cards are truly invaluable in the Deckbuilding process. Once unlocked: a)If you meet their level requirements you can add/remove them freely from your Deck. b) You may find them in Grimoires & use them even if you don't meet their level requirements. You can build your deck entirely with Skill Cards, or use them selectively as the situation demands. But keep in mind that when adding new Skills you add them to your Discard pile, not your Draw Pile, and when you remove them you remove them from Both (Discard & Draw Pile), but not from your Hand.
Grimoire Cards either Generic or Specific to your Race & Class
These are Cards that you find randomly in forgotten Grimoires. They can be either Skill Cards you have unlocked (whether you meet the level requirements or not). Or Rare Action Cards you have unlocked by achieving higher Masteries. In Example if you have reached Mastery 15, in Mercenary you can potentially find up to Tier 2 Mercenary Cards. These special Grimoire cards can only be found in Tomes, and you can have up to 3 copies in your Deck. You can remove them any time from your Deck but once you do they are lost forever, or till you stumble upon them in another tome.
Equipment Cards either Generic or Specific to your Race & Class
Equipment are Cards, you can either find in Chests, as random drops or in Merchants. Your character at any time has a Main Weapon equipped, and then you can optionally equip an Offhand Weapon, Item or Shield. Equipment eat up space in your Hand, but you can consistently use it once per turn. So at the very least, each turn you can rely on your Weapon to attack enemies. Additionally you can switch to any Equipment you own in your Inventory at any moment, if you meet the level requirements. Fighting a Skeleton and your Bow is useless? Switch to your Mace, and next turn start attacking with it instead! Suspect a tough fight ahead? Bring in your Shield etc. Equipment can make your strategies more consistent and also help you adapt in seemingly dire situations, its also harmless to your current tactics to pick them up, as they just go straight into your inventory and not in your deck.
Consumable Cards either Generic or Specific to your Race & Class
These are Cards with limited uses, i.e if a Consumable has 3 uses, if you use it 3 times then its automatically removed from your Deck. You can find them in Chests, in Merchants or as Random Drops. You can have up to 3 copies in your Deck and you can remove them any time from it. But once you do, they are lost till you acquire them again. To use a consumable you have to draw it first.
So as you can see your Deck strategy can be consistent by relying to your Race & Class Skill Cards, and still get unique and enriched by the occasional rare Actions you find in Grimoires, Equipment & Consumables you find in Merchants & Chests and more. The Mastery you acquire, will make future runs easier as it will give you more tools and options for Deckbuilding and more powerful cards. Your race also matters. A Human Mystic, a Vampire Mystic, a Demon Mystic & Lycanthrope Mystic, while all have access to Mystic Actions; are different in more ways than you think, each with unique strategies, strengths & weaknesses you have to account for if you hope to beat the Gaunlet.
If you have any questions, feel free to drop by the discussion board. Would be happy to answer them.
Hey everyone, we’re back (some might say… Back in the Groove!) with a brand new update for y’all!
We’ve been listening to everything you’ve been saying and decided to push forward with a few important changes that will begin to be rolled out at the end of this week called Update V1.3.0.
Update V1.3.0
The first big update in V1.3.0 is that Steam users who backed the game on Kickstarter will be able to unlock Peabo Remix and Lamont Surprise! We are working on adding these to consoles at a later date - these are fun little cosmetic additions we hope our backers enjoy! Check your emails if you bought those tiers or higher, as you’ll be getting a code to unlock the DLC through Steam.
Looking at our Canny, which you can find at: https://tjande.canny.io , we saw the most requested change was to improve the way Tomatoes and Slingshot are firing. Well, we did that! We think the new system works much better, but we want your feedback -- Once 1.3.0 rolls out be sure to let us know what you think of the new controls so we can get this absolutely jammin’!
We’re really excited to announce a brand new language option - European Spanish. Yep!
In our recent Switch update you may have noticed a few optimizations in the way the game loads and now handles, we hope you’ve been enjoying these changes but rest assured we’re not done yet. We’re going to continue to work on framerate on Switch until it gets to a really good place… perhaps even good enough for 4 player local in the future??
A big bug we fixed was that console local co-op game maps should no longer be broken with ‘Level 0’ stuck on top and no tiles being revealed.
That’s all for now! Huh.. there’s more? Oh yeah… are you ready… to speed up… a certain character’s… dialogue… on a hidden level? Well without spoiling it for those of you who haven’t found it, we’re going to be decreasing the speech bubbles for this character so the end game won’t go into super overtime.
We got a bunch of smaller things coming in, updates to the credits with some names we missed, fixes to the manual (if you see any more typos let us know, PLEASE!), fixes to the way achievements and the game title are displayed on console, updating the achievement text in German for PS4 and Xbox One, not being able to start a game on Toddler/Easy Farty on the PC version, a nerf to the secret Golden “Funky” Mailbox, disable presents being opened in the Hot Tub which was causing some issues, lowered a few sounds that were too loud, and reduced the rumble on the Switch version.
*phew* Well that should be all for the upcoming patch.
Be sure to let us know what you think about it once it rolls out! After that, we’ll begin working on v1.4!
Physical Editions
We have started ordering the different elements for the IndieBox PC version and have begun finalizing numbers and pieces for Limited Run Games.
The plan is to ship the games starting in May, once v1.4 is finished and complete - this will include a variety of fixes that improve the game vastly over the launch version, as well as a few new surprises ;)
We know people are eager to get their hands on these right away, but we want to make sure we give you the very best product before we ship the game -- we know that digital distribution may not be around forever, and so if you’re going to be going back to the game in 10 or 20 years, we want to make sure we get all the bugs fixed and it's the most solid product it can be.
We’ll be allowing people to update their address one last time on backerkit and we’re excited to get these into your hands soon!
ToeJam & Earl’s Super Funky Telethon
Yo! ToeJam & Earl’s Super Funky Telethon is going to be LIVE and in your house on May 26th on Twitch -- filled with your homies ToeJam & Earl, super cool celebrity guests and much more!! Be sure to tune in for all sorts of prizes and mayhem. Well what about it?
More info to come about this telethon - we have lots of big surprises! Just make sure you mark your calendar for May 26th.. Yo!
During ToeJam & Earl’s Super Funky Telethon, we will be doing a ONE DAY FINAL purchase for our Limited Run Games physical edition for those of you that opened a school book and snoozed through the last preorder.
SO WAKE UP… WAKE UP… WAAAAAAKE UUUUP and make sure you catch it before it’s gone!
Thanks for making the launch a success!
We had a killer first month, shipping over 50,000 copies digitally! Thank you so much for your support and love and helping revive ToeJam & Earl. It means the world to us.
We still need help getting to our 150,000 copy “break-even” mark, so please consider telling a friend about our game! With the upcoming improvements, telethon and your support, we know we can get there!
Housekeeping
We are still working hard to make this game all it can be, you can help by submitting bugs and voting on the most important improvements you wanna see on our Canny at: https://tjande.canny.io/
https://www.instagram.com/toejamandearlart/ - be sure to drop a follow or just swing by to peep all the crazy dope artwork all our fans have been creating. Feel free to submit all artwork to us on Twitter at: https://twitter.com/toejamandearl where we will ALWAYS retweet your submissions then add them to the Instagram.
As always don’t forget to tune into our streams every Tuesday and Friday at 4PM PST/7PM EST at: https://www.twitch.tv/toejam_earl where we are super close to hitting 1,500 followers and do tons of giveaways as well as a chance to chat directly with the devs and ask your questions! Maybe we will do something cool for our 2,000 follower milestone.
Calling all Realm Royale content creators and community groups: The Realm Royale Partner Program is now online! Established members and groups in the Realm Royale community can now receive support for their content.
Wondering if you have what it takes? Check the minimum requirements on our website to determine your eligibility. We will then evaluate your content to see if you’re a good fit to be a brand representative.
Being a partner comes with its own unique benefits, ranging from free Crowns to features on social media. Plus: you’ll get giveaway codes to reward your own awesome communities!
With the introduction of the Realm Royale Partner Program, we are also ending our near 24-hour uptime on the official Realm Royale Twitch and Mixer channels. We want to ensure that we are offering all content creators and partners opportunities to grow their own channels. We will continue to work with the content creators that were featured on the channel, and you can find them playing Realm Royale on their own channels on Twitch and Mixer!
While we review the official channels’ presence on Twitch and Mixer, the channel will only be used for official broadcasts such as update shows and tournament for the time being. Should future opportunities arise for content creators, we will reach out to some of our most active content creators directly!
We look forward to reviewing your applications! Show us your best content and we’ll be in touch!
Find animals you like, give them a name and take them home with you. Each pet has a different set of traits that set them apart. Animals now also have different fur styles and looks!
Deer now roam your worlds too! Try searching the Cherry Forest and Light Forest Hills biomes to find one.
Check out the full update notes below!
Updates
You can now make animals Pets by naming them. Right click on an animal and enter a name. Pets will not despawn like other animals
New icon for hovering the cursor over animals that can be pets
Pets have their name displayed over them
Animals can now be told to Follow you so long as they could be a Pet. They move slightly slower than players and can jump about the same height
Deer have been added to the game. These are friendly animals that can be made Pets. They spawn in forested biomes
Animals can now spawn with unique looks. Deer, Ibex, Crabs and Kittens have 4-5 unique look options each. These are random, try to find the look you like
New movement system for Crabs and Kittens. Deer also use this new tech
Pet Traits have been added to the game. These describe a personality trait of an animal. Each pet has 3 different traits out of 50 unique traits. Try finding pets with different trait combinations
Many new icons have been added to the game for Pet Traits. These can also be used in modding
Crabs, Kittens and Deer will not jump over walls made out of placeable objects, like fences. This can be used to build animal enclosures
Animal spawn rates have been adjusted. Overall animals spawn more frequently. Butterflies spawn less.
The maximum amount of animals that can naturally spawn has been increased
The maximum amount of monsters that can naturally spawn has been decreased
Cleaned up project to remove some old code and art
Trigger Zones have been added to the game! Trigger zones are boxes that let you trigger code when entering them. They can be given like any other item and can be resized to fit the area you want. They are normally hidden from view, so use the command 'devView' to see them.
Fixes
Crabs no longer have a small awkward collision area
The 'fill' and 'clear' commands now work in multiplayer as expected
The minimap no longer shows DevOnly objects
The Red Rock Desert biome's elevation has been lowered to better reflect the biome. This might cause some terrain to generate 'off' in older worlds, but will make the desert appear more naturally in newer worlds.
UPDATE: Due to the incredible demand for this Starter Pack, we’re currently experiencing delays in our system being able to deliver it quickly enough to meet requests.
However, do not despair! Everyone who has taken advantage of this offer can rest assured that we’re committed to delivering on it within the next 48 hours!
Due to high demand, account creation may also be delayed, we are currently working on resolving this!
We’re super happy to announce a new Starter Pack for EVE Online that’s debuting today at 100% discount!
This new Starter Pack ensures that as a rookie pilot, you make a flying start to life in New Eden!
Enjoy 7 days of Omega with its double skill training speed to use in combination with a stack of Skill Points to help you develop quickly in areas you desire. You will also get a time limited Cerebral Accelerator that boosts your training even further and gives you a damage bonus!
All of this, plus ship SKINs and character apparel, guarantee you a strong, stylish entrance in to New Eden.
Remember to login after purchasing this DLC in order to claim its content!
Full Starter Pack contents:
- 7 days of Omega, ensuring Double Training and many more benefits - 250,000 Skill Points, giving you a head start in skill training - Skill and Damage Booster (Cerebral Accelerator) - A stunning bundle of starter ship SKINs - Blood Raider apparel
The start of spring is traditionally marked by a day of peace and rejoicing, featuring beautiful displays of flowers in celebration of Lathander, God of Spring and The Morninglord. Unfortunately for the town of Triboar on the Sword Coast, their celebrations are interrupted by the arrival of a githyanki raiding party... That's right, it's time for the Greengrass Y2 event!
Greengrass 2 runs until Monday, April 22nd, 2019 at 12:00pm PDT. Our latest Year Two Event introduces Aila, the Storm Herald Barbarian and Hero of Aerois. It also brings back Nrakk, the Githzerai Monk!