We're happy to announce a small content update in which we've added an explosive easter surprise for you all! Besides that following our release and hearing your feedback on it we have been hard at work fixing some bugs and issues that are known to us, while some still remain this is what currently has been fixed:
- Fixed bug causing the continue button to keep unloading when quitting to the main menu and quickly pressing continue. - Fixed bug causing the resolution to be wrongly assigned and loaded. when starting the game freshly (never loaded) it will assign a valid default resolution. - Fixed bug causing the Fullscreen selection to be wrongly setup. - Fixed bug where clicking continue didn't load the level and spawned the player into "the void". - Fixed bug causing the SteamVR to startup with only Oculus headsets. it no longer starts up SteamVR. - Fixed bug which allowed the player to skip the second combat encounter by quitting and reloading the game after picking up the Assault Rifle. - Fixed bug in the grappling area which allowed the player to clip out of the level's bounds by spam-dashing into a door. - Fixed bug in the rising water area which caused the player to be spawned under the water after dying to falling into the water. - Fixed multiple bugs with kill planes which allowed the player to walk through electrified water without taking damage and respawning. - Fixed bug in the rising water area which caused the player to remain attached to the rotating wall even after leaving the wall run state, which also sometimes caused the player to clip out of bounds. - Fixed a visual bug in the rising water area which allowed the player to see through the top of the rotating wall, and also to see through it while wall running. - Fixed issue which allowed the player to avoid picking up the Assault Rifle and skip the combat encounter. - Fixed issue with UI Audio being set to "0" by default.
We will keep you updated regularly in the future! Keep an eye out for future events or come have a chat with us in our Community Discord.
Welcome to Mana Chess! Thank you for your interest in Good Measure Games first title!
This Easter Sunday, we're rolling out our early release version with a couple day one fixes: - Removed old build files from SteamPipe - Fixed an issue where projectiles were not being disposed of after some enemy deaths. - Updated level configurations for level 9 "Obsidian Rivulet"
Hello fearless Spider Stompers! Friendly reminder to get those Caves of Fear runs in while you can: the 2x Loot Event ends tomorrow.
Celebrating our StoneJammers
Last Sunday, we finished off our fifth StoneJam, a community-driven event that has once again brought us great minigames, crazy cosmetics, and unique UIs. We’re also extremely happy to share that industrious players have completed TWO Bounties (Asteroids and Blackjack)!
Some Bounties still remain and will continue to be open for any players to tackle. If you’re interested in giving them a shot, take a look through this document. We encourage any and all curious players to try!
We’re still checking through all of the submitted scripts and are working on another montage like we made for StoneJam 4: https://www.youtube.com/watch?v=Ob60pbxtSqM While we're preparing a full StoneJam 5 montage, take a look at some of the submissions:
Asteroids by Rustle
LASER DEFENSE ARRAY by Logrus (Concept and Original Code by DarkLucifer69 and Mojosoup)
Train Adventure by link2_thepast
Coming up next for Stone Story RPG
It’s been a few weeks since we dropped “The Initiate”, Stone Story RPG’s 11th Legend. If you’ve been following our posts, you may recall that we originally said that the game would get 16 Legends….
…and you’d be correct! We’ve still got some Legends that have been sitting on the backburner. They’re mostly done, we just need to finalize implementation of them in-game. We appreciate your patience as our team works on getting more content added.
It’s been quite a juggling act on our end, because we’re not just working on new content; preparations for the Stone Story mobile port are underway! We’re getting the team together and discussing various factors that will affect work on mobile, including marketing strategy, budget planning, mobile player UX, and much more.
We’ve got plenty in the works for this game and don’t plan on stopping anytime soon!