-Spanish Translation has been added for all text. -Difficulty modes have officially been added, including an achievement for completing the game on Hard mode. -Game settings have been overhauled. A number of new options are now available. -The “Traditional” camera style setting has been added. You can select this from the settings menu to have a more traditional first-person camera without the underwater sway. -The “Brake” command has been added. You can press this button to stop all movement immediately. -Controls bindings are now available. This includes rebindings for both keyboard mouse and gamepad. Keyboard mouse users can rebind their movement controls, so players with non-standard keyboards can play. -A bug with the first interaction with the persistent enemy has been fixed. It should now be easier to navigate around it. -A number of miscellaneous bugs have been fixed.
The handyman’s crew is here to announce an exciting partnership between publisher Graffiti Games and developer Baby Lumberjack to bring Doug’s slapstick antics to PC. This news was announced during The MIX Showcase, and that’s not the only tool we have in our toolbelt—we also have a shiny new trailer, which you can check out at the link below!
We hope you’ll join our hapless handyman along his unintentional path of destruction as he tries his best to earn the cash he needs to save the cuddly creatures at his local animal shelter. If you think puppies are cute, be sure to Wishlist this game now! You do think puppies are cute, right? Yeah, we thought so.
To keep up with all of the latest development updates, follow Baby Lumberjack on Twitter, join the official Discord, and also consider giving a follow to Graffiti Games on Twitter as well.
Hey everyone, Batowski here with the latest news on Fabular: Once upon a Spacetime!
Announcement time!
We’re excited to announce that Fabular has a release window:
Coming to Steam Early Access in Q3, 2022!
If you haven’t wishlisted the game yet, we’d appreciate your support! If your friends and family haven't wishlisted yet, we'd be extremely grateful if they could! Any help we can get reaching like-minded players would really help us.
We’re pleased to announce that Fabular is participating in The MIX 10th Anniversary Showcase @GDC, March 22-23! Our updated trailer (shown at the top) premiered there, showcasing new gameplay with the second ship class: the Manticore.
Feedback time!
In other news, we’re currently gathering feedback on the latest Fabular build, to incorporate into the game in the coming months ahead of our Early Access launch. Among the great people giving feedback is the talented team at Quick Save.
And remember, if you want to contact us directly, share feedback or interact with the Fabular community, please join our Discord:
We’re incredibly excited to finally be so close to launching on Steam and having the game in more hands! Thanks for your continued support! We hope you too will find it well worth the wait.
It's hard to believe that only about a week has passed since the release of X4: Tides of Avarice and the big 5.00 update for X4: Foundations. We would like to thank you for what has turned out to be a very successful week for us. We have received loads of positive feedback, and are very happy to have welcomed so many new players to the X4 universe.
Now, we wouldn't be the Egosoft you know if we just sat back and took a break after a big release. You've probably noticed that we've already put out a couple of hotfixes for 5.00, to iron out a few bugs, and today today we're adding a third hotfix to that list. Below this news item, you'll find the complete changelogs of the three hotfixes so far.
We hope you continue to enjoy X4: Foundations and X4: Tides of Avarice! Please keep spreading the word, and don't forget to leave a review for X4: Foundations and X4: Tides of Avarice.
Fixed Kyd from stranded gamestart being invulnerable. Fixed player-owned station being selected in The Station Swindle mission of Pirate story. Fixed captured High-Tech Traders disappearing in High-Tech Hold-Up mission of Pirate story. Fixed incorrect pay-out when personally towing wrecked ships to processing module. Fixed encyclopedia description text for Teuta.
5.00 HF 2 - 2022-03-17
Fixed Axiom refusing to fly to Woodworm Scrubs in The Past a Prison mission of Pirate story Fixed objective sometimes reverting to Install Mod in Brantlee Northriver's Competition mission of Avarice story. Fixed ammo selection disappearing when using ship editor in custom gamestarts. Fixed Erlking turret blueprints not being obtainable.
5.00 HF 3 - 2022-03-22
Fixed Aurora Casino being selected as target in A Demonstration of Power and A Change in Management missions. Fixed bar disappearing if player leaves early during Trading Lessons mission of Avarice story. Fixed missing actor in bar during bar investigation during Arcadian Ambitions mission of Pirate story. Fixed research not being possible in Avarice story when starting custom gamestart with Protectyon set to researched. Fixed ship travelling to Avarice sometimes not being warned about Tide. Fixed Kha'ak Forager ships not firing weapons. Fixed game sometimes freezing when loading certain savegames. Fixed saving sometimes taking excessively long.
As mentioned, as teased, as promised! A new, fresh-out-the-oven demo version of Harmony's Odyssey is now live on Steam, packing new content, levels, animations and most importantly, the Co-Op and Versus game modes that are the main dish of today's The MIX 10th Anniversary Showcase! Hopefuly you tuned in and already saw all the great stuff we prepared in this update. If not, you can check it out here:
Check out some of the most important updates of the demo here:
full support for versus and cooperative modes in minigames like Spot Objects, Find the Differences etc.
independent or synchronized split screen for various 2-player local minigames
new levels and a plenty of updated and new in-engine cinematics
a brand new "Arcade" section with extra levels to explore apart from the main story mode
all puzzle levels can be played in co-op mode
new UI for difficulty and game modes
various improvements in camera control and block selection movement
fixed incorrect cloud colors on some levels, animation glitches and other minor bugs
option to skip cutscenes and other small quality of life improvements
improved player's click handling in various minigames
Again, we'd like to again invite everyone to our Discord channel after checking out the new demo and share your precious feedback with us humble devs. Btw, our server is filled with great stuff:
🎁 Giveaways 😃 Most awesome puzzle recommendations 💎 Exclusive content from Harmony's Odyssey 🛠️ Work-in-progress content (including some of our most crazy ideas!) 🎨 The most awesome concept art and drawings from our talented team 📅 First hand info about events, expo's and fairs 🤣 Wholesome fun!
We’ve gathered you here today to inform you of an important camp-related video that was released during The MIX showcase! This video featured completely normal not-strange-at-all camp footage and revealed that campers will be able to attend Camp Canyonwood this summer during Early Access launch!
See you there, and if you haven’t already, be sure to Wishlist Camp Canyonwood here on Steam and to follow us on Discord and Twitter to keep up with the latest news on development.
for this experimental build we were mainly focusing on issue fixing and we managed to add some new features too. The Fast Sailing reduces the time needed for discovering New clusters and the Napping feature makes the gameplay faster for the players with slower timeflow values. The Black Mangrove provides Salt.
To switch between stable and experimental game builds make sure game properties in your Steam client are set to either "Experimental" or "None" (which is the stable branch)
The Fast Sailing feature is a true game changer and we appreciate your patience and your help from the past weeks. When using Fast Sailing, searching for clusters is a breeze. What was previously a couple of real time hours is now a couple of minutes. Fast Sailing only works when you’re out on the Open Ocean. The Raft will begin to sail automatically in the actual direction for a given time interval until it gets close to a new cluster. Given the complexity of these new mechanics, the Fast Sail is fully automatic and we plan to add more interesting and unique features to it. Enjoy it and let us know what you think about this new feature.
You asked us to improve the sleeping mechanics and we are happy to announce that now you can take a nap in-game. The Napping feature makes the gameplay faster for the players with slower timeflow values. Planning your daily activities is now easier than ever. Players can now fast forward the time for shorter intervals during the day.
The Attach/Detach mechanic for Rudders, Sail Masts and Sails has been changed to work the same way like attaching Doors and Windows - Item needs to be equipped, aimed at the desired place and Attached. Strong Rope is required to fasten the item in its final location. By using this mechanic we eliminated many issues that were caused by the physics engine.
You’ve also asked for an easier way to harvest salt. We hope the new Black Mangrove tree will help. These trees grow on the shore around the tide level on some islands. They excrete a small amount of salt on their leaves which can be collected by the player.
The liquid mechanic was reworked to allow handling of multiple components at the same time. The first Multi component liquid is Salt water. This means that harvesting salt from salt water is dependent of the amount of water used. Less water gives a low salt amount and more water gives a higher salt amount.
The remaining changes and optimizations we made, will allow us in the future to spawn more rocks, sticks and various other items on the ground more efficiently. We also looked into the low FPS issues you were experiencing and are happy to announce that we optimized this too, but keep in mind that if you run the game on a low end computer you might still experience low FPS.
Changelog:
New features:
1. Fast Sail 2. Napping 3. Black Mangrove 4. Collecting Salt from Black Mangroves 5. Multi component liquid
General:
1. New Attach/Detach mechanic for Rudder, Sail Mast, Sail 2. Performance optimizations
Fixes (highlights):
1. Smoker issues 2. Sometimes disappearing Doors and Windows 3. Fruit and Fronds respawn on trees 4. Canoe and Raft sometimes disappears 5. Dropped objects falling into the ground 6. 'Starred' recipes' issues 7. UI stuck issues 8. Pond not acting as water (wet, floating, sounds) 9. Raft movement issues 10. Building blueprint placement issues 11. Sextant usage issues 12. Local & Global map drawing issues
For the complete list of all (~72) bugfixes please see our hotfix list (english only):
The next update will bring exciting new additions to the game. We will also continue fixing more complex issues. We plan to add Mud material, Primitive Stove, Water filtering, Reworked tutorials, Map UI, Old Telescope, Old Pistol, Spear, Dolphins, Simple Quests, Building modules aging and so on. We will work also on solving the new issues and we will recheck some older issues too. Other new features will be added as implementing the planned features and fixing issues will allow us to.
We have set up a Patreon for those who wish to support game development. Announcement page is here: Patreon News.
Thank you for your patience and for your constructive feedbacks helping us to get rid of the issues as fast as is possible.
Do you like our game and want to help even more during development? We look forward to every positive review posted on our Steam page and thank everyone who decides to support us along the way!
Please be aware that during early access phase game code could change as much as affecting gameplay when loading/saving savegames from earlier versions. To always be on the safe side make sure to start a new game with each update. Thank you!
G4GTeam.
If you have any further questions do not hesitate to ask us. We will try to answer your questions in detail.
Almost every dungeon room has received a graphical update
Wind has been removed as an element and is replaced with Earth
Whirlwind is renamed to Firestorm and is now a Fire spell
Leeching Strike and Drain Life are both classified as Earth spells
Added multiple light sources and pillars throughout the dungeon
Teleport VFX is now fixed
Critical hits should be fixed
Boss spawns are now fixed and will no longer cause the dungeon to not be proceedable
Fixed the issue where the boss gate wasn't clickable
Added an altar near the boss gate. Currently gives full corruption but in the future the % will scale with the amount of monsters that you kill in the dungeon
Added an option to reset progress in the escape menu (demo only)
Project Torque - Free 2 Play MMO Racing Game - Dank Memes
Hello everyone, RX here. It's been a while since I've spoken at length about what goes on behind the scenes, so today I'd like to take a moment and do exactly that with all of you.
I'm very aware of the fact that things have been slow regarding the game, and this is what I want to discuss with all of you. Things have been much quieter than normal, and that's for good reason. Something that is important to remember is that Project Torque is a privately-run venture managed by a group of volunteers with preexisting obligations and/or day jobs, meaning time available to many of us is limited. However, that is not to say that things have been at a standstill behind the scenes. On the contrary, we have quite a few projects in the background that we all look forward to putting in the hands of our community. Projects like these require time and effort from everyone on the team as each of us has our own skill sets and access to unique tools, and thus getting the stars to align is difficult. We hope to do something about this when we can, but we can't give any sort of ETA and for that I apologize.
For now, I'd like to give a huge thanks to the community as a whole, and in particular I'd like to shout out 3 people:
Deus Iratus, who has done a great job of picking up the GS role in my absence.
Facepalm, who has been such a huge help internally that it allowed us to have the ability to work on vehicles at all.
SmokeRider, whose community events and endeavors have helped keep the competitive side of the community together and has our support internally.
With all that said, we've decided to give you a sneak peek at some of the things we've been working on. While we can't give any release dates yet, we can say that we're spending our available time and resources polishing up what we have here so that it's the best it can be when the time comes and we look forward to seeing what you all think of them. Until then, we'll see you on the streets!