Our friends from Pyramid Games are working on Rover Mechanic Simulator - Perseverance DLC that will let you fix and learn everything you need to know about the shiny new Mars rover! Perseverance Rover is landing on Mars on Feb, 18th!
No UI on opening the program, black screen This is a strange bug Normally it should be like this Current solution Open the settings and find the "Date and Time" tab Add clocks in different time zones
The added time zone does not have to be the +9 Tokyo in the above picture If one time zone fails, change to another time zone
Scenario 2 win + R enter “regedit” to open the registry Targeting Computer\HKEY_LOCAL_MACHINE\SYSTEM\CurrentControlSet\Control\TimeZoneInformation “TimeZoneKeyName” within Change the value of “TimeZoneKeyName” to “China Standard Time”
If it still doesn’t work, add my friend to contact me for a detailed chat
More than three years ago there was an epic rain in the city of Tbilisi in Georgia. The roads had turned to small rivers and unable to get home from a work-related meeting I took shelter in my friend's tiny basement room that his indie music band rented for practice. We decided to wait out the rain there.
It had been a long time since we had gotten together and soon we got to talking about our favorite games. As it often happens it didn't take long for us to start talking about old games and all the things we missed about them. The handcrafted open world of Gothic, the epic story and companions of Baldur's Gate, the interactivity of Ultima and Zelda, the open-ended design of Thief or Deus Ex, the feeling of being alone with the environment of Tomb Raider.
We talked with great excitement about all the cool features and design trends that seemed lost to time. And the inevitable question soon followed. "Why does no one make games like these anymore?"
Except for this time, it was followed with another question. "Why don't we make it ourselves?"
We grabbed pen and paper, laid it out like a battle map on the wooden board perched on a bunch of bricks that served as a recording studio table, and got to designing our concept. Nothing was hypothetical, we had spent tens of thousands of hours learning and practicing our craft. By that time we had worked on many projects for over 12 years, including indies, big corporations, outsource, video games, board games, even an award-winning animation short.
We were seeing that the path from drawing doodles in school and making mods for Morrowind as teenagers to professional game dev had paid off. We didn't just have a dream before us but a solid concept, with a solid pipeline to make it a reality.
When the rain had stopped and I walked out with a head full of ideas, my mind had never felt clearer. It was time for us to make an RPG game of our own.
Three years of really hard work later, we have designed all the core systems and mechanics. We are really excited about what we have accomplished. We are seeing the soul of our favorite legendary RPG's come to life in our game and so much that is new and exciting.
But we know that it can be better. It's possible for us to win more time to focus on gameplay and story and really polish up each piece of the content. And there are specific mechanics currently out of our scope that can bring the whole picture together into something truly special.
We want to make those mechanics a reality. We want to make something worthy of the great classics that inspired us to become game developers and pursue our dream of following in their footsteps. We want to make you an awesome RPG that you'll enjoy playing and replaying for many years to come.
In just five days we will be launching a Kickstarter campaign. Where we'll have a new playable story demo for you to play, much of the lore to discover, and awesome rewards to get.
With Kickstarter's base goal, we'll be able to hire talented people to help us with amazing quality music, sound, atmospheric effects, and text editing. This will give us more time to focus fully on gameplay, story, and level design and fill every nook and cranny of our game world with exciting details for you to discover.
If we can reach stretch goals, we'll be able to add amazing mechanics to the game (We'll share stretch goals in our newsletter soon). Add voice acting and translate the game into more languages.
We need your help to make this a reality. To push beyond our limitations and deliver you a truly remarkable RPG. A game designed fully on your feedback and a game where we would not have to sacrifice anything from our vision of the game.
If you are excited about our project and want to help us craft a bigger and better game there are five things you can do to help.
Sign up for our newsletter or join our discord so we can share with you a preview of our Kickstarter page and hear your feedback.
Tell your friends who might be interested in our game about our campaign.
On February 1st and 2nd help us share the game on social networks and in gaming groups. If we can get funded in under 48 hours, the KS algorithm will highlight us and we'll have a very big chance to hit many stretch goals. This is why it's important to have a large activity on the first two days.
Follow our Kickstarter page so we can panic less and not get heart attacks before the launch :D
And if you are able and willing, back us on Kickstarter. We have awesome exclusive rewards, and you'll be the first to play the game and shape it with your feedback. Our development will be fully transparent to our backers and you'll get to play each update of the game.
And last but not least, a huge thank you for following and supporting us on our game development journey. We are always happy to hear your comments and suggestions. Keep em coming!
Out in a week or two, the 0.52b release will add a whole bunch of weather effects (with the option to keep them disabled if you are playing on a less powerful machine)
New objects are provided in the shape of the cooling towers, which based on their size and model complexity are either easy/medium/hard to dive into and out the bottom.
The car is an experimental feature to see if people might want this as a more refined option later.
Finally, I kept getting complaints that the plane is too twitchy, so I've amended to default rates to it's nice and gentle now.
The weather and car are only available in the single player version of the game, the cooling towers will be in the online version of the map for this release.
- The game tabs on the right side of the GUI can now be scrolled. - Move camera now also works when moving the mouse to the edge of the screen. - language added. - Pathfinding improved: employees now prefer objects in their building. - Russian & Chinese (traditonal) language added. - Some languages updated. - BALANCE: Percentage of digital sales increased. - BUG: "Improve Gameplay" required the skill "Game Design". Now "Game Testing". - BUG: Games that were on the market for more than 100 weeks were suddenly sold again. - BUG: When the GUI size was changed, the support room arrow was positioned incorrectly. - BUG: It was not possible to have two MoCap studios working on two different games. - BUG: In rare cases there was a crash when loading a savegame. - BUG: If you had a lot of games on the market, the framerate dropped extremely.
- Multiplayer: Players with IPv6 should now be able to host. - Depending on the starting year you now get more money and the features are unlocked. - Hungarian language added - Chinese language updated. - BUG: It was possible to build rooms that blocked other rooms. - BUG: In rare cases, you could not choose a publisher. - BUG: The "Support room" function could cause a crash. - BUG: The "Reduce Bugs" event created new bugs.
- Singleplayer: The game can now be paused with the Space button. - Spanish & Brazilian-Portuguese language added. - Turkish & French language updated. - When developing a successor, design priorities are now inherited from the predecessor. - BALANCE: Hype generated by employees reduced. - BUG: Employees should now not leave the building when taking a normal break. - BUG: Workload of updates was calculated too high. - BUG: When creating a remaster, the correct values were not applied in the game concept. - BUG: When the game was set to Turkish language, you could not research gameplay features. - BUG: For game concepts, the work priority was displayed incorrectly. - BUG: In some menus, the release date was displayed incorrectly for games that were not yet finished. - BUG: You should no longer get the golden record twice for one game.
- Most menus now have the sort function saved. - Game Reports menu: "Sort by release date" added. - You can now see the stats of staff members, even if unpicking is disabled. - French language added - Turkish language improved. - All platform names and dates revised. - BALANCE: Support (answering emails & calls) should be faster now. - BALANCE: Event "Global employee dissatisfaction" now doesn't affect as much. - BUG: It happen that a wrong language is displayed. - BUG: (Engine menu) "Show only own engines" toggle did not work. - BUG: Some sounds were not stopped in pause mode. - BUG: You could not use two graphic studios, sound studios etc. - BUG: All cleaning robots started to run when there was garbage on the floor. - BUG: The profession of the own character was not taken over.
- If you cancel a commissioned game, your reputation will now drop. - BALANCE: The hype gain from the "Mad Games Convention" is now dependent on the difficulty level. - BUG: Production orders gave you an extreme amount of reputation. - BUG: Games were wrongly marked as "In Development" in fan letters. - BUG: You could duplicate your game in the pack menu. - BUG: If you canceled a production order, your reputation dropped to 0. - BUG: "Katari 2600" was not released until 1987. - BUG: "Siga Play Gear" was not removed from the market until 2000.
- Number of characters for game names and engine names increased. - English & Turkish texts corrected - BALANCE: Salary for contract games is now tied to the difficulty level. - BALANCE: Employees should now quit much less often. - BUG: If a development studio had no staff and you wanted to develop an addon, there was a crash. - BUG: Licenses could be used infinitely. - BUG: Employees complained about heat and quality outside of buildings. - BUG: When supporting a room and moving the task, a crash could occur. - BUG: You could not pick up employees. - BUG: Chart position was displayed incorrectly when sorting by user ratings. - BUG: The game starts with German texts. - BUG: Crash could occur when starting the game. - BUG: Game started in 1024x768 resolution. - BUG: It was not possible to advertise games that were still in development. - BUG: Fixed some bugs in the tutorial. - BUG: Some texts were displayed in german. - BUG: If an employee used an object and you picked up this employee, the object was not reset. - BALANCE: Effect of training increased.
If you speak any languages in addition to English then perhaps you can help translate the text in the game so that others might enjoy it as much as you do!
I'm using a site called localizor to manage the community translation of the game and so far Polish is winning by about 30%.
Joining is free for translators and you can suggest translations and vote on them, the top voted translations go into the game.
If a language is missing from the list then just leave a comment or DM me either on Twitter or Discord.
Several members of the Discord are already hard at work translating the game into French and Polish and will be happy to help if you have any problems.
During the upcoming Steam Demo Festival, we'll be streaming live Thursday the 4th February at 13:00 PST / 16:00 EST with Jeanne and Raph, the Creative Director at Paper Cult!