Beyond A Steel Sky is launching today with a 20% release day discount, and to make things even more special, we’ve teamed up with Steam to secure an extra 10% discount on top for Broken Sword fans!
This means anyone who has Broken Sword 5 in their Steam library will see Beyond A Steel Sky launching with a 30% discount for the entire first week!
Making Beyond A Steel Sky has been a true labour of love. Everyone who knows about Revolution Software, and Charles Cecil & Dave Gibbons, know that this game has been a long time in the making.
This exclusive Steam offer reflects how grateful we are to those of you who have been with us through all these years.
Thank you for everyone who has wishlisted so far, and all of those wishlisting today still - It has helped more than you could ever possibly imagine.
We can not overstate how special it is to have such a dedicated community that has followed us across the games we make this passionately. You are so full of creativity, passion, and curiosity, and we couldn’t be more humbled by all of you, so we hope that this shows just how much you mean to us.
We are happy to announce that the A27 "Total Overhaul" Update is now live!
We are confident in saying this update is going to be the most important one in the entire history of the game. You didn’t like grind and neither did we. So this update we reworked the game from the ground up not only to eliminate any unnecessary grind (especially at higher tiers), but to also completely change the feel and progression!
So, what does this update bring to the table? Let’s review some of the bigger changes.
One of the most important changes related to progression is introduction of industrial drones. You will no longer need to use a pickaxe to mine for minerals or an axe to get wood. You will be able to use the swarm of your industrial drones to do that work for you as soon as you reach Tier 3.
Another important addition that will be most interesting to PvE players is fishing. You will be able to craft a fishing rod and different types of bait and go fishing! The game will also keep track of your records of size and weight for each fish caught allowing you to compete with other players. What you can catch also depends on the body of water (e.g. lakes or the ocean) and the type of bait you use. So fishing is actually quite involved already.
We have also worked to introduce detailed tooltips to practically everything in the game that needs it. You will be able to see detailed information about your weapons, ammo, armor, and consumables. Some items also received additional hints explaining their usage or special quirks.
We also heard your requests to have more character customization options! So now you can choose from much wider options when creating your character. And if you are playing in a group you can also choose to hide your helmets to identify each other easier.
Industrial aspect of the game has also been expanded A LOT! We finally have Tier 5! And all other tiers have been rebalanced to play well in the new 5 tier system for technologies. And as mentioned before—progression now is much faster. So you can comfortably reach tier 5 even when playing solo. You will be able to build a lot of new interesting structures such as oil cracking plant, atmospheric moisture extractor, new vehicle (siege mech with artillery cannon), and more.
A27 also introduces “Electricity 2.0 System” which completely changes how the power grid operates on your base. Now you can set up custom thresholds for each individual building and know exactly when any of them go online and offline based on the stored energy level in the power grid. You can also prioritize your generators as you wish to ensure the smooth operation of your base.
If you are playing in PvP you will also be happy to know that now you can sleep well without worrying about your base being raided! You can enable this new S.H.I.E.L.D. system and it will protect your base while you are offline. Additionally, having this offline protection allowed us to rebalance the bombs balance to make raiding more accessible for everyone and online engagements more fun.
Other important changes:
Structures relocation—Now you don’t have to disassemble your structures just to move them. Now you can simply use your toolbox to move any structure inside your base.
Pragmium sensor—Pragmium hunting will no longer depend on luck, but rather on skill!
PvE tagging / object claiming—PvE players will be happy to know that they no longer need to worry about other players touching their loot thanks to the new personal lock system. If it’s yours—it’s yours!
New skills—You can now unlock Fishing and Vehicles skills.
Lots of new Steam achievements (more than 30 now!)
Full DirectX 10 support—Making the game accessible even for people with older hardware.
And much, much more!
As always, you can find detailed patch notes on our forums.
With all of the above, we can confidently say that the game now feels smooth and rewarding as it should be. It got the sense of "one more thing" when you constantly have something to do in the game. To ensure the perfect balance, we've dedicated more than 100 hours just for testing alone. First on a private server and then for two weeks on a public experimental server together with other players.
Anyway, if there was ever a time to rejoin the game—it is now! We’d love for everyone to give this update a go and try all of the new content and features. Join all the newly started servers with a fresh economy for this A27 Update!
Don't forget to join our discord to be aware of all the news and updates. We post a lot of upcoming content art and other interesting things there regularly and you can chat with us directly if you have any feedback: https://discordapp.com/invite/cryofall
1. Optimized the game memory management again. 2. Optimized the game AI logic again. 3. Completion adds 4 belts and 1 pair of card combination. 4. Fixed a bug where the option to click the fast forward button appears in the fast forward state in the game dialogue. 5. Fixed an issue where the number of cards in the upper left corner starts counting from 0. 6. Fixed the bug that hand cards can still be selected in the managed state. 7. Added whether to play animation effect switch in the basic settings (recommended for users below 8G memory to close). 8. Optimized the archive function. Note: If you find that the version number is incorrect, quit the game update.
【introduction】
A game of competition and card collection.Use your skills and items to win the game!The game has single-player mode and online mode.
It has been a tough decision, but we've decided to delay the launch of Rogue Legacy 2 by three and a half weeks to August 18, 2020. We've run into a few setbacks and we aren't quite ready to show it yet. We're close though (which is why the delay is so short), we just need a bit more time to get it in a state that we're truly proud to display. We know a lot of fans will be disappointed by the delay, and for that we apologize.
Even in Early Access we don't want to compromise the quality of the game, and we hope it shows when we finally make it to launch.
It has been a tough decision, but we've decided to delay the launch of Rogue Legacy 2 by three and a half weeks to August 18, 2020. We've run into a few setbacks and we aren't quite ready to show it yet. We're close though (which is why the delay is so short), we just need a bit more time to get it in a state that we're truly proud to display. We know a lot of fans will be disappointed by the delay, and for that we apologize.
Even in Early Access we don't want to compromise the quality of the game, and we hope it shows when we finally make it to launch.
Along with the new DLC Hooves & Wagons, there is a game update for everyone!
With a slight delay, there arrives a new DLC, Hooves & Wagons. The delay has been necessary for us to make sure that the content will have a lot of new cool features that will boost your gaming experience. To make it up to you, along with the new DLC there is an update in a game available for everyone! ːsteamhappyː From now on, you can expand your inn like never before:
Along with the newest version of the game, players will have access to much bigger areas than before. More space equals bigger buildings and more options when it comes to your layout, which will let the players plan their little kingdom in a much more functional and aesthetically-pleasing way.
So, whether you buy Hooves & Wagons or not, you will still experience some new features!
DLC Hooves & Wagons: The times they are a-changing, and a good innkeeper has to adapt. It seems some of your patrons have started arriving at the inn riding horses. As a professional, you have to be prepared for that. Luckily, in the new DLC, you can build one of the three watering troughs, which will make you quench not only the thirsts of your patrons - but those of their steeds as well.
Not only horses but also whole wagons! Prepare for additional guests arriving at the inn by horse-drawn wagons. New DLC means new buildings and mechanics - build barns and hen houses to raise farm animals! Remember to be careful. Farm animals love wandering around the area, so pay attention to proper fencing.
Time to be self-sufficient! In the newest DLC you can raise hens, geese, cows, pigs, and other animals, to always have a fresh supply of eggs, milk, or meat.
Content of the update: Gameplay:
Larger tavern-building area
Carriages designed to reflect the style of certain social groups
Guests now will arrive on horses!
New breeding animals: pigs, cows, goats, sheep
Objects:
Decorative objects: horse-collar, wagon wheels, and armor for the horse to hang on the wall
Three types of horse drinking troughs
Pigsty for pigs
Three sheds for cows, sheep, and goats
Three new hen houses for breeding birds
Five new carriages exclusive for Hooves & Wagons DLC
Share your ideas on the #ideas channel and report the problems in #bug-report. We also have chats for your native language. All messages will be read carefully, all of them.
So if you have any problems, just type in your language chat and we will help you too!
Thank you very much for your feedback and support!
We hope you're enjoying Update 7 and battling through the streets of Carentan.
The team have been hard at work combing through all of your feedback, from bug reports to your thoughts on the new features and changes that came with U7.
Thanks to your bug reports the team were quickly drawn to FPS issues and game crashes reported in Carentan and in some cases, other maps.
We're pleased to announce that Update 7 Hotfix v1 will go live tomorrow (Friday) morning BST.
The main focus on this initial Hotfix will be:
Optimisations for Carentan
Optimisations for new assets
Player model optimisation
High certainty fix for Crash 01
Speculative fix for Crash 02
To tell you more about Hotfix v1, as well as the follow up Hotfix v2 that we're already working on, Lead Developer Max took a moment to pen a Hotfix and Development Status update for you all:
An update from Lead Developer Max - Hotfix v1
Hi everyone,
Thanks for jumping into Update 7 and for the great feedback.
We're keen to give you the full status update of the immediate next steps.
As many people have reported, several significant issues presented themselves immediately once a large number of players joined the game for this new update. While we QA each release for weeks, the largest issues normally only present themselves as soon as you start throwing tens of thousands of players at the game. This is always hugely disheartening for us as a team, as we've spent the better part of 6 weeks QAing the game and fixing more than 900 issues to prep the Update for launch. As you can imagine, having the work overshadowed by frustrating issues for you all is unideal at best! Fortunately, we've been provided with huge amounts of very useful feedback by you - the community - as well as our brilliant QA team who have been able to live-test in-game all week. We're also fortunate that our crash uploader has been working perfectly, enabling us to quickly assess the frequency distribution and triage the most common occurring to the least occurring.
The whole team has been working overtime on this as we know how fundamental many of these issues are to a great experience.
Current client crash breakdown:
- Client Crash 01 Makes up approximately 28% of crashes experienced.
- Client Crash 02 Makes up approximately 40% of crashes experienced.
- Client Crash 03 Makes up approximately 30% of crashes experienced.
FPS Dip:
We are actively investigating a severe FPS drop of approximately 20-120 seconds that can happen mid-game on Carentan (we are looking to see if this is happening elsewhere). We are confident that we will be able to find and address the issue, but it will require some time and QA testing to make sure we understand the problem to its fullest, and make sure we don’t introduce new bugs and issues upon trying to resolve.
Carentan Optimisation:
While we had been continually testing and optimising Carentan on a huge variety of machines prior to the Update, there is something unusual occurring specifically with Carentan that emerges at 100 players, and varies wildly from machine to machine - often a mixture of different hardware causing very mixed outcomes. Players with traditional middle-spec machines have experienced higher FPS in Carentan than players with high-end machines. In addition, there have been other complicating issues caused by what we are terming the “FPS Dip”.
What we do know is that optimisations were needed on the CPU side. Ironically, the map itself culls objects too effectively, and those objects (and the act of culling them) are run through the CPU - often locking the CPU up and causing all sorts of issues as a result.
To this end, we have implemented several fixes that should immediately see a performance increase. With the performance increase, we will start to get a better idea of what are standalone issues, and what are issues that are a result of that poor performance (CPU bottlenecking as a result of poor performance may be contributing to or causing the FPS dips experienced).
We also want to let you know that Carentan - like all maps we release during Early Access - will be subject to continual fixes and optimisation. We will be working continually to improve all aspects of all 9 maps we have currently in the game to meet a series of benchmarks for minimum acceptable FPS. Now that the animation systems update has been completed, we’re in a great position to dedicate our time to this and the polish and fixing of bugs that have arisen.
Immediate Plan:
Hotfix V1: Friday Morning BST
We have been testing a Hotfix to address a majority of the issues experienced over the last two days. As soon as we started to receive crash log uploads and could profile more broadly in Carentan we began immediate work on troubleshooting them.
The Hotfix will address the most common crashes, as well as include optimisation for Carentan that will improve frames across all machines.
Optimisations for Carentan and all new assets present.
Optimisations for player models (will list frames across all maps - especially in high population servers).
High certainty fix for Client Crash 01
Speculative fix for Client Crash 02
Ongoing investigation Client Crash 03 (this may be tied to or solved by the fix for CC02)
Hotfix V2: Release TBD
While Hotfix V1 aims to address the majority of issues the player-base is experiencing, Hotfix V2 will address any issues that Hotfix V1 failed to solve, or any that crop up after the deployment of HF V1. As a team, we always want to build contingency plans out to make sure we have the best ability to solve any recurring issues quickly - as opposed to leaving these issues live in the game until the next Update.
We will be deciding on the timing of HF V2 immediately after assessing the effectiveness of HF V1.
Free Weekend:
As many of you may already know, we have a Free Weekend organised for this coming weekend. Fortunately, one of the reasons we brought forward our Update day to Tuesday was to give us several days of buffer in order to apply a Hotfix before the Free Weekend got under way.
During Early Access, it’s always a tricky balance to combine marketing events with significant systems overhauls. We really appreciate your patience with us as we work to get this right.
The New Meta, Loadouts, Content, Bugs and Everything Else
While our focus has been on addressing the immediate critical issues affecting players, we’re collating all feedback from our channels and building out a document to capture all perspectives and feelings about the new meta, loadouts and general game functionality.
In addition to this, some small but humorous animation bugs have popped up - most around leaving a vault or climb. We also have recorded various bugs and issues regarding black marks on the map and Recon marks capturing your own team, as well as the turnback mechanic on Omaha Beach not functioning properly.
While technical issues and bugs will always be triaged and fixed, we’re making sure we play the game continuously in order to get a sense of the new meta. We’re reading all feedback and are playing alongside the community in order to watch where it develops.
Generally, we like to give each meta shift several weeks of playtime to watch as the community evolves with it.
After this time, we’ll be looking at what changes should be made, balanced with coming features and changes to specific roles.
Finally, we’re also looking at the option to disable or scale all camera movements. We can see that some players are experiencing motion sickness due to new camera animations.
Roadmap
Due to the hotfix and patching that will be undertaken, we’ll be revising the next roadmap to address any residual issues, as well as to make sure release timing is correct.
As soon as we have revised timings, we’ll be releasing the roadmap.
It’ll feature a huge list of everything you’d expect, but with a particular focus on optimisation and bug fixing.
Conclusion
While Hell Let Loose is an Early Access game, we are very keen to not use that as an excuse for poor performance, crashes or any other issues you may experience.
Moving forward, we’re now free to spend significant time optimising all the content that has been added in the last year. Fundamentally, we’re incredibly relieved not to have any entire systems overhauls necessary to complete.
Update 7 was a huge and very risky step forward for Hell Let Loose, but it was a necessary step in order to make sure we were set up correctly for the future. As with all fundamental overhauls during Early Access, it’s always a fine line to navigate between marketing the game and managing the risk associated with the changes.
We’re very excited as a team to work from our new benchmark to continue to improve all aspects of the game, as well as implement new features.
As a team, we’ll be playing a lot this weekend and next week. If you see us in-game, please come and say hi!
Lastly, thank you for all your patience with us during the course of this Update and the ones before. Updating such fundamental aspects of the game has come with huge challenges and we appreciate that it’s been a turbulent experience. Please know that moving forward the technical risk we’ll need to undertake will be much less significant, and that the work done so far puts us in a great position for the future.
New & Updated Tactical Maps!
Following on from Max's update, lets take a look at both brand new and updated tactical maps for your strategic pleasure!
First up we've got the newest addition to the game, Carentan!
Next up we have the freshly overhauled Foy!
As well as the updated Omaha Beach map!
Last but not least we have the classic HLL map, Hurtgen Forest!
Not only are these maps a fantastic way to plan your battle strategy before the bullets start flying, but you can even line them up with real-world maps to see exactly where you're fighting in-game.
Steam Free Weekend - Live Now!
Those looking to join the frontline or get their friends to join their unit, we've got good news!
Starting at 6pm BST / 7pm CEST today we're hosting our next Steam Free Weekend.
The free weekend will run until 6pm BST / 7pm CEST on Monday 20th July and includes a 25% discount on the game!
This is an incredibly exciting time for all of us as we open the landing craft doors to both new players and those who want to see how the game has progressed though Early Access alike!
We know that as a community you'll welcome these new recruits with open arms, bringing them into your units, showing them the ropes and maybe even giving them a spin in your shiny new Shermans and Panthers!
Genuinely, we can't say thank you enough to you all for that - those actions really show off the best of the Hell Let Loose community and keeps it growing.
If you happen to be one of the new free weekend players, we've got various global community hubs (Including here on Steam) where you can chat HLL, bask in glorious memes and find yourself some other players or a clan to play with on the regular!
Before we wrap up we'd just like to say thank you to every once again for your support this week.
From the huge game changing Update 7 deployment, to your patience and feedback so we could create a Hotfix for FPS and crash issues you have all been fantastic - thank you.
We've always believed that you, the community, are the heart of Hell Let Loose and this week, once again, you showed us why.
It's been exactly a month since we released Hardspace: Shipbreaker in Early Access!
We'd like to extend once again a huge thanks to all of you who played it and posted feedback on the forums, social networks, and our official Discord. We're hard at work on your suggestions and reports, on top of our plans to add content.
Today, we're happy to release our first Dev Vlog to share with you what we've been working on over the last few weeks, addressing a lot of your feedback.