Ostranauts v0.6.6.6 is now available on Steam, and we're calling it the "Time Is Money" Update.
It includes a total economy rewrite. You now start with a ship mortgage, and payments due each 6 hours. The boneyard is larger, and the closer derelicts have already been picked clean.
To make matters worse, K-Leg's not buying the good stuff anymore. But you heard of a fixer there who might.
For best results, you are encouraged to start a new character.
Old saves should still work, but will miss a lot of the new features and content.
It's a pretty significant patch, so I've broken down the change list into sections.
Added mortgages to starting ships, with payments due each 6 hour 'shift'.
Added code to show preview of ship in career kiosk, with mortgage info.
Added shift tracker UI element below time and date.
Changed the finance UI to show 6hr 'shifts' instead of full days.
Added code to move debts into next shift with a penalty fee if unpaid at end of shift.
Added warning messages and objectives 5 minutes before each shift end to tell player debts are due.
Fixed a bug that caused the finance UI to show expenses as revenue.
OKLG supply kiosk now only buys and sells limited, low value items.
Added fixer NPC to OKLG to buy more valuable items from player.
OKLG fixer and bartender can now be traded with via conversation.
Trader NPCs and kiosks now change what they buy and sell over time.
Trader NPCs and kiosks buy and sell at different prices, and these change over time.
Changed trading UI to have separate pages for buying and selling, to reduce confusion.
Changed trading UI to show items a vendor will buy even if player doesn't have them yet.
Changed trading UI to hide irrelevant buttons and info on items that are not available.
Added asterisk indicator next to slotted items in trade UI.
Fixed bug in OKLG refuel kiosk that allowed selling gases and liquids to station.
Changed OKLG boneyard to be larger with more ships closer in.
Changed OKLG boneyard to have less valuables closer to station, and more further out.
Added code to switch off power in non-reactor derelicts.
Added spare screen item to loot tables.
Added 6 new ships to possible derelict types.
Added 4 new encounter screens.
Added special item to game.
Added Sob Quietly as a social move.
Added audio beep in pressure suit helmet when O2 sensor trips.
Added warning message to player log after loading an older save with potential compatibility issues.
Removed random data PIN cards from all ships.
Added new button on nav station to show log entries, including door lock PINs.
Fixed bug in locks UI that disables all lights when changing locked status.
Fixed bug that caused doors to close when locked via control panel.
Added better feedback to door opening failures.
Changed doors and other open objects to have label (Opened) instead of (Open), to avoid confusion in context menu.
Added audio effects to locked, powered doors.
Fixed a bug that caused loose doors to block installed door airflow in some orientations.
Fixed a bug that caused doorways to be walkable even if there was a hole there.
Changed shipeditor so right clicking clears the cursor OR deletes item, not both. (And in that order.)
Changed shipeditor so right clicking clears selected tiles OR deletes item, not both. (And in that order.)
Fixed bug that caused ship editor warning dialog to appear multiple times per session.
Changed ship editor drop down to truncate with ellipses for clarity when long names are similar.
Changed consumable (orange) social moves to succeed more often.
Changed pressure suit helmet O2 alarm to trigger at 16kPa instead of 20kPa.
Fixed a bug that caused task tooltips to show irrelevant or bad data.
Changed pry, bash, scrap, install, repair tasks to have more consistent feedback and tooltips.
Changed starter 'death sled' ship to be more survivable.
Fixed smack around social move having strange emotional loot.
Fixed a bug that caused time-based changes to reset on any ship player docked with. (E.g. trade schedules)
Fixed a bug that caused game to never reuse existing NPCs even when it was supposed to.
Fixed a bug that could cause a null error when attempting to stack an object on a null object.
Changed OKLG supply kiosk art.
Changed nav station use point to be bottom center tile, instead of bottom right corner tile.
Changed the esteem penalty for choosing to eat food to be lower.
Changed all new drink pouches to contain water only. Used drink pouches can still contain anything.
Fixed a bug that caused social combat to pause unexpectedly.
Fixed delay when placing stack in inventory.
Fixed a bug that caused low power battery to fail all install/uninstall actions.
Fixed a bug that caused clicking items in inventory screen to behave strangely when fast forwarding time.
Fixed a typo in Premigenial Make field.
Removed objectives for unpowered items except nav station.
Fixed a bug that caused container to absorb item on ground if placed on top of it.
You can probably see why this one patch so long to prepare :) Lots of interconnected changes!
The biggest change is how money works. You always start with a mortgage now (you'll see it with your new ship preview in character creation), and you'll have to make payments on it each shift. Each shift is 6 hours. Miss a payment? Penalties will be applied.
And getting money is harder now, too. The boneyard is bigger, meaning ships are farther apart. The ones closest to K-Leg have already been picked clean, but they're better farther out.
Furthermore, selling salvage just got harder. K-Leg's official supply kiosk won't buy the good stuff anymore. (Why would they? It's their junkyard!) They mostly buy the stuff that's not worth their time to salvage. Floors, walls, scraps, and loose items that might help other scrappers. But the prices are robbery.
There is a fixer on K-Leg now, though. And if the timing is right, they just might be looking for the items you've got...
Apart from that, we have new ships, some new encounter screens, a couple new items and new UI features. Door locks now work correctly (no more PIN cards all over the floor), and you can check the nav station for PIN codes.
Overall, it should start to feel more like a game now, with goals and obstacles. (Reminder: Best to start a new save/character!)
And as always, we love hearing what you think! Tell us how your run goes. What works for you? What is or isn't fun? What do you want to see next?
Thanks for reading, and I won't keep you any longer. "Time is money," after all :)
Best, Daniel Fedor Founder, Blue Bottle Games, LLC
My new horror themed hunting game Skinwalker Hunt has been released on Steam early access! You can grab it now with a 10% discount. Skinwalker Hunt is a horror themed hunting game from the creator of Witch Hunt. Main focus of the game is on exploration, non-linearity, and atmosphere. Early Access release will feature two large maps. More maps are in development.
My new horror themed hunting game Skinwalker Hunt has been released on Steam early access! You can grab it now with a 10% discount. Skinwalker Hunt is a horror themed hunting game from the creator of Witch Hunt. Main focus of the game is on exploration, non-linearity, and atmosphere. Early Access release will feature two large maps. More maps are in development.
My new horror themed hunting game Skinwalker Hunt has been released on Steam early access! You can grab it now with a 10% discount. Skinwalker Hunt is a horror themed hunting game from the creator of Witch Hunt. Main focus of the game is on exploration, non-linearity, and atmosphere. Early Access release will feature two large maps. More maps are in development.
Horror themed hunting game Skinwalker Hunt has been released on Steam early access! You can grab it now with a 10% discount. Skinwalker Hunt is a horror themed hunting game from the creator of Witch Hunt. Main focus of the game is on exploration, non-linearity, and atmosphere. Early Access release will feature two large maps. More maps are in development.
Salutations Noble Warriors! I bring you the changelogs for this week's Two Strikes development update! This week the changes are focusing on bug fixes. Below the list of fixes:
Fighters touching would stop the enemies animations.
Fixed Tomoe attack hitboxes that were missing some hits.
Fixed Hozoin dash effects. It was creating an effect for his forward dash and displaying the effect inverted for the back dash.
Fixed Hozoin dash effect spawning repeatedly.
Added icons to the application. Now you can see the Two Strikes logo instead of the Unity logo.
Fixed bug where the Kenji AI would walk until being attacked.
Removed screen that would appear after closing the game.
Haaaaaaaappy Friday folks of mine! Today I'm really excited to announce v0.12.0 because it brings LOTS of goodies for us!
Let's jump into action, shall we?
Introducing the Hostility System
Some people think Not Dead Yet is too easy; others think it's too hard. Balancing a game isn't an easy task, indeed, and that's why we are proud to announce the Hostility System.
Now, by beating the game, you unlock the Hostility Level 1 (Rookie). It adds one difficulty modifier to the game that will make things a little bit more complicated. Once you beat the game at this given Hostility Level, it'll unlock the next one, which will also add another difficulty modifier. But watch out: the modifiers stack. That said, if you are at Hostility 5, you're going to receive its own difficulty modifier plus all the previous ones.
It's worth mentioning this is an opt-in/opt-out functionality - you can simply ignore it if you don't want a more unwelcoming challenge.
Also, this is our first iteration towards this system, meaning it can (and probably will) be quite unbalanced. Our idea is to adjust it over the next few weeks so in no time we're going to have a smooth experience. And oh - it now only counts with 5 levels. Our plan is to scale it up to more levels (maybe 20?) and also give players extra rewards by beating them.
Activatable items are here!
One thing that everybody likes are items, right? You click a button and something occurs. That's pure fun, especially when it comes to roguelikes where loot is pretty much everything.
From v0.12.0 and on, those types of items are now a reality and will bring more diversity in how you play Not Dead Yet.
This is our first iteration towards this system as well, so the catalog of possibilities is still quite scarce; in the long haul though, our idea is to release as many items as possible so players can go creative and beat the game the way they like the most.
To give you a glimpse of what has come:
Icon
Name
Description
Bandage
Gain +7 Health at the end of the next 3 Waves.
MedKit
Gain +15 Health at the end of the next 3 Waves.
Antidote
Upon use, removes 5 stacks of Poison.
Military Tonic
Gain +5 Health for every 10 Armor you have. Removes all your armor.
New Perks
We were inspired this week. Pretty much, we implemented a good load of Perks - and going further: we expanded our current Perks System to work with even more mechanics, making it easier for our team to build upcoming Perks. That to say: expect some good twists when it comes to synergies in the following weeks. :D
Now let's check what's new.
Icon
Name
Description
Capitalism
Deal +5% Damage for each 100 Cash you have
Thrill of the Hunt
Gain 1 Stamina when killing an enemy
Tell's Apple
+100% Damage at headshots. Your Primary Clip is and always will be 1
Head Candle
Every 10 enemies killed with a headshot will instantly refill your clip.
Worker Shell
You are immune to enemy damage while scrapping
Berserk
Deal +30% Damage when at or below 25 Health
Black Skull
+50% Damage. Loose 5 Health every time you reload
Bloody Money
Gain 3 Cash every time you lose Health
IR Thermometer
Gain +1 Damage every time you gain Health
Torch
+50 Damage at your first hit against an enemy
Behemoth
+75% Damage. Triples your Reload Time
Other changes
Added a Field of View slider so players can tweak how much they see;
Added an FPS Limit setting;
Added a VSync setting;
Added filters to the Workbench;
Added more SFX;
'Frag Grenade' now scales its damage with your character;
Lots of tweaks.
Bugfixes
Fixed the impact area of the Toxic Zombie;
Fixed timer not pausing when the game is paused;
Fixed Perk 'Perfect Scraps' not always working;
Fixed Ammo Box not giving the correct amount of ammo to entirely refill your primary and reserve clips;
What's next?
Phew - what a patch, huh? Well, we are excited about the next chapters - our aim is to fix bugs, of course, plus polishing current perks/items/statuses (balance, bugfixes, synergies, etc.), improve UI/player feedback, and most importantly: bring the most requested features our players want.
I believe our next major goal is to rework the entire Weapons System. This will be a challenging one - it's the core of Not Dead Yet after all -, but pretty rewarding. Everyone wants a more polished aiming/shooting experience, so yes - we are aware of that and consider it something we have as a high priority.
Anyways, we'll unveil more in the coming weeks. For now, we have to say we're pretty excited to hear from you what you think about the new goodies. I mean, we put our hearts into all of this and we expect you love it as much as we do!