Once Scar AB found an old magazine with images of cars that existed before the events of Crossout, and now he wants to assemble a collection of such cars. Many cars in this world are gone, and so survivors are invited to assemble a car similar to the one depicted in the photo.
The 4 best entries will be selected, and their authors will receive a reward of 300 coins and an epic "Amusement container"!
you have probably noticed that I haven't updated the game in a while now.
Thats because I don't have any more time (full time job and RL) and motivation to further work on the game. I know that there are some bugs for people that can't play the game but it would be an enormous task to fix those and like I don't see me doing it at the moment. I kind of know what the problem ist but it is just too much to fix in a few hours.
I'm sorry for those who really like it but I have to cancel my buisness at the 31.12.2020 because it is just too expensive to further keep going.
Maybe some day I will be back to further develop the game but for now it will stay where it currently is.
If you really want to support me you can buy the game until 31.12.2020, from there on it will be free to play! I know it is annoying for people who recently bought the game but it is either that or completely removing it from the store.
It is heart breaking for me to do this because I worked many years at the game but it is just not very popular and people don't seem to enjoy the concept as much as I hoped they would. I'm making a big loss every month and I can't afford continuesly spending money to keep it alive and making advertisement for it. I tried for a long time now and it is not working.
You can now play community created routines with custom leaderboards included.
Any routine uploaded will automatically receive its own online Steam leaderboard to compete on.
You can also download community routines and copy their layouts and presets to make your own custom routines.
Along with this update are ongoing UI changes to make navigating the game much simpler and easier, so expect changes to the UI in multiple minor patches over the coming weeks.
If you have any issues or requests be sure to drop them in a thread in the Community Discussion board.
Survival games form their gameplay crux around the necessity to tend to one’s needs. Hunger, thirst, exhaustion or even temperature are all things the player is made to look after. Fitting, considering the extremes of the environments a player can be thrown into. However, all of these are strictly physical needs, and we can all attest there is more to what makes us human than simply ‘surviving’.
Winter Survival Simulator aims to introduce the aspect of mental fortitude, the player character’s will to live, survive and endure which the player themselves have to watch just as closely as the rumbling in their bellies - Sanity. As the seemingly ironclad willpower wanes, eventually the character will ask himself the dreadful question - “what’s the point?”
Sanity is insidious. Its depletion may not seem like much at first - the character will merely find himself unwilling to get up from bed with the usual vigor. But the less willpower we have to spare, the harder will things become. In such an extreme climate, depression and paranoia go hand in hand and while never directly deadly, hearing things that are but figments of an overstressed mind may have grave consequences. And sanity will degrade. Out in the harsh cold, with not a single soul to greet, left only to our own thoughts, it’s easy to lose the track of the simple desire to live. A little bit, every single day.
Thankfully, Sanity is not a one-sided road. Poor standard of living erodes one’s willpower faster, but each achievement is like a candle in the creeping dark. Discovering new shelters or safe spots, making progress towards the escape from the valley or even reminding yourself that there are people out there, worried and waiting for you, serves as a spark to keep yourself going. Of course, out in the cold wilderness, these come few and far between. Keep yourself comfortable as best as you can, for there’s only so many things that will bolster your spirit.
Unlike Hunger, Thirst, or Exhaustion, keeping track of Sanity is a bit of a challenge in itself. Physical needs are ever-present and have a tendency to remind of themselves on a semi-regular basis. Your willpower, however, only explicitly makes an appearance each morning. Dreams can be so comforting when the reality is the frozen hell itself, thus the lower your Sanity falls, the harder it will be to wake up. Eventually, the player character might outright refuse, letting the wilderness take him. When the will to live falters, each sleep becomes a bit of a russian roulette.
On the other hand, during the day, you will be able to spot subtle changes to your Sanity by listening to the character’s reactions. Annoyed, tired and exhausted reactions imply the degradation of willpower, while little praises, cheers or laughters mean that the spark of hope is being subtly relit. Keep yourself warm and comfortable if you can - wariness and exhaustion make stress that much easier to spike.
Winter Survival Simulator attempts to provide a realistic experience in a frozen hellscape, and the mental health of a character is just as important as their physical health. When you’re out there in the cold, don’t think your mind’s ironclad. Eventually, the cold and isolation will get to you. So take care of yourself - you will need to to survive.
A big thank you to everyone who’s playing Haven, we are receiving your fantastic feedback about the game and it’s heartwarming. We also enjoyed your first cosplays and fan-arts! We’ve prepared already a first patch to cover some of the most urgent fixes. We are working on another one that we will release soon and we will be bringing all of those to PS5 and XBOX (Series, One and Windows) as soon as possible.
We appreciate your help reporting those issues and your patience as we fix them.
Patch notes - Minor Patch December 9th 2020
Version 1.0.157
Bug fixes:
Turkish regional settings issue: When playing with Windows regional settings set to Turkish, some menu UI localization would not show up properly and actor voices were missing.
Blocking bug at the big door on Lonako: Some cases where the big door would not open. Running the update should fix the issue for users currently having the problem in their save game.
Unexpected behavior if you played the demo: Some users who previously played Haven demo could encounter a crash or unexpected behavior if they continue playing the game from a save from the demo.
Roaming stutter: Prevent some stutter that could happen routinely every 10-20 seconds while roaming.
Wide screens resolutions improvements: Display options now gives the choices of resolution wider than 16/9 for ultrawide monitor support and fix main menu out of the screen on very wide resolutions.
Work is still going on here on the server side of things, still writing tests and implementing base functionality. We have to set expectations here, this is going to take a long time. If you're new DON'T BUY THE GAME - the projects in a weird state and i'm not even sure it's playable right now.
Some might say a mistake was made showing up empty handed 6 months ago and I would agree with that. The majority of dev is really boring to talk about and it's going to be less about the showmanship this time around.
It’s not really worth coming to you with regular updates on this because it’s simply too distracting to code, write updates and interact with the community at the same time. The guy (me) who had his head in the code was previously also trying to run things and write comms, not a wonder I had a breakdown really.
So this time its fun game first, flash graphics, details and suggestions later.
Don't get me wrong, I care about community feedback, ironically there’s distance now because I care too much about what you think. But mentally and financially, this game sent me off the rails once and I can't let that happen again. I could go toe-to-toe with the community, armed with fiscal reports and proof of this and that, but it’s a waste of time and energy and at the end of it all, I would still owe you a game.
The good news is, the project has been running a long time and this all feels very easy to put together now (if not a bit time consuming,) the major lessons have been learnt. Still some challenges but we have what we need for victory.
Lot's of exciting new ideas and there's a lot we can pull from the original client(s,) think fleets hiding in asteroid clusters and that 'living sector' feel, but on a much grander scale. We have to start out small, a core game that is fun to play with multiplayer from the start (if you want that, it'll be subtle) and we'll roll in features in a much more planned fashion with planning sessions held with some external scrutiny.
Minus getting all the assets made, this does effectively mean starting again - but I promise you it will be worth it.
So for some real updates:
- Going to be sticking with Unity3D for the game client after all, we have bunch of assets all ready for that game engine - the game client can be turned around quickly because of that. We should take that win.
- The ship models and other game assets are intact, what we need now is time to assemble the assets into a game. I’ll own that as my penance (even if it takes another 5 years,) but we expect to bring on a dev or two in the new year to assist.
- We planned to make it free, maybe we'll just make it super cheap instead. We want to avoid getting hung up on business management but it's inevitable and we have someone to handle that now. When we get back to a release cycle, we'll need to pay for development somehow - i'll fund that out of pocket for the time being. Plus a multiplayer free game has some pretty big considerations.
I’m hoping there will be something to show Q2/Q3 in the coming year, but it’s going to look like block wars for quite a while yet, and when we update steam it’ll need to be with something that exceeds what is currently on show.
Note that we won't be supporting the current game client, we're currently rewriting to fix some game design issues which will make it easier to control and play. We're also making it a multiplayer game from the start.
Massively appreciated the messages of support, also appreciate that there’s many of you feeling annoyed - trust me we're working hard to put it right. Enjoy your holiday season, I’ll personally be coding like a madman for the duration.