Hi guys, ː16bitHeartː we released Cosmos Bit, a cute metroidvania in perfect 8 bit pixel art style! ː8bitfireː If you love you must try Cosmos Bit! ː8bitgreyː
Added External Handbrake Support - go to settings and remap your handbrake (Sometimes you need to push your handbrake twice to get button remapped)
Fixed an issue when car gets stuck for some wheel setups, To fix this just go to settings and remap your handbrake again (Remap in Keyboard / gamepad / handbrake section)
Fixed Camera button remapping
Fixed tachometer in Kazbegi reverse map
Improved Garage lighting (so colors also improved)
I'm the sole developer for ScreenSpace, and I'd like to thank you for checking my game out. A fair bit of time has passed since the game's release, so I figured I'd post an update about it. It's not right to just make a Steam release then go radio silent, so let's talk about the game for a bit.
I've got two things to cover, starting with the project's origin story, and finishing with a small preview of an upcoming update that I'm working on. If you've got some spare time, give this a read!
Project Origin
I had originally made this game as a hobby project. I had never developed a game before this one, and had no formal schooling or prior game releases either. As a result, the earliest version of ScreenSpace was very rudimentary and plain. Check out screenshots from the May 2020 test build:
You could probably tell by seeing that cheeky, nonfunctional "no ads" button, that it was initially developed for mobile devices, and you're exactly right! I figured mobile would be the easiest platform to develop on for my first game, especially if it's not too big a project.
The very first thing that needed to be built was the random button selector. It was definitely easy to do, but I needed to account for the possibility of colorblind players getting confused. Therefore, I changed the color scheme and added arrows to the center circle.
It started to come together nicely! From there, I added a small series of graphical touch-ups and visual effects until I got a final product. The game was ready for launch!
PC Version
It's such a good feeling to successfully release a product out to the wild. Imagine the thought: your game is on someone's storefront! It's so awesome, yet terrifying at the same time. It convinced me that more can be done to improve the game even further. Better performance, cleaning up code, etc. But then it hit me: the best thing to do for the game's longevity is to bring it to the wide PC audience. So I got to work, and surely enough, I managed to bring it to you here!
With all that said, I cannot thank you enough for joining me on this bizarre, terrifying-yet-interesting journey! Now, let's wrap this up with a little info on the game's first update.
Version 1.1 Inbound
The first major update for the game is mostly quality of life additions and visual adjustments, with one major change to the gameplay. The biggest takeaway from this update, at least to me, is an adjustment to the clickable areas in the game space. That change in particular reduces the overall size of each clickable area, but increases their visibility. This fixes the possibility of cheesing both Normal and Hard mode by clicking near the center of the screen to minimize the effort in playing. Make use of it while you can!
I'll release a dedicated patch preview separately from this post, but for now, here's what to expect:
Core gameplay change - clickable area reduced, but visibility increased.
Starting timer delay - in both Normal and Hard modes, the timer won't start until you click a button!
Graphics options (resolution, fullscreen, VSync)
Adjustable FPS Cap (sorry this wasn't already added!)
Reduction of visual effect intensity.
Reduction of color intensity/contrast.
Other visual updates to the menus, fonts, and timer.
I currently don't have an exact release date for this update, but the target is currently some time in April. Keep an eye out for the full patch preview for more info.
That's it from me! Make sure to post some screenshots of your highest scores to the community hub, I'm very interested to see how far you can go. If you have any questions, feel free to ask or post a discussion! Until next time, take care!
Hello everyone, we are proud to announce the contents of the first expansion pack today. It has been 9 months since Ostfront was released, and it’s been a fantastic experience for us to see the development - not only in our game, but also in our community. It’s time for the next step. So which nation will be added? We saw a lot of guessing, speculation and deducting going on in our Discord server lately, and this was great to watch. Some users came really close or guessed it right without knowing; anyhow, the wait is over!
The second release will add Finland! Three different conflicts took place in and around Finland between 1939 and 1945. “Talvisota” means winter war in Finnish. This was the first war for Finland since 1918, and we have recreated several of the greatest battles of the winter war. After that, the continuation war and the Lapland war made for some absolutely unique action, which we will depict as well.
Finland had its own equipment, from tanks to aircraft. Besides that, the Finnish army used a lot of captured equipment; they re- armed, modified and upgraded it and deployed it beside their own original equipment. This will be present in our game as well.
Moreover, a lot of effort went into recreating Finnish landscapes, resulting in a set of beautiful new maps to a stunning degree of detail that give you the right feel and immersion connected to this part of the world. Talvisota gives you the Finnish faction, with an enormous collection of vehicles and weapons, a single player campaign and a plethora of new maps.
Also, by popular demand, the classic skirmishes return. Built from the ground up in a new revolutionary format, these will propel the singleplayer segment of Call to Arms - Gates of Hell: Ostfront to a completely new level, as Talvisota will contain the skirmishes for all the nations in the game.
We can imagine you want to see more; well, now you can, on the all new Talvisota Store page. On the store page we’ve listed the Expansion pack content in more detail, so check it out now - and remember to hit that wishlist button!
Development of Talvisota has been ongoing since September of last year. Progress has been steady and constant. We’re approaching the final stages of development, however we’re not ready to set a precise publication date yet.
Talvisota will require “Ostfront” ownership, it is an expansion which cannot be purchased independently.
Players who do not own Talvisota can still play against the Finnish faction and observe the capabilities and units of Talvisota so they can form an educated opinion before buying.
If you want to keep an eye out for future news about Talvisota, join our Discord server, where the ‘developer telegraph’ channel will keep you posted on development weekly.
That’s it for the moment. Did you expect Finland? Let us know in the reactions!
Hello everyone, we are proud to announce the contents of the first expansion pack today. It has been 9 months since Ostfront was released, and it’s been a fantastic experience for us to see the development - not only in our game, but also in our community. It’s time for the next step. So which nation will be added? We saw a lot of guessing, speculation and deducting going on in our Discord server lately, and this was great to watch. Some users came really close or guessed it right without knowing; anyhow, the wait is over!
The second release will add Finland! Three different conflicts took place in and around Finland between 1939 and 1945. “Talvisota” means winter war in Finnish. This was the first war for Finland since 1918, and we have recreated several of the greatest battles of the winter war. After that, the continuation war and the Lapland war made for some absolutely unique action, which we will depict as well.
Finland had its own equipment, from tanks to aircraft. Besides that, the Finnish army used a lot of captured equipment; they re- armed, modified and upgraded it and deployed it beside their own original equipment. This will be present in our game as well.
Moreover, a lot of effort went into recreating Finnish landscapes, resulting in a set of beautiful new maps to a stunning degree of detail that give you the right feel and immersion connected to this part of the world. Talvisota gives you the Finnish faction, with an enormous collection of vehicles and weapons, a single player campaign and a plethora of new maps.
Also, by popular demand, the classic skirmishes return. Built from the ground up in a new revolutionary format, these will propel the singleplayer segment of Call to Arms - Gates of Hell: Ostfront to a completely new level, as Talvisota will contain the skirmishes for all the nations in the game.
We can imagine you want to see more; well, now you can, on the all new Talvisota Store page. On the store page we’ve listed the Expansion pack content in more detail, so check it out now - and remember to hit that wishlist button!
Development of Talvisota has been ongoing since September of last year. Progress has been steady and constant. We’re approaching the final stages of development, however we’re not ready to set a precise publication date yet.
Talvisota will require “Ostfront” ownership, it is an expansion which cannot be purchased independently.
Players who do not own Talvisota can still play against the Finnish faction and observe the capabilities and units of Talvisota so they can form an educated opinion before buying.
If you want to keep an eye out for future news about Talvisota, join our Discord server, where the ‘developer telegraph’ channel will keep you posted on development weekly.
That’s it for the moment. Did you expect Finland? Let us know in the reactions!
The finale of the second chapter is now fully working and complete.
Preparations for the first major content update - new buildings in the town that can be entered.
We have changed the pause function. From now on you can pause the game even during cutscenes and dialogues. This means that if you get blocked somewhere you can always restart the stage.
New behaviour of town folks: when you break down the barrier between the first and the second districts, the town folks will start walking between them.
New town folks in the second distrcit.
Fixes:
Fixed bugs related to the metro in the town.
Fixed bugs when choosing answers.
The cutscene with Mr Meal's train has been improved.
Some texts and dialogues have been improved.
Fixed bugs and issues with Polish translation.
Bug due to story skipping after loading a new save fixed.
First big content update coming soon! If you find a bug or have a suggestion, share it on the Steam forum or on our Discord server!