The end of the year is getting closer, and so is our next update. It’s all about the world outside your submarine – from level generation to new environment art, many things are getting more variety and polish. Read a bit more below and check out this blog post on our website for more details!
Explore caves: This update adds caves that are too small to fit a submarine into, so you’ll have to go out for a swim to see what awaits inside. They come in many shapes and styles, and we’ll be adding even more in the future!
Navigate more complex maps: Level generation has been improved in many ways, and in the next update, you’ll see branching paths, obstacles that you’ll have to destroy or go around to reach your destination, and multiple possible paths through a level.
Discover new areas: The environment itself has been overhauled and now consists of five areas, or biomes, that are distinct in appearance, environmental hazards and enemies. From the icy Cold Caverns through the temperate Europan Ridge and the mushroom gardens of the Aphotic Plateau, be ready for the crushing depths of the Great Sea and the fiery views of the Hydrothermal Wastes! We’ll see you on the other side.
Related to these new environments, the update will add a couple of new mission types, and there will be new enemies as well. Find out more about those when we release the update – in the first half of December.
We are back with the third DEVLOG discussing the ‘Puppet Mode’ today!
Many of you must have enjoyed fitting into small spaces and observing the studio from Scout’s perspective when there were puzzles that only Scout can solve. If you felt like you had gotten closer with Scout through this mode, then you must have done it right! For others who had to listen to Scout’s mean comments, we send our condolences but please note that it is perfectly normal.
From the very beginning, the idea of shrinking down into ‘Puppet Mode’ seemed really cool to us. It was one of the first prototypes we made. We had this room full of old assets from other games, and all you could do was walk around and shrink into ‘Puppet Mode’, but even that was super fun. And yet, for a long time, we weren’t sure it was actually gonna make it into the game, because there were so many questions that were hard to answer: once you’re in ‘Puppet Mode’, what’s fun to do there? Should you be able to do it anywhere, or only in certain spots? And how do we handle Scout in those moments, is she aware of what you’re doing and can she talk?
Eventually, we decided that letting the player go to ‘Puppet Mode’ anywhere would be way out of scope, but if they could only do it in certain spots that felt kinda lame, so we hit a middle ground: we saved it for the second half of the game. We kinda expected people to abuse ‘Puppet Mode’ constantly and try to break the game, but actually almost no one does.
If you’ve enjoyed this log, why not go back into the game and try to mess around with the mode now? We are sure Scout would love that. And as always, don’t forget to follow us on Twitter and join the Discord family to discuss the game, report bugs and send us your suggestions!
We are happy to announce that we've traveled to the far end of the known cosmos and back. Stargaze is released today! :D
Some of you have already played the PAX demo version, but this is the whole package. Besides all the new planets (of 7 planets total!), new music, and other new content, the full version adds new layers to the experience, including completing your journal using a professional astronomer's quill :)
We really hope you we'll enjoy the experience we've worked hard to deliver! Please share your thoughts about the game as reviews and/or in the Steam Forums.
The melancholic, yet fabulous cosmos with excellent soundtrack by Thomas Regin awaits your keen eye and open mind!
Happy Anniversary traders, producers and consumers!
Finally (one day late, sorry) the anniversary update for Haprokon is here! After already updating the store page and editing the achievement descriptions in Steam there are some important changes in the game.
Here the complete change list:
changes: - the pineapples are no longer as ugly as they were.
achievement changes: - all time-related achievements have been made much easier - viewer completed quests are required to unlock the quest related achievements - the achievement 'Always a smile on the face' is now much easier - the power-related achievements are now much easier - the no-quest-fail achievement is now easier to unlock
important fixes - destroying certain buildings no longer increases their productivity beyond 100% - Your population will no longer consume wine which isn't there. - changing the action multiplier (10x, 100x, 1000x) will now change all the important numbers when viewing the goods 'glass' and 'tarmac' - wine production plants will now tell You, when grapes are missing - rice liquor production plants will now properly consume power - destroying lithium electrolysis laboratories will now now longer destroy salt lake shovellers
smaller fixes: - when exiting the bankruptcy-screen it will put you back to the main menu, not the options screen - fixed some spelling mistakes
This week we begin testing 5x scale modular engine parts, new power and fuel modular engine balance, and AI boats in Stormworks (available now on the experimental branch of the game).
As discussed a couple of weeks ago, we have plenty of plans for the modular engines, and this week we are adding the 5x scale parts. These parts extend the 1x and 3x scale parts already on experimental.
The 5x scale parts include a piston, crankshaft, clutch, power manifold, and 5x to 3x adapter. These new parts allow players to create much larger, more powerful ship engines.
Along with these new parts, we have also been talking with and carefully listening to the experimental community, and have rebalanced modular engine fuel consumption and power production to make modular engines much more comparable with the non-modular engine performance.
Fuel consumption has been lowered and power production has been increased. This makes modular engines much more practical and effective to use. While modular engines are harder to design and use than their non-modular counterparts, the intention is that they can have prove very versatile and have a slight advantage in performance.
We have also begun work on AI boats which we plan to be a future minor update. This feature is being shared on experimental branch as we develop it. This feature involves various boats and ships spawning across the ocean, and navigating around with AI drivers. We are developing this feature in the new LUA framework and are having great fun building it up.
Boats and ships will travel through the world, and persistently move, even when the player is far away. This means that they can appear on the horizon and pass you by, before continuing on their journey as they vanish on the opposite horizon.
This is part of our plan to create a more dynamic, interesting world for players to explore. These new AI boats have been carefully designed to have simpler physics.
A full list of changes is available in the #experimental-changelog channel in the Official Stormworks Discord.
We are having a great time adding these new features, and hope you have as much fun playing with them. We look forward to hearing your thoughts and feedback!
Hello friends! Every Friday 17:30 GMT starts “Let’s play together” challenge. We pick up a level and during 24 hours everyone is trying to get the best time on it. You just need to register once on our Discord server and keep Discord running while playing the level of the week, and your results will be automatically published in Discord #lets-play-together channel. You need to get 5 stars for beating the level.
Glittering prizes: 1) 3 winners get collectable cards - one random card per person. If you collect 18 locomotive cards, you can collect 6 new cards, and then 2 more special ones. When you collect all 26 cards, you will receive a special prize. 2) Any participant can win a card. Number or cards will depend on the number of participants: one card for every 10 participants. The more players, the more prizes! Your chances of winning remain high. 3) The winner will get a pin. Also lucky pin will be sent to one randomly chosen participant. You can get more details on our Discord server (#lets-play-together channel).
Vehicles, items, zombies, etc. were all nested in an unnecessarily deep transform hierarchy. Almost everything has been reworked to exist at the root level now which enables some multithreaded Unity optimizations, granting a +10-20% performance increase to CPU-bound multicore systems.
All of the game APIs which returned organizational transforms for plugins have been deprecated, but will create placeholders when called to prevent exceptions. Functions for finding the root transforms of entities have been updated accordingly.
Server Config:
Previously the server advertised every config value and the client would find the differences to display in the config screen. This was problematic if the data was mismatched between client and server. Now the server only advertises the differences (compared to default), and the client looks up the property by path. The config screen also categorizes them to clarify variables with the same name.
Changelog:
Flattened transform hierarchy to leverage parallel transform processing.
Improved server config diffing and display for server lobby menu.
Included Russia boulders in example assets package.
Fixed unable to cook using campfires and ovens on vehicles.
This has been a crazy week! As a nice little reward and break from the hectic month of HyperBrawl’s launch, our team had a little cheeky game jam! Whilst we can’t share any fine details of what we created, rest assured, it resulted in some insanely fun little games, and who knows, one of them just might be Milky Tea’s next big project!
There is also one more massive reason this has been such an insane couple of days. We’ve been keeping quiet about this next announcement, but I guess the cat is now out of the bag…
HyperBrawl Tournament is OFFICIALLY playable for the next generation of gaming via Backwards Compatibility! *makes party horn noises* That means: faster load times, better performance and a wide new audience to play with!
We can’t wait to jump in to Arena this weekend and welcome you all to a new generation of HyperBrawl! See you there!
POV: The Druid is handing you the keys to a new generation of HyperBrawl.
IL-2 Sturmovik: Battle of Stalingrad - 777 Studios
Attention Tankers and Pilots!
We are proud to announce that IL-2 Sturmovik: Tank Crew – Clash at Prokhorovka is officially released! Take one of these armored beasts into combat in both single-player Campaigns and intense multiplayer action today! We've brought armored combat to the Great Battles series where tanks and aircraft seamlessly occupy the same battlefield in both single-player and multiplayer environments. Experience WWII from inside a massive armored machine that is impervious to machine-gun bullets, but not one well-placed cannon round or aerial bomb!
We are also happy to announce that both Tank Crew and the Hurricane MK.II are now AVAILABLE on the STEAM platform starting today!
The legendary British-built Hurricane came to fame during the Battle of Britain where it did the heavy lifting for the RAF in that pivotal battle. Unlike popular belief, it was the sturdy and more numerous Hurricane and not the sexier Spitfire that really made the difference. The Hurricane was built in large numbers and the Mk.II series was sent to all corners of the war to fly and fight, including the Eastern Front where the Soviet VVS put them to good use in several sectors. The Hurricane Mk.II saw action over the sands of North Africa, the ports of Malta, the jungles of the Far East and protected convoys in the Atlantic. Hurricanes even saw action over Leningrad, Murmansk and many other battles over the vast Russian steppe. It was a true WWII legend and workhorse.
The Hurricane Mk.II series which consisted of the a, b, c and d variants was outfitted with a few different armament configurations. This included either the 12 x .303 machine guns in the wings or 4 x 20mm Hispano cannons also fitted in the wings. Many of the Mk.II’s were of the “Hurribomber” variety with wing racks for 250lb or 500lb bombs. One later variant could also carry two 40mm cannons for anti-armor duty.