Hello! Wow, SOKOBOT has been out for a week already. The launch wasn’t completely smooth due some little hiccups, like it disappearing from Steam for a bit, but watching people play the game has made it all worth it. I love seeing your solutions, whether they be well oiled machines or held together with tape, and I would encourage you to post them in the community hub as screenshots and "artwork"!
Further Updates
On Thursday I posted a stealth update that increases the amount of save slots as that was a common request.
As far as expanding the game further, I am set up to add extra areas and levels, but I would only want to do so with something to say. I want to avoid just repeating the same ideas for the sake of having more content. This probably means introducing new mechanics and/or bigger levels so please look forward to that!
Workshop
Some people have asked about Steam Workshop support and, speaking honestly, it would not be an easy task. My level data is pretty tied up in Unity at the moment, I don’t have a player-friendly editor, and it doesn’t perform any validation... So, while I would love to add this, let's call it a stretch goal! I hope you can be understanding.
Reviews
I do have one humble request. I’m currently sitting on 3 user reviews and Steam doesn’t really consider a game worth mentioning until it has ten. If you are enjoying the game, have put a few hours in and want to support it, please consider writing one. You don’t have to, of course, but I figure if you got this far into a news post you might be persuaded!
Anyway, thank you to everyone who has played my silly little robot programming game!
- fixed Nesting ground dont react to hits - some more improvements for nesting ground AI - overhauled oasis map - fixed no sound playing for secondary attack
Hey there, everyone! We hope you're having a great weekend and enjoy Workshop Simulator!
Today at 3pm/15:00 CET (10am EDT / 9am CDT / 7am PST ) we're doing a livestream with one of our developers who will show off the game and talk about it, with chat participation! The stream will also be available from the following sources:
Come join us to see the game through the eyes (and glasses!) of our lead narrative designer who crafted the story and wrote the heartwarming dialogues and emails from our protagonist's Grandpa and Grandma! Stay awhile to ask questions about the game and shoot the breeze with him! We'll be happy to have you there :) .
Hi everyone, Here is the latest development news. Last week we continued working on the new game mode which will be the middleground between the default game mode and Permadeath mode.
We always felt that the default mode of the game where you can save and load whenever you like without any consequences, makes the game somewhat unrisky. And Permadeath, the traditional roguelike mode, which deletes your save file on death, makes the game a little too punishing.
Since the main quest of the game takes about 15-20 hours on the normal map and it will be longer with the new large map, it may become too stressful to play in Permadeath mode. We certainly needed a new game mode.
As mentioned before, this new game mode will be called "Adventurer" for now. We tried several versions of it and decided on the following. It will be like Permadeath where you can save anywhere anytime and also saves on exit. But if hero dies, instead of losing the save permanently, there is an option to restart from the last town he visited. But he loses half of his gold, some reputation and the progression he made since then. So when the hero enters a town, game autosaves a spawnpoint / checkpoint which is a separate save file from your regular save.
It brings nice push your luck tactics. You need to calculate risks and rewards, for example choose between going to one more dungeon nearby or to a town far away to rest and establish a new spawn point.
First we made this mode without a separate spawnpoint save and you could only manually save at towns. But there was an inconvenience with that version: you can’t exit the game to do some real world stuff. First you have to go to a town to save your progress. Towns are not hard to come by, but still it may be frustrating for some players. It was still enjoyable though, so we may offer this or another version of it as an additional mode later on.
We hope that you will find the new mode a nice middle ground between the two modes, bringing new strategies to the game.
With the new map types (large maps, archipelago etc.) and the new game mode, it has become somewhat a bigger update than we initially thought. But now we are in testing phase and finish line is in sight for the update.
That’s all for now. Thanks for reading. May the tides bring you triumph!
EDIT: A quick fix was made for a bug causing some items on the map to spawn in the wrong place, as well as a couple of visual bugs.
Aquamarine's latest patch focuses largely on visual and performance optimizations, along with some changes to the tutorial and overall bug fixes. Full list of patch notes below.
v1.0.8 Patch Notes
Added functionality to tutorial, allowing the pod to repeat its previous instructions when needed
Added ability to use a late game pod upgrade on the final puzzle of the last area
Balanced item spawning in certain map sections of the first area
Fixed a bug causing softlocks when exiting and reloading the tutorial
Fixed a bug causing inconsistent mouse cursor changes during the tutorial
Fixed a bug causing the pod scanner to not properly activate or remain persistent across dives
Fixed a bug causing some creatures to move onto occupied spaces
Fixed a bug causing the pod map menu to not update properly with a certain rare item
Fixed a number of visual bugs & inconsistencies
Made a number of visual & performance optimizations
As always, there's much more packed into this update, but those are the main bullet points. More coming soon!
- Fixed ESQ key not being able to open options - Now you can save the game by pressing 'F8' without going to options - Fixed Stone Knife not able to destroy plants - Improved plant fibers pickup detector - Fixed "Shelter" pink texture - Fixed weather system not changing to rain or storm - Added raining particles - Fixed a problem with some resolutions - Fixed failed to ignite text not appearing - Fixed sound lagging when changing ambient sound - Fixed consuming from an empty loot container
so I've been a bit silent lately on this game. the reason is I've been working my butt off lately on this game (and most of my school work lol), and my main game (smash wishlist btw). so here are the things you can expect from content update #3
Fixing Bugs
as usual...
More Maps and Modes
Adding way more maps and modes so the game can actually be fun lol.
Voice Chat and other things to interact with players (something that should have been in the game since day 1 lol)
Voice chat is still in the works. The plugin is in the game, but for some reason it doesn't wanna work. If anyone has a solution to that, please let me know asap. Chat bot is also in the works, but some reason as before. Leaderboards is also in the works NOW. the host will now have an option to kick or ban the player(s). Spectating players is in the works, but with issues going on with the plugins, it's not possible at the moment. Cosmetics are also in the works as well.
There's more to add on this list but I don't wanna delay this post any further. Hopefully I get to post to the update sooner than later.