Axis & Allies 1942 Online - SDBeamdog


Dear friends,

Axis & Allies 1942 Online just celebrated six months in Early Access! We’ve heard from Axis & Allies fans all around the globe: your cheers, your woes, your bug reports, and your feedback. We’re hugely grateful to everyone helping us make this game the best way to play Axis & Allies (beyond the tabletop).
Thank you!

Of course, our launch wasn’t without challenges. Since July, our valiant dev team launched an aggressive assault on bugs, and bolstered server infrastructure to defend against crashes. They also added major features to the core game, including competitive gameplay, a new starting variant, and overall polish.

The work is far from over, but we’re proud of our progress to date. Check out {LINK REMOVED}, and read on for highlights from six months of Early Access!

Sincerely,


Cody Ouimet
Producer, Axis & Allies 1942 Online

P.S. Never miss an update— join our {LINK REMOVED}, and follow us on {LINK REMOVED} and {LINK REMOVED}!


Features at Launch: July 31, 2019
  • Digital adaptation of Axis & Allies 1942 Second Edition
  • Learn-to-Play Tutorials
  • Online Multiplayer
  • Offline Single Player
  • AI players for single and multiplayer
  • Hotseat

Features Added During Early Access (So Far)
Server Stability & Speed
  • After a bumpy start, we've vastly improved the servers
  • Gameplay is now stable and speedy

Bugs Squashed
  • 1,012 bugs squashed and counting!

New Visuals
  • Updated designs for all buttons and in-game windows
  • Adjusted appearance of North & South America
  • Combat Speed: added options to disable combat animations
  • Arrow Design: No more spaghetti arrows!
  • Clean, smooth arrows display your planned movements
  • Check out our new trailer for a preview:
Ranking & Matchmaking
  • We added ranked games— practice up, because the competition is fierce!
  • Rankings include:
    1. Platinum
    2. Gold
    3. Silver
    4. Bronze
    5. Wood (this one was controversial)
  • Play five ranked games to get an initial ranking, then work your way to the top or (defend your title)
  • Matchmaking pairs you with players of similar skill

Player Profiles
Check out your stats:
  • Allies Ranking
  • Allies Win/Loss Ratio
  • Axis Ranking
  • Axis Win/Loss Ratio
  • Custom Games Statistics

The Rules
  • They matter!
  • We listened to the community and made some tweaks to align with official rules as written. For example:
  • No more refunds for non-mobilized units
  • Choose to ignore unaccompanied enemy submarines / transports

Starting Variant
  • Axis & Allies creator, Larry Harris, designed a variant starting condition for the 1942 Second Edition, granting Allies a bit more strength at the outset of the game
  • We've added Larry's variant (...Larriant?) as an optional starting condition

AI Improvements
  • Smarter robot players!
    *Note: AI players present a decent challenge for newcomers who want to learn the game. Our robots aren't yet a threat to expert strategists, but we're working on it!

Notifications
  • Get notifications in-game!
  • Directly load into the game from the notification

Update to Controls
  • Added New Left + Right Click controls
  • Move stacks of units with Shift + Right-Click
  • Combat: assign all hits with Shift + Left Click


Bonus: Old vs New Arrow Design




Axis & Allies 1942 Online - Julius Borisov

Today we're releasing Patch #8 for Axis & Allies 1942 Online! We're also celebrating 6 months in Early Access with a retrospective on our development progress to date!

Patch #8 includes further improvements to AI, and a revamped UI experience for custom games. Read on for full details!

Patch Notes
New Features
AI Improvements
  • The Soviet Union AI will now be more aggressive when defending against Japan and Germany
  • AI will now use Submarines abilities more effectively, submerging and avoiding enemy submarines
  • AI will now properly defend Transports with Warships

New Create Game UI
  • The Create Custom Game screen has been streamlined into a single screen, with clearer setup choices

Bug Fixes and Minor Updates
  • [Rules Implementation] - Resolved issue where players get stuck in mobilization if they purchased more units than they could place as a result of liberating an allied capital, with allied territories reverting to the ally’s control
  • [Aircraft Carrier/Fighters] - Resolved an issue where players could get into an illegal state when moving Fighters and Aircraft Carriers
  • [Aircraft Carrier/Fighters] - Resolved an issue where a game could crash when automatically landing fighters in certain regions
  • [Observer Mode] - Resolved an issue where Observer Mode sound effects were playing the same sound effects as when the player is in control
  • [Audio] - Players can now control the volume of the sound effects when in Observer Mode
  • [Combat] - When retreating, instructions for player input are now displayed on screen
  • [Tutorials] - Players will no longer become blocked from progressing through tutorial 3 when following the instructions
  • [Legacy Mode] - Players can now manually enable the Legacy Support mode on their device via the Settings screen. This may lead to better performance for some on lower end hardware
  • [Combat] - Resolved issue where clicking too fast before an animation had finished would result in a crash
  • [AI] - Resolved various crashes and issues with the AI, both online and offline
  • [Game Names] - We've added more variants to the auto generated game names for Ranked games
JEF - jeremycouillard
daata editions and Times Square Space present:



The day after JEF releases on Steam there will be an pop up exhibition for a few weeks right in the middle of Times Square, New York, in an abandoned, gutted out retail space at 1500 Broadway.
-------------------------------------------------
Daata x TSS presents JEF: An expansive video project by Jeremy Couillard at Times Square Space, 1500 Broadway, NY 10036, Ground Floor Entrance, next door to the Brooklyn Diner, 155 West 43rd St

Opening times
February 29 to March 15, 12-6pm daily and weekends
Closed: March 9 & 10

Opening Reception: Monday, March 2, 6-9pm RSVP: anna@daata.art

JEF is a cosmology, inspired by world building techniques in sci-fi literature, fully automated luxury space communism and human/computer interaction.

More info at daata.art & timessquare.art
Feb 5, 2020
POSTAL 4: No Regerts - Running With Scissors [S]


Hey POSTAL fans!

In our last development update, we explained that there would be a longer than normal wait until the next game update, as we wanted to take some time to really add in some significant content. We were gunning for a release of this update last Friday, the 31st of Jan.

Alas, we are the developer of "The Worst Game Ever" and we hit some last-minute problems that needed addressing before we roll it out. It should not be too much longer now!

It just doesn't feel right having such a long period of time between game updates, so after this next release we’ll go back to shitting out smaller, more frequent updates. Also, we are considering offering an ‘update beta’ branch, where those that want to stay on the absolute cutting edge can, on the understanding that things can, and often will, go horribly wrong at times (Maybe not POSTAL 3 wrong... but wrong).

With the next update, we will finally be opening our community forums to the public. These will allow the Steam and GoG communities to contribute in one place, and allow us to run polls and the like to get a better idea of where you guys want us to prioritize our efforts. We will select some of the more active members from there to join our QA team, where they will have access to nightly builds.

We have heard the complaints from the community about getting more insight into our plans for the game in the future, and are considering how best to share this information. We could just put a camera in MikeJ's Bidet... but that's not gonna happen. We don’t want to give you the entire design document, but it’s fair for our Early Access supporters to get an idea of where we plan on taking the game.

And finally, we’d like to address the sluggish elephant in the room - performance. This next update will not see major improvements in this area we had hoped. However, it’s been decided that after this update is out, we will have our entire team working on improving the framerate and any associated level stuttering/hitching EXCLUSIVELY (Please clap!). Every coder, modeler, artist and level designer will be in on the effort.

The change log of the next update is far, far bigger than any you’ve seen before and includes many improvements and finally some new things to do!

Thanks for sticking with us, we won’t let you down....again.

Running With Scissors Team
Levelhead: Platformer Maker - BscotchSampy
Hey, Levelheads! This week we have some WEIRD AND WILD stuff coming down the game development... er... tube? We took another look at Exposure bucks, wiggled some colors around, and began our work on updating the New Player Experience. Read on!

Training Presentations featuring the voice talent of Aimee Smith!



We've been quietly working on a suite of Presentations for the campaign that give Levelhead a greater sense of story, more worldly context, and, of course, more dumb jokes. FIVE of these presentations are now available in the Bureau of Shipping's training program, covering everything from what *L.E.V.E.L. * stands for to why all those Bug parts are floating around out there.

We also knew that just one voice wasn't going to be enough for these presentations, so we contacted Aimee Smith about playing the role of M.A.Y.A., the Bureau of Shipping's Artificial Intelligence. She wowed us with her exuberance and fantastic Aussie accent to such an extent that we rewrote a chunk of the presentations to give her more words to say. You can take a sneak peak with this SUPER SECRET YOUTUBE VIDEO.

Follow Aimee on twitter, and JUST HOLD YOUR HORSES for the remaining 13 presentations, which we'll have finished up in time for the 1.0!

The Tower!

Our vision for the Tower was that it would be a place where you could go to find good levels, and where good levels could get the appreciation -- and players -- they deserve. However, there are a couple aspects of the Tower that have put some roadblocks in that path. So this patch, we started to address those issues.

New Front Page!

The first thing you'll probably notice in the Tower Library is the new front page of "Featured" levels!



Featured levels are levels that have a high level of player engagement -- meaning, people tend to enjoy them and stick around -- but a low number of players for how good the level is. In other words, these are the levels that a lot of people should probably see and play, but not many have yet. As a Featured level gets more players, it will slide down the Featured list over time, making room for other great, but underplayed, levels. The "Featured" section is compatible with all other search filters, so you can, for example, find all Featured "Kaizo" or "Beginner-Friendly" tagged levels, or find Featured "Adventure" difficulty levels. Whatever you want, we have a Featured list for it!

One caveat, though, is that this list won't be churning too fast at the moment. But we anticipate that at launch, this thing will be churning LIKE A HOT TUB WITH JETS ON!

Our intent with the Featured list is to build up the reputation of the Tower as the place where you should be able to just pop in and find some really good stuff that you might not have seen before. We don't want it to be the case that when a level graduates from the Marketing Department, that it just slides into obscurity if it's a really good level. Hopefully, this Featured list does that!

However, having a great bunch of levels in the Tower doesn't necessarily mean people will go there. Because there's one other issue we had to solve...

Exposure bucks... IN THE TOWER?

The Marketing Department is a nice tool. It gives you a way to see all the great new levels, and it gives you a way to get your levels seen and played, via the Exposure Bucks system. However, the Marketing Department has, to date, been essentially a black hole of player attention and playtime. Because the only way to get Exposure Bucks was the Marketing Department, players would tend to feel like they were missing out if they played levels in the Tower. Sure, the Tower Trial is cool, but if you spend an hour running it, that's a bunch of Exposure Bucks you just missed out on! And yeah, you can sort and filter the Tower to find the precise kinds of levels you want, but why would you, if you can't get exposure bucks there?

So we stepped back and asked... What would happen if you did get exposure bucks by playing levels in the Tower? The more we thought about it, the more sense it made. The purpose of exposure bucks is to allow you to trade your playtime on other people's levels with playtime on your own levels. It seems that this change will continue to meet that purpose!

So now, you will earn exposure bucks in the tower! This means you can enjoy the new "Featured" front page and play tons of great Tower levels, or any other kinds of levels you want, and get those exposure bucks anyways!



For now, the Tower will net you exposure bucks at half the rate of Marketing Department levels, because we do want the Marketing Department to still be front and center. Still, it's possible that even if the Tower earned Exposure Bucks at the normal rate, the Marketing Department would still be where most people spend their time. But most importantly, this is an experiment, so we'll be keeping an eye on the impact of this change and adjusting if need be!

GR-18 Animation Update: Phase 1!

As we approach the end of Early Access, we want to make sure our trailers and gameplay footage really POP! So we took another look at GR-18 to find some spots where we could polish up the feel and movement animations, and we noticed a few things that could definitely be improved. So we now have a new animation for falling while sprinting!



We're also working on an entirely new animation frame for kicking objects downward, and we're adding a new flip animation to Sprinting. Because it's just not fair that GR-18 stops doing flips just because he's running fast. But... those will have to wait until next time!

Oh, yeah...

Vacrats are yellow now!



Well, the small ones, anyway. The big ones are... intimidating.

NOW WHAT?

We're buckling down to fully revamp and build up the New Player Experience, so that when the game launches, new players are more effectively onboarded. The current game does a good job of dropping players into the campaign, but it doesn't do much else. Our goal with the next update is to get more players logging in, publishing levels, and playing other people's levels, because that's where the core experience of the game is, and that's where it gets really interesting. We have a lot of work to do to get there, so it's unclear whether we'll have a patch next week, but if not, we'll have a dev blog with progress updates!

In the meantime, enjoy some PIPING HOT PATCH NOTES!


0.72.1 Patchnotes (since 0.67.1)

See the full patchnotes.

New Features

Training

  • The first 5 presentations are now available for players to view on the Training path- The Workshop, Maya, Bugs, Flapjacks, and the Tiptow. The rest of the presentations will be added for the 1.0 launch.
Credits

  • You can now summon the game's Credits page through the "Data" tab of the Settings page off the main menu.
Improvements

Mobile

  • Swapped the location of the jump & grab buttons on touchscreen controls, to make it far less likely that you accidentally "slide" out the home menu on Android and then press it.
  • Reduced the maximum zoom-out in the editor on mobile, to compensate for the screen being quite tiny.
  • Touchscreen controls should now default to be larger.
Web

  • Removed the Bookmarks tab in Notifications. (thanks to TimConceivable)
UI

  • You can now drag level cards in your workshop by clicking on their titles, instead of that weird crosshair thing in the bottom right corner -- which has been DESTROYED.
  • Steam is now the first option on the Login page.
  • You can no longer favorite your own levels, because... come on.
Visuals

  • All of GR-18's variants now have the new sprint-falling frame.
  • Vacsteaks are now recolored.
  • There were too many gray things in the game, so Vacrats have had a visual update to be... YELLOW! Except for the large ones, which are something else.
  • Updated GR-18's falling sprint frame.
Editor

  • There is now a heart icon for the Sign. (thanks to Crushnoil Varkzapee)
  • When you first entered the Editor, the camera would always start centered on GR-18. This would get weird if GR-18 was close to the edge of the level, because the camera would start with much of the screen being nothingness. The camera will now start inset into the level's area more in these scenarios.
  • You can now horizontally flip the icons on Signs.
Training

  • Break Grumble and Grin will no longer murder players who bop a particular vacrat in the thorn maze.
  • Deliver the Package has been lightly updated.
  • Thorn Cloud Delivery has been lightly updated.
  • Package Jump Temple has been lightly updated.
  • Mad Vacrat's boss fight music no longer stops randomly after the boss is defeated.
  • Storm of Regret's goal no longer tricks you into leaping to your death sometimes, and it has been renamed to Flapjack Encounter.
  • Pressure Point is now more beautiful and less annoying.
  • Be Sneaky GR-18 has been lightly updated for better Tiptow teaching.
  • Too Hot, Too Bad's final couple of fireballs are now swinging instead of twirling.
  • Dang Sky Wiggler is now prettier, includes a GR-17, and teaches players how to push against the wiiiiind.
  • GR-18 in the Machine is now enjoyable as a 2-player experience, and has an On-Time Delivery benchmark of 37s instead of 50.
  • Howl of the Lizumi has been thoroughly updated to tell more of a story and have more secrets.
  • The Way is Through has been updated to be, y'know, better.
  • The initial Training path has been updated to be almost completely linear, to be less overwhelming to newer players.
Gameplay

  • When you die, if your respawn location is on-screen and there is no camera anchor controlling the camera, the camera will no longer snap to your respawn spot. Instead, it will slide to that location. This should make respawns less jarring near respawn locations.
Tower

  • The Tower's Library page has been updated. The "Hidden Gems" category has been replaced with a category called "Featured," which is now the default category of the Tower. Featured levels are levels that are Spicy but have few players for how spicy they are. This creates a self-balancing "Curated Front Page" of the tower: as featured levels get played more, they move down the list, making room for other spicy levels to get plays. In addition, the default time frame in the Tower is "All Time," instead of "Past Month." We believe that in conjunction with the change to the Tower now giving exposure bucks, this should begin to alleviate the issue of high-quality levels feeling like they get lost after graduating to the Tower.
  • If you have under 2 hours of total gameplay, the Tower will default to showing you levels in the "Adventure" difficulty category.
Economy

  • You now earn Exposure Bucks by playing any player-made levels (other than your own), even if they are in the Tower. Playing levels in the Tower will generate exposure bucks at half the rate of playing levels in the Marketing Department.
Fixes

UI

  • Fixed the message when you quit a Random playlist from inside the level, to be the same message you see when quitting the random playlist from inside the playlist view.
  • Fixed a leftover localization tag at the top of the Marketing Department.
  • Updated the text of the Quit Playlist confirmation if the playlist is random, to inform you that you will probably never be able to replay it.
  • Removed the "Favorite" button on your own levels from other interfaces.
  • Fixed a weird black rectangle thing that was present in the backdrop of the Downloads and Creator Browser pages.
  • Fixed the background vignette position in the Profiles page.
  • While in the editor, the Joystick scroll speed would be faster if you were zoomed out, making it very difficult to pick words in the name combobulator. This is because scroll speed was attached to the width of the main view, instead of the width of the GUI. This has been fixed.
Editor

  • When beginning to play in Cheese Mode, the camera would do a weird snapping thing. This has been fixed!
  • Pressing "Play" in the Editor will now reliably kill all of your camera momentum from the Editor. (thanks to DNin)
  • Fixed the 1-pixel gaps on the top and bottom of the right-side Editor Grid Ruler.
  • In some cases, multiple players dragging Editor items using multiselect would case one anothers' non-contiguous box highlights to disappear. This should no longer occur.
  • If you clicked to select a dropdown menu item in the Editor, the Grid Ruler would display a distance even though that makes no sense. Now it won't! (thanks to TalkGibberish)
Training

  • You can now Warp to Presentation nodes in the Training overworld.
  • The Training presentations should no longer get out of sync with the audio at lower frame rates.
  • It no longer rains inside on Deliver the Package, GR-18! (thanks to TimConceivable)
  • Dang Sky Wiggler's cables have been angled to avoid newbies mistaking them for ground tiles (thanks to TimConceivable)
  • An assortment of punctuation has been added to the Presentations for proper grammar.
  • Tiny white dots should no longer be visible in any presentations.
  • The Workshop Presentation now uses the correct anatomical terminology for optic nerve (thanks to TheViralMelon)
  • Presentations that come earlier in the campaign will be retroctively marked as "viewed" if you have beaten the level that comes after them.
  • There should no longer be a hitch when the VEND-R bots open their mouths.
  • The Rumpus spinner will no longer be displayed while you are on the Training overworld.
Audio

  • Jingleboxes will now definitely not cause the music to stutter during gameplay.
  • The main menu music will no longer play during the credits on the settings page.
  • Audited and fixed some of the code around changing pitch and volume of music, which may alleviate the rapid vibrating/crackling sound of music after a Jinglebox plays.
Web

  • Fixed an issue where players couldn't load levels.
  • Device speed and level FPS telemetry will now only be sent by fully compiled versions of the game, for consistency.
  • Some levels would report that they had failed to load, even if they actually succeeded. This has been fixed.
  • If a level download failed, you would be forever trapped on the loading page. This will no longer be the case.
  • Favorites Generated and Likes Generated should once again be displayed in your profile, now that we have fixed how they are counted.
  • Further refined the random level finder to make it more reliable.
  • The first time you searched for random levels in the Tower in each session, you would get the same levels. This has been fixed.
Gameplay

  • When under the effect of Dbot and punching with the Waylay, you would pass right through Cromblers and Lizumis. You should now bounce off of both of them, and Lizumis will now be successfully punched in this scenario. (thanks to Crushnoil Varkzapee)
  • Fixed an issue with Keys using too small of a hitbox collision check when hitting doors and switches. (thanks to TalkGibberish)
  • If a bomb was parked on top of an item, it used to throw the item vertically. At some point, that broke. Well, now it's fixed, and bombs will once again throw items vertically if the item is close enough to the bomb! (thanks to Intuition?!)
  • Blopfush had a 75px wide hitbox, making them larger than a grid space. This prevented them from spawning out of an enemy generator that was in a 1x1 space. This should now be fixed. (thanks to Spekio)
  • Battery lightning now should always draw in front of Charge Switches.
Telemetry

  • Fixed some Telemetry reporting about device speeds & optimization.
Thea 2: The Shattering - A'vee
Just a small heads up - the Wrath of the Sea update, which will hopefully drop on the upcoming Monday 10th Feb, will not be compatible with the current database - this means saves created with the current version 0.624 will likely not load correctly after Wrath of the Seaupdate.

As usual, we will put the current version on a beta branch so you can finish a game in progress if you wish.

Your player profiles and god progression will not be affected.

Apologies for any inconvenience.
Skul: The Hero Slayer - Skul: The Hero Slayer
Hello Skul Community!

First of all, we would like to thank everyone for their continued support of Skul: The Hero Slayer. We’ve been working day and night to improve the game and get it ready for release. In that regard, please see below for our EA launch schedule!

  • UTC : 2/19 1am
  • CST : 2/19 9am
  • EST : 2/18 8pm
  • PST : 2/18 5pm

Releasing the game for Early Access to start out with has always been a key part of our plan. Communicating with you (the Skul Community) is of utmost importance to us and provides us with invaluable feedback. And undergoing an Early Access period is the best way for us to hear your voice and help us shape Skul into the best game it can be.

During EA we plan on providing frequent and detailed updates as to the progress of the game’s development. And we will be monitoring our Discord and Twitter pages, so please feel free to contact us through those channels. Any bug reports or ideas for improvement are always greatly appreciated. We also plan on keeping the EA period as short as possible and will do our best to get the full version released in a timely manner.

Thanks again for the support and joining us on this journey!


https://store.steampowered.com/app/1147560/Skul_The_Hero_Slayer/
Feb 5, 2020
Skul: The Hero Slayer - Skul: The Hero Slayer
Hello Skul Community,

We’d like to thank everyone one last time for participating in the ‘Beta Test for Creators’. All of the feedback we received was very helpful and insightful. What we learned through the test spurred a lot of internal conversations about how best to improve the game, so we’d like to share with you some of the changes we’re making going forward.

1. New Features Galore!

We have a lot of features in the works to make Skul’s gameplay really shine. One key aspect is the number of playable skulls (characters). There will be over 20 different skulls available to play, each with their own unique skills and characteristics. Going forward Skul will also feature a special group of NPCs, dozens of monster types and 6 mini-bosses for you to take on. And don’t forget the main bosses at each stage :)

2. Better Balancing!

We received a lot of feedback regarding balancing and difficulty level issues, and we think that getting these right is of paramount importance. Also when it comes to increasing Skul’s replayability, we’re planning to add contents to power up your character as time goes by, which will lower the initial learning curve and make the gameplay smoother overall.

3. Squashing Bugs

It goes without saying that bugs can really break up a game’s flow and ruin its immersion. So over the past couple of weeks we have been intensely focused on fixing any and all bugs that have been found. This should lead to a more polished version of the game than you previously experienced.

Thanks again for taking part in the beta test! We can’t wait to show you all the improvements that we’ve made to the game.

This is just the beginning and we couldn’t be happier to have you join us on this journey.
The Universim - Crytivo
Greetings, Creators!

It’s been a while since we were last here together! You know, reading patch notes, braiding hair, listening to a few of your favorite playlists. However, our small break was for a good reason. We’re officially moving into BETA! This means all the tools and features we need for full release are technically in the game, but we’re keeping a few things locked for now as we refine them and add content (there’s still A LOT of new stuff to play with anyway). The good news is, we’re planning to release The Universim in its entirety this year! The big 1.0 launch will see all of the hard work spent on systems, simulations, AI, sound, art, and more over the years finally smooshed together in a wonderful package.



As you know, we’ve been working on improvements to our in-game simulation engine (Prometheus) for a very long time. Today, we’re happy to roll the new system out for everyone to enjoy. One thing you’ll immediately notice is how the entire planet generation system was completely redesigned, allowing for bigger and more vibrant planets than ever before. Let’s not even mention how massive of an improvement it is over our piddly Kickstarter planet.





Before we dive into the gigantic list of changes below, we would like to ask you one small favor that helps us out tremendously -- if you’re enjoying The Universim, please leave us a review on Steam. Every positive review we receive gives our developers precisely 10 seconds to play with puppies. They need that time to stay sane.

Below is the list of the most significant changes (which we mentioned in the previous update). If you would like to join the community and follow our development as we edge closer to full release, hop onto our Discord server and see our live changelog there. Every time one of our devs pushes new updates to the game, you’ll see their comments. We’ve always done our best to be as transparent as possible, and now you get to see every little thing we do.


UPGRADED WORLD

The new planets are not only slightly bigger, they have been pumped up in many more ways. They are now wrapped up in a far superior pathfinding system that will help Nuggets find their way around easier (basically rewritten from the ground up to help prevent that silly lot from getting stuck). Mother Planet also has significantly more objects than before, moving from around 12,000 to around 57,000 objects. And the cherry on top: the planet actually loads faster, too! We even managed to optimize all of this to offer a performance boost. How about that?



NEW POLLUTION SYSTEM

A new pollution system is responsible for how often you’ll be bombarded with natural disasters. It’s basically a way for Mother Planet to criticize your civilization. It also affects seasons and Nugget behavior. Certain buildings will increase pollution, while some may reduce it. Additionally, pollution will no longer change immediately upon placing a new building; it will slowly be increased or reduced until it reaches the final level introduced by any new buildings. Be sure to pay attention!





BUILDING ICONS

We have decided to ditch building status flags. Based on your feedback, we agree that they were difficult to see, especially when in between tall buildings as your civilization progressed. The new icon system should make things a lot clearer.



TWITCH INTEGRATION

New commands and updates

  • #FillWell - Allows viewers to randomly fill 1 Well
  • #FillReservoir - Allows viewers to randomly fill 1 Reservoir
  • #AttackNugget *Nugget Name* - Allows viewers to attack whichever Nugget they specified
  • We added a special toggle where you can disable new viewers from being able to join your game. You can use this toggle whenever you feel necessary, such as when you want to control the birth queue and prevent things from getting too chaotic.
  • We also did a complete UI redesign to make everything look much snazzier





RESOURCE VISUALIZATION

A much-requested feature! Now, whenever you place a resource extraction building (mine, oil jack, etc), you will see a mapping on the planet that indicates where you can find the most abundant supply of the specified resource. It was a surprisingly complex task, due to the world being spherical, but we managed to make it work. Enjoy!



IMPROVEMENTS AND GAME CHANGES

  • Additional Slots were unlocked on refineries at level 0 (from 3 -> 6)
  • Medieval Warehouse can now store modern resources
  • Throwing rocks and trees can now damage trees
  • Clothing is now unlocked via research perks instead of internal Era Change code
  • Previously, flags would display if a building needed water or electricity. If the building needed both, it would still display only one requirement until it was satisfied. Now the new icons will display both requirements.



  • Improved the lighthouse light effect -- it is now using real-time lighting
  • The “assign all” button was added to each Factory and Mine. Pressing the button will assign all required Nuggets to the building.
  • Meteor Strike, Fire and Lightning strike will cause animals to drop Piles of food. Previously, they were not dropping it.
  • Guards, Police and Hunters will defend the city from wolf attacks or Exile attacks. They will also take reduced damage from enemy attacks compared to other Nuggets.
  • Factories gathering resources restrictions were removed. Previously, only one Nugget was allowed to gather resources for Factories if all Nuggets were busy. Now all Nuggets will go and gather resources that are missing if other laborers are busy with other tasks.
  • Auto-scrolling of a Nugget’s status was added to the Nugget panel. Now the status will be scrolled if the status is too large to fit.
  • Unborn Nugget icon was added to the Clone Center
  • Adjusted volume / audio priority in our sound system
  • Added the ability to drop dead Nuggets into the cemetery in a similar way to how resources are being dropped for the buildings
  • Added the ability to drop crops into the farm in a similar manner to how resources are being dropped for the buildings
  • Added lights to modern buildings to glow at night



  • Amount of bushes on the planet was rebalanced and their appearance in specific biomes was changed.
  • Bushes are dependent on local temperatures rather than seasons. Placing an Epicenter close to the mountains will decrease the amount of food that Nuggets will be able to collect due to low temperatures.
  • Added Era Labels to the buildings deremoveion
  • Improved Defense Towers AI, improved defense guard AI. Guards will attack animals that are in range.
  • Modern Police got an additional slot unlocked
  • Prison / Rehabilitation center got additional slots unlocked
  • Mines got additional slots unlocked
  • Reduced the number of rocks that are being thrown by rioters at Nuggets that are passing by
  • Medium Park is unlocked via research and the restriction on the amount of parks of that specific type was removed
  • Optimized Job Search System for Nuggets
  • Reworked Oxygen System. Each building will add or subtract a certain amount of oxygen. Parks will improve the oxygen level on the planet, as well as trees.
  • Water Level is now being changed visually as you drain oceans and lakes
  • Added the ability to place buildings during the pause menu
  • Improved water animal path finding.
  • Improved the performance of the save / load menu. The delay that it took to display and load all the saved files has been reduced drastically.
  • Reworked the Blur effect. In certain menus, the blur was not applied correctly and was affecting the performance.
  • Factory / Mines automation. These structures will work as long as you have workers assigned there. Each additional worker will increase the output of the resources that the building produces.
  • Reworked the temperature and weather systems. Snow will affect areas where temperature is low instead of using just a season as a variable for a snow.
  • New Mountain Generation System (realistically shaped mountains)
  • New Building Icons instead of Flags. Previously, we used a flag system that was displaying the status of the building, but as you progress forward and all the buildings were getting taller, that system was not sufficient anymore. It has been reworked completely. Instead, icons above the building will now display the status, which makes it extremely easy to see what needs to be done to keep buildings functioning.
  • Improved particle spawning
  • New Oxygen panel will display useful information about the issues that the player might have with the oxygen and it will indicate the consequences as your oxygen drops.
  • Reworked News Messages system. Now, news messages will contain 2 types of messages. Important and unimportant. Important messages won’t be closed automatically. You will have to close them by clicking on them or clicking an X button. Unimportant messages are messages that have a flavor text and contain information that is not so important or necessary for your civilization's survival. Those messages will be closed automatically after a couple of seconds.
  • Additional Warning Messages that appear on the left side of the screen were added for: Tornado, Windstorm, Locust Swarm, Wolf Attack, Exile Village Attack.
  • Forestation Creator Power got a tree amount adjustment. Now it will produce way more trees.
  • Reworked the placement system for Residential houses. Previously, we were utilizing the Residential block system which was filling up with houses. In certain cases, that system led to the placement of the buildings across the ocean and was super prone to errors and bugs. This system was reworked. Currently, Nuggets will place the Houses based on the center of your city.
  • Reworked how the Season Change Creator Power is triggered. Instead of pressing and selecting immediately to which season you would like to switch, you will be able to select it and trigger the selection of the season by pressing the ctrl button. This was added for consistency with other Creator Powers
  • Added New Modern Decals to the Factories. Not all factories.
  • Manual trade system. You are now able to trade with any Exile village at any time as long as they have at least 1 building. Simply clicking on the building will open a panel which will have a trade option.
  • Improved Boomer (explosive Nugget) sounds
  • Added Shock and Awe effect to UFO’s, meteors and collapsing buildings
  • Added Resource map for the resources. Now each building that can mine resources will have a resource map for the specific type of resources it uses. Once the building is selected, you will see a resource map of required resources for the building. Mines have a radius around them, which displays where the mine can reach and from where it can mine all the resources.
  • Added a limit to how many houses can be upgraded at the same time in order to prevent the issue where other buildings would not be upgraded, because all resources would be delivered to the houses instead.
  • During building placement, all objects that will be removed underneath a building will now be highlighted.
  • New decal system (still in production)
  • Improved seasonal temperature calculation, snow formation


UI AND ART


  • Improved main HUD. Everything is much cleaner and easier to understand.



  • New Resource Icons: better represent the appearance of resources



  • Kobe Clothes were added to the game and are available via the Clone Center



  • Space Age clothing was added to the Clone Center



  • Redesigned building information pop-up panel. Now it shows how it will affect oxygen levels.
  • Added butterfly particles
  • Reworked the snow accumulation shader, which creates a smoother transition into the winter season



  • New UI displaying what Creator Power is currently being selected by pressing the Ctrl button
  • New Oxygen Panel was added to the game
  • New Factory Panels



  • New Mine Panels



  • New Well Panel



  • Monk Clothing and hats were added to the Clone Center and monk jobs



  • Coral added to the game



  • New Panel that displays information about the population, which includes: Total Nugget Population, Unemployed Nuggets, Educated Nuggets, Required amount of Nuggets that need education based on the buildings that require educated Nuggets, Injured or Sick Nuggets, Unmarried and Believers.



  • New Twitch Settings Menu + Panel


BUG FIXES

  • Fixed: All Nugget status icons were being drawn on top of the menu screen when the ESC button was clicked
  • Fixed: Locust swarm was not killable via lightning strike
  • Fixed: University learning points were not correctly distributed which stalled the progression of the students
  • Fixed: In Anticity Alley park, Nuggets were not using benches and were instead sitting inside bushes (no more creepy hiding Nuggets)
  • Fixed: House Props were not properly disappearing after medieval or stone age huts were destroyed. They stayed on the ground forever.
  • Fixed: Memory leak caused by game loading. Every time the game was reloaded, it caused a spike in memory usage.
  • Fixed: Memory leak caused by placing new trees. Trees were not removed properly when they were placed, causing the increased memory usage.
  • Fixed: Previously you were able to place buildings on top of a space box
  • Fixed: Missing strings and localization fixes
  • Fixed: Incorrect tooltips were displayed when the mouse was moved over the building list button, population count and Nugget panel button
  • Fixed: An error that was causing issues in the game after the Riot event
  • Fixed: An issue when multiple Nuggets would go for the same resources, which stalled the overall progress
  • Fixed: Nugget Juice settings were not affecting the temple crushing machine
  • Fixed: The House Panel was not always correctly displayed and in certain cases it was covering the full screen length
  • Fixed: Selecting Trickle Effect and clicking on an object would remove points, but the actual cloud was not appearing on the screen
  • Fixed: Protection Dome sometimes would not work correctly if during the cast, it was clicked on another object
  • Fixed: Sometimes tall buildings would disappear on the horizon if you are far away from them
  • Fixed: Warning Messages / Quest messages on the left side of the screen had a gap between the message and the beginning of the warning stripe
  • Fixed: Warning Messages / Quest Messages sometimes were not correctly displaying the messages and in certain cases it would not progress
  • Fixed: In certain cases camera was clipping through the ground or hitting the mountains
  • Fixed: An error was appearing with Cemetery building during its upgrade to Medieval which in some cases was breaking the game
  • Fixed: An issue that was breaking the game during Manual Trade with exiles
  • Fixed: An issue where Exile buildings were counted as your buildings, resulting in different messages that are not related to your civilization
  • Fixed: An issue where trade messages where cancelled when the trade was manual
  • Fixed: Missing icons for the Cemetery. New Icon was added for Dead Nuggets.
  • Fixed: An issue where a UFO was landing on rocks or mountains and it was getting stuck
  • Fixed: Lost Nugget quest issues, where Nugget or wolves were disappearing or the sound was missing during the quest
  • Fixed: An issue with Exiles where after certain amount of events, new events would stop popping up
  • Fixed: An issue where Exile Villages would not spawn
  • Fixed: Nugget Stat Panel UI would not open properly causing weird artifacts on the screen to appear
  • Fixed: an error that was produced by missing ocean config
  • Fixed: Error that was appearing during House upgrades due to the modular structure of the buildings that in some cases caused crashes in the game
  • Fixed: Temperature value getting stuck after save / load
  • Fixed: Certain Warning / Quest Messages were not removed from the screen when they ran out of time
  • Fixed: Issue when terrain height was different after loading the game
  • Fixed: Exile Villages had water as a tradable resource which was causing the game to crash during trading, if they were about to trade water
  • Fixed: Wolves during winter were immune to lightning strike
  • Fixed: Quest Rewards were inconsistent with the rewards that they were unlocking
  • Fixed: Missing Localization during Locust Swarm event
  • Fixed: Nuggets were able to build a building without a resources
  • Fixed: Dead Nugget icon was bound to multiple different buildings, which caused icons to turn white.
  • Fixed: Building Panel button “Move to building location” was offset from the actual building
  • Fixed: Guards would chase wolves indefinitely after the wolf attack
  • Fixed: Perks that were adding buildings boost won’t not be applying boost to buildings after save / load.
  • Fixed: Incorrect status for a policeman, when they were patrolling the territory
  • Fixed: Sometimes Nuggets would disappear upon entering / exiting the fishing hut
  • Fixed: Students would get stuck and do nothing
  • Fixed: Multiple buildings that could accept the resources did not have an indication of that around them when you have resources picked up with Telekinesis
  • Fixed: Monks would get stuck on the side of the Temple
  • Fixed: Monks would move sideways while climbing up to the Temple
  • Fixed: Certain sounds were not playing properly due to low audiosource pool allowed
  • Fixed: In certain cases, objects picked up with telekinesis would get stuck to the cursor
  • Fixed: Batteries were not providing electricity to the buildings if they were charged with a lightning strike
  • Fixed: UFO was getting stuck in one place upon arriving on the planet
  • Fixed: An error when you hover over the building and it got destroyed while you had an object picked up
  • Fixed: An error that would break the game when you destroyed the Wind Turbine, while it was still in the construction stage.
  • Fixed: Multiple issues where main menu was breaking if ESC button was clicked during transitions in the menus
  • Fixed: Happiness and Crime panels were stuck if the game was paused and then unpaused
  • Fixed: Subtitles desync during the intro scene
  • Fixed: In some cases, due to lack of space, some Exiles would stop expanding
  • Fixed: Error during wolf attack that would cause the game to crash
  • FIxed: Spots that were previously on fire would not receive a proper temperature and will never freeze
  • Fixed: Missing Localization when Nuggets died due to Exile Village Attack
  • Fixed: Animals unharmed by fire
  • Fixed: Saving a game during a fire and loading that save file would cause an error to appear that would create different glitches later in the game
  • Fixed: Nuggets would not attack wild animals immediately
  • Fixed: Cosmodrome panel allowed you to click other panels behind that panel, due to sorting problem
  • Fixed: Multiple issues with the Cosmodrome panel not working properly
  • Fixed: Missing ghost arrow for the Cosmodrome building
  • Fixed: Incorrect UI panel for Big Ben building
  • Fixed: Nuggets would get frightened when a building is completed
  • Fixed: Placing multiple Hunters Huts would prevent Hunters to hunt in the future
  • Fixed: Clone Center displayed incorrect storage capacity
  • Fixed: Previously, multiple Hunters Huts could choose the same animal to hunt, causing different types of issues. Now all Hunters Huts will select their own animal to hunt.
  • Fixed: Missing Nugget accessories after load
  • Fixed: Wrong Nuggets animations after load
  • Fixed: An issue were partners would be waiting for each other in different locations
  • FIxed: During the Heal Nugget quest, if the injured Nugget was healed via hospital, the quest would not be completed and therefore failed.
  • Fixed: Hunters, Guards and Police were not using proper weapons despite the research
  • Fixed: Local business displayed incorrect amount of resources needed for an upgrade
  • Fixed: Colliders on all buildings
  • Fixed: Twitch Criminals were lighting themselves on fire trying to burn down a building
  • Fixed: Missing Riot icon
  • Fixed: Inmates were dying in cells from hunger / thirst / injury
  • Fixed: Incorrect Nugget orientation during attack animation
  • Fixed: Policeman performing an arrest had a chance to die from thirst and hunger while waiting on a criminal that was sitting inside the building. Currently, policemen will go and eat / drink / heal if needed and after they are done with this task, they will continue pursuing their target.
  • Fixed: Incorrect name was displayed during Broken heart quest, always asking to punish the wrong Nugget
  • Fixed: Incorrect Animation for Couriers
  • Fixed: Not researching anything message was appearing after all perks were researched
  • FIxed: Turning off building and unassigning Nuggets won’t release the Nuggets from the building
  • Fixed: Wind turbine panel will show that it is working despite not having wind or generating any energy
  • Fixed: Factories and Mines working animation was playing despite the building being turned off
  • Fixed: Adjusted construction site collider area
  • Fixed: An issue where saving the game during a meteor strike would cause an error
  • Fixed: Skipping Intro during specific cutscene caused camera to break in the game


The Universim is on a Sale right now, be sure to let your friends know!

https://store.steampowered.com/app/352720/The_Universim/


Thank you all so much for your amazing support of The Universim! You make development such a pleasure. Please don’t forget to leave us a review on Steam if you’re having fun, and be sure to join us on our new Crytivo Discord Server to get in on some awesome giveaways in the coming days. Stay godly!


Also, the next update will have bridges. Isn’t that cool?!



All the best,

The Crytivo Crew
King Rabbit - Puzzle - RareSloth
We've updated the leaderboard to reset every Sunday. When the timer runs out, the top 3 scoring players will get a rare limited edition rabbit! The rabbits are chosen randomly from available rabbits in the store or in our secret rabbit stash.

Rabbits are hard to get, and they should be otherwise they wouldn't be special.... So if you're on the hunt for a rabbit, get hopping!

You can now pre-order King Rabbit on the AppStore. It will download to your device on the official release date!

OTHER STUFF
  • The look of builder stats has been updated.
  • Hints are now easier to use. No more swiping needed just sit back and relax.
  • Improved ice ridges on walls, made icicles consistent
  • Improved shadows on wall tilesets
  • Added snow and grass ridges to wall tilesets
  • Improved egg rewards, you get better rewards now
  • Added random gems in community levels!
  • Increased prices of decorations
  • Added trophy decoration to store
  • Added cabin decoration to store
  • Fixed rabbit not getting squished from piston into statues
  • Fixed a rabbit hole linking bug
  • Fixed goats getting mesmerized from charm pits
...