- New custom mobile phone profit function, players can manually adjust the profit without exceeding the current price profit upper limit. The lower the profit, the more sales volume and more experience growth, but the overall revenue will be lower than the sales strategy with recommended profit. If players pursue market share and rapid upgrades, they can adopt low-profit strategy; if they pursue stable cash flow, they can adopt high-profit strategy.
- New release slogan function, players can input slogans by themselves, or use slogans in random library. Slogans will display at the conference to enhance the sense of substitution.
- New occupation (ordinary difficulty) - Investment master: companies can be listed unconditionally (no longer need capital and company level, listing unlock time is 16 years).
- New professional chaebol (leisure mode only) - initial capital: 10 billion.
- The new archive difficulty display will now display the corresponding difficulty on the archive.
- Employee development optimization, the employees who are not in the process of cultivation will be displayed in red font.
- Button display optimization, non-clickable button will turn gray.
- Fixed the bug that outsourcing tasks do not refresh in time.
Today we rolled out an hotfix to fix some bugs found by the community! Hotfix 1.0.1 contains the following changes:
- Fixed the Gun Repair Kit description; - Fixed a bug in the "Finding the Motel" mission where, if you quit the game while on that mission, the area block would still be there and you could proceed; - Fixed a bug where if you died on the second floor of a house and loaded the game, the roof would become visible; - Adjusted the "Finding extra supplies" mission, so more loot spawns in the suburbs when you get that mission; - Adjusted the time to respawn of all the loot locations from 5-7 days to 3-5 days; - Fixed a bug where, when you loaded a game, you would lose everything inside your chests and hotbar; - Fixed the "Empty Gas can" crafting recipe; - Fixed a bug where your Gas can would destroy itself when using it; - Fixed the Stamina stat, upgrading stamina should now correctly increase your stamina; - Fixed a typo in the "Sharpened Stone" item description;
Thank you to everyone who has been playing and reporting bugs, this helps us alot and is instrumental for the development of this game!
Meowllo everyone! It’s already June but it doesn’t feel like it, huh? This month was quite hefty, including a fully funded Kickstarter! Wow!! Thank you for all your support - we really appreciate it. The campaign took a bit of time out of our regular schedule, but we were still able to make good progress! This devlog is going to be a long one…
🍔 New foods!
We started adding the 3D assets to some existing recipes - the Carrot Cake and Catfish Sandwich are our newest ones!
All of these can be placed on surfaces (or on the floor…if you don’t mind putting your food on the floor) as decorations, or eaten. Thanks to some Snacko magic, food never goes bad, so feel free to display all your cakes in your room.
🐱 Introducing Nobu Jr.
You’ve probably seen Nobu Jr. on our Twitter or through a Kickstarter update, but we’d like to formally introduce this tiny boy.
Nobu Jr. will arrive on your island to live with his gramps, Nobu, when the island has been developed a bit. Nobu Jr. aspires to be a rancher, and growing up in Capital City that just wasn’t an easy task. Nobu took this opportunity to invite his grandson to live with him and experience the life of a cow-wrangler. You can buy cows and chickens from Nobu Jr., along with supplies.
Nobu Jr. is based on one of our cats, Nobu. It’s confusing, because we made Nobu (the character) first, and got Nobu (the cat) later. We didn’t plan to name Nobu (the cat) Nobu, but it seemed to fit him, so we named him Nobu. Now we have too many Nobus.
Nobu Jr. has a very cute walk cycle, so we hope you’ll like him! He’s very small - around the size of a chicken sprite - but full of purrsonality.
🪑 New coat of paint
We had a couple of leftover objects here and there that needed that polish to match our current art style. Below, you can see the comparison of the front and back of the new (left) and old (right) Small Workbench.
We also have a new bowl of fruit - five times less the polygons, now with bananas! You can also dye to change the color of the bowl now. The storage container also went on a polygon diet. We think everyone looks much brighter and happier now!
We can’t just fix the 3D assets without fixing the icons - the older icons were also given a makeover.
⛅ Brighter skies
We felt like the old colors were a little dull, and washed out the environment overall. We also changed the lighting a bit, as we realized darkening the game too much at night or in places like the caves made it hard to see unless your monitor was extremely bright in a dark room (because that’s how we work). Once we tried looking at the game on a different monitor in daylight, we realized you couldn’t see anything! So we had to brighten it up.
🍃 It’s windy out there
We added wind! Well, there was always wind in the farm grass, but nothing else. So it was a little weird. Now there’s wind on the crops as well, to make it feel more alive. We also moved the data controlling the wind into a little collection so we can control it globally at runtime. This means we can do cool stuff like make it windy on rainy days.
✨ New stuff
Well, all the other stuff was new, too. But these are things I couldn’t lump in with the other categories, so here’s just a list of “other stuff we did this month”.
You can now cut down the grass, flowers, branches, stumps, trees, and break the rocks around the world! It’s no longer limited to your farm. Grass and flowers can grow back, and rocks will reappear given time, but you have to replant trees. Don’t take more than you need! We also changed the way the debris and foliage in the world is handled - recursive did some ameowzing code wizardry, and now it’s much more optimized. This means we can have fun things happen to the objects - like the ability to cut them - without destroying the performance.
Maru has new portraits to match the new style! Poor Maru, he really got spooked by whatever he saw, huh? Now all the old villagers are updated with new portraits.
Since we updated the way some buildings look, the icons had to match, too. We finally went in and fixed them all!
Whew, that was a long devlog, huh? But we’re finally at the end! Thanks for reading, and we hope you enjoy seeing our progress every month! 🐾
The Fourth of July is here, and we're adding a whopping 25 brand new Collection Missions to Perfect Team, which bring with them amazing new rewards!
Plus! We add Historical Players of the Month for June. The new sets of cards add several great new Golds, Diamonds, and Perfects. One of the biggest sets yet!
We would like to inform everyone that the new Audition Direct Download Full Client (not the Steam) is now available.
Please completely remove and uninstall your Audition old client files and do not overwrite this new client files to your old client files for your new Audition Full Client files to work properly. Run the newly downloaded Audition Full Client files and you can now be able to use it and login in the game.
The new Audition Direct Download Full Client is in the Download section of our website:
If you run into any bugs or issues with the non-steam, please refer to #technical-support and #bug-reports in Redbana Audition in Discord to report anything unusual in the client.
Another patch went live last night - catching up wtih Patch Notes here now!
Content/Gameplay Changes
Start of implemention for the new class. Please don't take anything shown on this so far as gospel, all is subject to change
New Battle UI for Deck/Spells/Energy etc. Can also now view your played out Items
Updated the Daughters Mastery pool
Fishhook moved to be a Hidden class item.
Damage text will now tell you if the creature is Immune
Multi-strike will now always reduce by miniumn of 1
When Haunted, a purple glowing rune will appear above the Voidstone showing you they won't be played.
Changed the way Overcharge works. Your Max Energy will be increased by your current Overcharge value (ie, if you have overcharge 3, your max energy is increased by +3). It's no longer a "start of turn" check. I have more visual tooltips coming to help process this information
Crystal Lake Hand-me-down: Every 3rd Heavy Card played will cost 0.
Active Debuffs will now show a coloured glow
Reworked the damage projection scripts to acount for creatures who will buff others mid turn. For example, if a creature will increase Frenzy by 1 for all creatures, that will be factored into the "Incoming Damage" total on your Threat stack. (because of the nature of this change, please let me know any oddities that show up, there will be some teething issues).
Block Values will now show up with the capped Block number in the Red Dragon encounter.
Changed how Expel works for Volatile cards, Items etc. There is now a clear difference between Expel and Destroy. Volatile cards, Items, Dazes, Infections etc will all be Destroyed. Expelled cards will be returned to your deck at the end of the fight. Destroyed cards are Destroyed.
Added icons to the Discard/Destroy/Expel piles
Color change for Opener
Scaling for the Sacrifice Daughter. One of the biggest issues for Sacrifice Daughter has been scaling. To address this, I implemented the Multi-Strike ability, but have only added that to one card so far. Now that I see it working and feedback has been positive, its time to start drip feeding that out a bit more. To help with this, I've changed how Opportunity works, as well as its upgrade. Best to see it in game to see the change. The only thing I'm cautious about is the cost increase on upgrade, but I'm confident it's still worth the cost, without become abuseable with a Black Void Stone
Bugs
Fixed crash when Bleed was being triggered occasionally
FIxed bug with map tile sound effect playing on right click
There was a bug with Elite relics and their distribution.
Update 25.2 is a minor update that brings even more appearance options, this time to clouds, galaxies, and asteroids. We’ve also improved energy transfer calculations, laser settings, asteroid visuals, and provided various other bug fixes.
Most of the team has been hard at work on our upcoming major updates, but we didn’t want you to wait for these features and bug fixes. Keep an eye out for Update 26 (Coming Soon™) which will bring major improvements to our user interface and VR implementation.
Cloudy with a Chance of Purple Change the color of clouds, galaxies, city lights, and asteroids. Toggle snow visuals on or off to help distinguish snow from sea ice.
Asteroid Makeover Asteroids received a complete visual overhaul and color correction.
Improved Energy Simulation Energy Flow calculations now including lasers, explosions, and impacts. Learn more about Energy Flow from Home > Guides > Science > Energy and Heating in Depth.
Featured Fixes
Simulations with broken surface data can now be opened
City Lights no longer appearing incorrectly on some rocky objects
Black hole radius can now be manually changed as expected
Please report any issues on our forum, on Discord, or in-game via Home > Send Feedback.