In this update I would like to introduce you to two new features that have been added to Let's Puzzle:
- Mosaic Puzzles: You will now be able to play puzzles where all pieces will have the same shape. This way even the best of you will meet their limits.
- Animated Puzzles: In this patch I implemented 2 puzzles that already include animated images. If you are interested in the way this feature will evolve I reccomend checking out puzzles with the "Animated" Category. I will slowly add more images in mini-patches that will support animations/effects.
Bugfixes: - Fixed a bug where some people would see a warped image caused by miscalculations in the puzzle piece shaders - Fixed a bug regarding the lobby menu where a lobby would show up multiple times when refreshing - Fixed a bug where a saved game could only be resumed after restarting the game - Fixed a bug where players would not recceive the achivement for solving a 1000-piece puzzle.
Coming Soon: - Custom Animated Puzzles - Puzzles with randomly rotated pieces - New achivements
And as always: Thank you so much for playing my game ːsteamhappyː
Objective Event Starting tomorrow, Tuesday, December 7 at 12am ET (5:00 UTC) and until Thursday, December 9, at 12am ET (5:00 UTC) we’ll run another Objective Event Beta, this time as preparation for the Galaxy event starting later this week.
Due to some technical hurdles this Objective Event will have a very short announcement phase and will only be visible close to its start. As such here is the list of objectives for this event:
- Level Up Crew 90 times - Fuse Crew 3 times - Immortalize 1 crew (locked - has prerequisites) - Complete 10x Cadet Challenges - Complete 40x Away Missions (locked - has a prerequisite) - Complete 40x Ship Battles (locked - has a prerequisite)
Crew slots sale! (not live yet) From Wednesday, December 8 until Wednesday, December 15, both around 12pm ET (17:00 UTC), all crew slots will be 50% off.
Anniversary crew giveaway voting Look out for a special Starfleet Communique later this week to allow you to choose which crew will be our 6th anniversary crew giveaway!
Thank you for playing, and for your continued support!
Our Endless Delve event is in full force, and from close calls to bouts of luck (or lack thereof), we wanted to share a few highlights from Twitch! Endless Delve ends at Noon December 13 (PST), so be sure to get in on the action while you can! To find out more about our events schedule, be sure to check out this post or our events calendar!
Today's challenge daily card was incorrectly saved to the store causing the interface to freeze. We have made the changes so that there are no more mistakes in the future.
In the build up to launch we wanted to share some videos of what the community and dev team have been building for structures. Its an example of something a bit larger and more epic than a standard starting structure.
We also recorded a few more samples of music in the game by the Breakwaters composer Michael Bross.
Looking forward to playing Breakwaters with everyone very soon! Keep an eye out for more videos in the coming days.
Social Room: Finally implemented social room deployment!!! Basically lets you join a match with someone you meet in social room 🙂 Updated the map, reworked lava pits, improved spawning area. Further performance optimization, lots of rework with colliders and in level physics. Gamemode: When a player is near victory now triggers a new state, where point captures turn red and take longer to capture. This hopefully will prevent easy captures after last kill which ends the game abruptly. Weapons: Laser Rifle now takes less time to reload, has more ammo. Weapon loadouts are now saved. Cockpit: Tweaked bootup animations and added a light to illuminate the bootup switches. Core: Updated all project framework systems. Basically anything responsible for handling VR both PCVR, Quest etc. is now updated to pretty much the latest version. Fixed some issues with hand offsets. This will now hopefully mean much better support for most headsets, controllers etc. and will let us work easier as well!
Release in Early Access is here, so save this date - Wednesday the 22th of December - in your calendar and be ready to spend some of your holiday's free time in the hacking simulation world! And please share this with your friends and anyone who could be interested
Big milestone
We started this journey 4 years ago, and we are finally there - ready to involve you in our future steps during the next development in Early Access. We are at a significant milestone, but it does not end here. We hope to grow our community much bigger and enjoy the game even more while getting to the finish line.
Plans
We will add Windows support (next to our Web version) on this release. As promised, we are still planning to add other platforms during the following months. We will also announce a more detailed timeline of what we would like to accomplish during this Early Access unit we finish Beta. You - our community - will also be involved in decisions about this plan.
We've been hard at work over the weekend acting on feedback from reviews and in our Discord.
As well as bugs, we received a lot of feedback on our boat controls over our launch weekend (some less constructive and more negative than others!). To address this, we added a new simplified control scheme and a rules section before you start a game:
This way, beginner players will not be put off by the technical boat controls, slow decceleration and difficult waves. However, you still have the option to play with these on for a more realistic, evocative boating experience! We've also included the option to respawn and increase your inventory size as these were heavily requested features.
Alongside this, over the weekend we have been implementing a ton of fixes and suggested features, including but not limited to:
Can now invite friends through Steam
Can now disembark anywhere on the shore near the RV
Can now 'recall' lost boats
Can now change the colour of your icon and waypoints on the map
The player's directional arrow now points the direction you are heading when in a boat
Fixed Graphical settings not saving
Fixed a whole host of crashes
While it had a rough start, this weekend has been absolutely monumental for us as the launch of our first game and we'd like to extend a huge thanks to those who have stuck with us and see the potential of Loch Ness! We are so excited for the next era of development and are positive we can make this a game that everyone loves.
We'd also like to remind everyone if you haven't already to join our Discord or follow us on our other social media if you want to give us feedback, report a bug or stay updated.