- Lowered many of the sounds throughout the game as to prevent hurting ears. - Made enemies slightly easier to see in pure darkness. - Fixed a couple of name related bugs.
We've just released the Sentinel Mystery Box, a brand new take on Path of Exile's classic mystery boxes but without duplicate microtransactions! Each of the microtransactions in this new mystery box has visual behaviour that interacts with your gameplay.
There are 14 microtransactions that you can find in the Sentinel Mystery Box. Each of these microtransactions has a varying number of thematic variations, and you'll never receive a duplicate copy of a variation that you have already opened. For example, if you open the Vulcan variant of the Stormstrider Boots, you may later receive the Radiant variant, but you'll never get a duplicate Vulcan one. Check out the full details at http://pathofexile.com/mysterybox
For the past month I have been spending more time using Dungeon Maker than working on it, but in so doing have tested many features in real games, found and fixed bugs, and discovered new map items and features I wanted to add.
So over the last month I've been releasing small updates every few days, to either address a bug I found, or add a few items for my DM sessions.
Bug Fixes:
From the layers update I found that enemy blood effects weren't showing up properly for enemies on layer 1, so I fixed this by correcting a sorting layer error in the enemy prefabs.
I found a small bug in the map maker where items in sub menus can have their descriptions overlap with the time select dropdown, and blocked it from being used. I fixed this by changing the order of items on the canvas UI.
The town generator was counting previously placed items among the new count, making the item count displayed after using the town generator inaccurate. I figured out I forgot to delay the item counter by a frame, and doing so fixed this bug.
Another bug was found while playing with my group, where I found out that player Armour Class was not syncing to the server correctly, and every player's AC appeared as 0 to in game enemies. This of course made every enemy attack hit, which was very bad. I set up a function to re-sync the Armour Classes of players to fix this bug, and AC is now correctly functioning.
Features Fixes:
The map maker eraser now correctly resets wall sprites on the correct layer after erasing neighbouring walls.
Floors placed on upper layers now blend together correctly.
When scrolling through items on the map maker the game no longer selects the item beneath the scroll icon when you release the mouse button.
New Items:
Several new items have been added to the map maker, including wider doors and portcullises, tools and building supplies, potion bottles and alchemical tools, crenelated walls, debris, and a few more.
New Features:
In game the dungeon master can now open and close doors by right or middle clicking on them. Doors opened this way are automatically unlocked for players. Left click still locks and unlocks doors, but does not open them.
Added a new class of spell you can create, which is single target ranged spells. All spells are still focused on direct damage for in game calculation, spells with other effects such as charm or sleep need to be rolled and effected separate from the game engine.
Added Evasion to the character creator, which will automatically reduce the damage done by spells and effects that force a dexterity save for characters with evasion.
As always if you find bugs or want to request new features or changes to the program comment here or start a new discussion.
The Ghost - Task of the Ghost Hunters - MS Games and Software UG
Hello everyone,
we haven't checked in for a long time. We changed the engine from Unreal Engine 4 to Unreal Engine 5 in our game The Ghost - Task of the Ghost Hunters. Our goal until the full release is to develop a game with very good graphics. On the other hand, we are currently working on improved graphics and textures.
Today’s announcement is not about new features or bug fixes. It’s more about giving you a deeper insight in our operations. While we can’t share any company secrets, we’d like to share some “behind the scenes” insights with you. We would appreciate you taking the time to read the full article.
To further strengthen the trust with you, the community, we decided to share with you in a transparent way who we are, what Escape the Pacific (EtP) is, what issues we are facing at the moment and a sneak peak about the plans we have for the future of this game.
Who are we?
Even though we are a rather small team spread across the globe, we are dedicated to making EtP the most immersive survival game out there.
Please allow us to introduce ourselves. This is the core team:
Peter is the core developer of EtP and the CEO of G4GT. He came up with the idea of Escape the Pacific back in 2016 when it was called Lost in Pacific. Peter has 32 years of coding experience covering 5 major languages, works for one of the largest anti-virus companies, is married and father of 2 kids.
Chris is part of the team since many many years, working hands-on on every single part of EtP
Radu joined the team in 2021 and took the game design role for EtP. When he’s not working on EtP, he’s busy managing electrical engineering projects for a multinational pharmaceutical business. He has experience in running start-ups, managing global teams, video production, web design and graphic design. Radu is working on improving the graphical assets including the UI of EtP and re-writing the content for the Steam page including re-designing its structure.
Aleksandar, also known as FatFly, was always part of the team but it never got to be announced officially, until today. He contributes since years with his expertise related to real life survival, building mechanics and being self sufficient. He is what we call a true survivalist. If there would be one thing that we appreciate most about him, it is the fact that he has this hidden skill of intervening at the right time to provide suggestions, ideas and facts to keep us with the feet on the ground. He basically makes sure we don’t stray from the core concept of the game and reminds us that EtP is not a mainstream game that has to get boring after 10 hours of playing it. FatFly is also in charge of game balancing.
Around the core team, there are a couple of community members that help us improve EtP. These are (in no particular order):
!Lady Southwark is providing relevant feedback from a user experience point of view. She is an Experience Design Researcher specialising in Usability Engineering. Things that are clear for us, the core team, might not always be clear for the player and sometimes aspects of the game can even be confusing to some. !Lady Southwark is super keen on accessibility and is a blessing for identifying such situations and providing ideas for solutions to these problems
Karen M. aka Luna always showed massive interest in testing and improving EtP from a quality assurance perspective. By continuously testing the game, Luna helps us identify, understand and rectify things that we sometimes oversee. In fact, she is so dedicated that she is now the main point of contact for QA related subjects. Luna is experienced with building informative and well structured wiki pages, which is the reason why she was tasked with the update of the wiki page.
Derek O. aka Sarge will be surprised to see his name mentioned here and we hope it’s a positive surprise for him. We thought it is important to show how much we appreciate community members that make our life easier. We, the core team, are being bombarded every day with messages on Discord. We love to talk to you and discuss not only EtP related matters, however, sometimes we have to switch off and focus on developing the game. That’s exactly where Sarge comes in. He is always willing to help new members find their way around the game and make sure they feel very welcome in the community. Sarge is also contributing to fixing bugs by providing relevant and detailed bug reports.
Long term translators. If you play the game in any other language than English, you should know that this is made possible by the following game translators, whom we thank for their help and highly appreciate their contributions (in no specific order): Chris - German, Antonio aka Tonique - Spanish, Alexandr aka photon74 - Russian, Nicogalax - French.
Streamers. We do not take it for granted when players invest time and resources into streaming on Twitch and publishing EtP related content on YouTube. This means the world to us and we can’t thank every single one of you enough for your support! To mention a few: Atheenon, Glen Bixley TV, Father-Jack, Suspeita, Hectic Nasari, Kage848, GameEdged, PvBoK, KeiT, Survive Games, Man Meets Gamez, Mykillangelo, BeatriX, Big Poppa T-Mo, Butch Cassidy, VantoroGaming, Axxel NRG, Jo_Rell, C.R. Ash & Friends and many more! If you don’t see your name here, don’t worry, we’re still watching you :)
What exactly is EtP?
Escape the Pacific is not an easy to play game. Having no instant gratification mechanics, EtP is not for everyone and we are OK with that. We can’t make everyone happy and that’s why we focus on keeping those happy that have accepted EtP for what it is: A true survival game that teaches you real life skills like building and reading a Sun Dial, using a compass and making your own map from scratch by means of triangulation methods and so on. The community around EtP reminds us every day how grateful they are for having the possibility to play such a realistic game. Please don’t take our word for it, instead, come and join us on Discord to experience yourself what we have built together. Anyone can join and be part of it.
Some of our core mechanics are amongst the most advanced ones when it comes down to actions and techniques related to real survival scenarios. If you ever sailed in EtP you know exactly what we mean.
We’d like to emphasise some of the features that arose from your ideas and suggestions i.e. Napping, Big Forest Island, Composter & Soil, Island Type selection screen, Smoker, Black Mangrove etc. As we mentioned in our Early Access statement on Steam, we are making this game based on the motto “Gamers for gamers”, hence our team name Gamers 4 Gamers Team, G4GT in short.
What brought us here?
Looking back to 2016 when EtP started emerging, we identified a couple of facts which impacted our overall development progress. We believe it is important for you to know these, to better understand what brought us here. In short:
The idea of EtP was born in 2016, through Peter
The team was put together by Peter and had a total of 6 members
Alpha version 1 was released in 2018 as early access, to allow interested players to be part of the development process of the game
Once EtP became popular, fans of another similar game started being hostile towards us (this is not a complaint, it is simply a fact)
Said fans started threatening us online with lawyers and court cases
Haters started mobbing and trolling us online
5 out of 6 team members left the team within the first months of development
As the main person behind EtP, Peter kept going on his own
Recognising the potential of EtP, new team members started joining G4GT
The rest is history
Our past is what made us stronger. We are resilient to stress and are serious about delivering a finished game. Coding means being creative and creativity is prone to failures. In our case these failures are game-breaking bugs. To solidify our dedication and motivation, we’d like you to know that except Peter, all other team members are working on EtP on a voluntary basis. Why? Because we are 100% Bootstrapped with no outside funding and because we are a team of gamers making a game for gamers!
Good things take time and we believe that this is only possible with the help of the community. Without you, Escape the Pacific would probably not exist. That’s a fact and that’s also one of the many reasons why we are very active on Discord to talk to you about suggestions and new ideas. We recently started running polls for ideas that are being suggested by many players, to give you the opportunity to vote on it and let us know if implementing said features would make sense for you. If you’re not on our Discord yet, please join us to increase the chance of seeing features implemented that you want!
Current state of progress
With this announcement we’d wish to clarify the current state of the game and what our plan is to rectify problems. To be more specific, the game breaking bug that sometimes makes stuff disappear and other annoying issues. We received tons of feedback and bug reports from you about this and we have a strange feeling that you think we are not doing enough to fix it. It was also brought to our attention that the community is suffering because of this and we are genuinely sorry to hear that. The last thing we want is to upset players. This major bug was once solved and it looks like the root cause lies deeper than we thought.
What will the future bring us?
Now that we shared with you who we are and why we are voluntarily sleeping less, please allow us to conclude the announcement with what’s next in stores for the development of EtP. Moving forward, we decided to focus our resources more on fixing game breaking bugs first.
This might not be the answer you expected from us, however, we see it as a necessity to ensure the long term success of the development of EtP. We have big plans for the future and for those plans to be implemented successfully, we have to strengthen the foundation on which EtP is built upon. This foundation consists of approximately 250k lines of code to date and it has to be strong enough to sustain new features like i.e. Multiplayer, VR, 3rd person, NPCs, story mode and even educational content. You see where we’re going with this? We wish parents to be proud of their kids playing EtP and learning from it.
Moving forward you can expect:
We will focus our resources more on fixing bugs quicker, with the majority of the resources focused on fixing game breaking bugs, as soon as they become known
We will continue releasing regular updates as usual, however, they might contain less new features than you are used to up to this point
To compensate for the above, we will focus more on polls to find out which new features you would like to have implemented first
We are here to stay and deliver a finished game that you can be proud of playing with your friends and family.
If you feel we forgot to thank anyone else, please let us know.
We've added a new map for Neptune where you have to use long range towers to defend the portal! There are 4 new enemies that will attack the portal. If it survives the onslaught you will unlock Foundations, which allows you to build on shallow water. Watch out for mini bosses that can only be hit by status effects! You should build towers that can reach the portal and use Gem Stacking to increase the range of your towers.
New Content
New map "Two Islands".
4 new enemies.
New research "Foundations", which unlocks wooden and stone foundations.
Starting with this map and going forward, some attack waves will contain a "mini boss".
The mini boss is a larger unit that has more health and can only be hit with status effects! So "normal" towers won't do any damage to it!
Changes
Allow buildings to be placed on top of workers, enemies or critters, which always get in your way!
Hide icons for training/retiring workers until the building is fully constructed.
Increase the "duration before spawning" of the 4 strongest enemies per world.
Remove "receive shadows" from all enemies to improve game performance.
Fix the green "selected" rectangle around the portal.
Another Qorena Foresight Playtest this weekend! Anyone is welcome to join! To participate, follow the instructions through the Qore World website.
If in the event the official server is full, you are encouraged to host a new one and invite friends to join it. We hope you will enjoy the first of the weekly playtest to come. This will be ongoing until version 1.0 release.
Another Qorena Foresight Playtest this weekend! Anyone is welcome to join! To participate, follow the instructions through the Qore World website.
If in the event the official server is full, you are encouraged to host a new one and invite friends to join it. We hope you will enjoy the first of the weekly playtest to come. This will be ongoing until version 1.0 release.