We're so excited! Only 5 more days until launch! Early Access will be here very soon! Are you ready?
We tried our best to answer most asked questions of the early access from you, and please find out below; If you have other questions that aren't covered or want to have a deeper conversation with us, please join our Discord server. We can talk more there!
How much will the game cost? Will the game be priced differently during and after Early Access?
Sandrock will launch in early access first, and the early access price is $24.99; yes, purchasing the retail copy of the game in Early Access is cheaper than buying it on its full launch day. The Early access player doesn't need to buy it again, the game will automatically upgrade to the full launch version.
Multiplayer is only available for certain Kickstarter tier, but how long until its available for everyone? And more about the multiplayer?
The early access version released on May 26 does not include the multiplayer mode. We are planning to test the multiplayer once or twice in this summer. But we're still working on the details on how to register it (may not open for everyone at the early beta testing stage), please keep your eyes on us, and we'll let you know more about the multiplayer testing later. Once the multiplayer gets stable, we will open a time-limited public test to all early access users. All in all, the multiplayer is estimated to be added to Sandrock later this year.
The multiplayer mode can support 4 players in an open world map, separate from the single-player map. Players will be able to work, fight, and dungeon dive together in a multiplayer-specific world with missions and storylines. The multiplayer storyline is different from the current events of the single player storyline. You can view it as an alternative compressed timeline that chronicles what happens before the player arrives in Sandrock in single player.
Will the Voice acting be added in Early access? What's the voice acting plan for Sandrock?
Yes, we signed a professional company called Gemiuster Media Ltd to work on the Voice Actings together; Sandrock's VA will be in Chinese and English, and EA will have some Voice Actings of main quests and a few side quests in English. We'll keep working and adding more Voice acting during the entire early access phrase. Full VA support will be available in the Full launch.
How many dating activities will there be? Will it be more than in Portia?
We are working on the currently implemented systems first, so you may have to wait for an exact answer as to how many. You'll experience a dinner date, fireworks, sand painting, and a chat in the oasis in the Early Access version. The romance will be mostly like Portia, but romance AI is one of the things we are working to improve this time around! In addition to holding hands, we're trying to make the NPCs a little more emotional, such as getting jealous will be implemented in the future sometime after the EA launch. And in the future, Sandrock will add the feature of kids growing up to at least elementary school age. So, the full release will have more content than Portia has.
How long do you estimate it would take someone to beat the main campaign in the Early Access version?
According to our beta players' experience, you can expect around 20-30 hours to finish the Early access main stories missions, meet around 40 unique NPCs, and experience more than 100 side quests. But it can be variable up to your play style. After you finish the main stories, you can still take a commission from the commerce, play-date with characters, complete side quests, explore the world and collect resources, enjoy holiday events and mini-games, etc.
And we know you want to learn more about Logon, the most wanted person in Sandrock...We appreciate all that interests in Logan, but we don’t have that much information about him right now. All we can say is he is a very mysterious man in Sandrock, and he is the most wanted person nearby. Come and see for yourself!
When you click "Start Game", you need to select the second item to experience the test version, because it is different from the original RPG MAKER production system, it will not affect the original progress, so you can switch at any time!
First of all, thank you for your purchase, because of the previous RPG MAKER version performance and functionality has a lot of limitations, many content can not be properly presented, so we decided to start over from scratch, because it is an independent production, this is also about to spend all my resources and economy, I hope you will like!
**Test content is not official content, and there is no adult screen for the time being** **We will continue to complete the content and release the official version as soon as possible, please wait for our news**
Important: Please lower texture resolution or restart the game if you experience crashes / issues. We're working on it!
We've created a brand new challenge, this time with solo AND duo rewards! There are deadlier enemies and a lot more attack moves for you to play around in this new patch.
Ronin Combat Challenge
Defeat our new wave within the least amount of time possible. This time around, we'll only reward the best score for separate solo + duo submissions instead of the top 3.
Deadline: June 10th Submission Rules: Send a video of your playthrough with the in-game wave timer clearly visible at all times.
For lone wolf players. Reward: $60 Amazon Gift Card
Duos
Bring a friend and achieve quicker results! Reward: $30 Amazon Gift Card [2x]
Good luck, and have fun!
Progress Update
Jump Attacks
Most, if not all, weapons now have jump attacks. This'll add some more mobility to your gameplay, similar to the katana charge move. Let us know how it feels!
Player Inventory Saving and Loading
Inventories, equipment, and money are now saved to each character! Let us know if there are any issues! We definitely don't want anyone's save files to break in Early Access, so any save/load issues would be highly appreciated.
In the full game, we're planning to have a persistent player inventory that's tied to the character. Other things like personal skill trees and mastery levels will also be saved. We've had this system on our end for a while, but this is the first time we're pushing out some semblance of saving/loading to the public.
Item Attributes
We're also testing out our item attributes for the first time. They won't be save/loaded properly yet, because we're still fleshing them out.
In the full version of Saleblazers, we're imagining a large variety of item attributes that are applied differently -- some on hit, on wear, on equip, on consume. We have a personal skill tree that allows you to make unique builds, but our vision for the game is to have the clothing & items define your playstyle. Healers wear chef hats, tanks don riot gear, and gunslingers will be decked out in cool robes. Clothes that offer damage bonuses give no HP, and vice versa.
The first 3 attributes we'll be pushing out are HP, armor, and movement speed attributes. For now in the playtest build, they can be found by looting enemies in the enemy spawner area. Next up, we'll add damage and healing modifiers.
Future Updates
We're hard at work building & refining our shopkeeping systems in the open world map (not in the playtest build). We've also got a few more interns to help us polish up our tutorial level in the main story.
Being a systemic game, we've run into a lot of crazy situations. Here's an example of our customers accidentally punching each other in our store which caused district rangers to arrive:
We're also working on bringing an open world building/survival mode to the playtest build, so stay tuned for that! Some of your buildings may make it into the main game as NPC shops.
Patch Notes
Known Issues: - Clients do not hear footsteps on terrain - Revive locations may not be synced because other players sometimes ragdoll twice
New Additions: - AI in the playtest map now have factions. Boars, cowboys, police, and ronin will fight each other. - New combat wave challenge with new enemies - New attack + jump attack moves for a lot of items - Changed sprint animation to feel more visceral - Small and club-like weapons have jump attacks now - Added a new sprinting attack for club-like items - Added HP, armor, and movement attributes to items - Added armor back to the game - Player inventory is now persistent, meaning any clothes/items you equip will be carried over to future playthroughs - Money is now saved to the character - AI don't parry anymore unless they're high enough tier to do so
Major Bug Fixes: - Fixed various null reference exceptions - Fixed a bug where when loading into a map with a lagging host, the client sees the skybox and cannot connect - Fixed a bug where when killing an enemy their HP would stay at 0 but they wouldn't be destroyed
Minor Bug Fixes: - Fixed consumable bar jittering around - Fixed AI meshes not interpolating properly, which made them look jittery - Fixed being stuck in a knockdown state if you don't hav eenough stamina - AI no longer parry other AI - Fixed buggy camera movement when in ragdoll mode - Fixed ranged enemies sometimes not firing at the player
Important: Please lower texture resolution or restart the game if you experience crashes / issues. We're working on it!
We've created a brand new challenge, this time with solo AND duo rewards! There are deadlier enemies and a lot more attack moves for you to play around in this new patch.
Ronin Combat Challenge
Defeat our new wave within the least amount of time possible. This time around, we'll only reward the best score for separate solo + duo submissions instead of the top 3.
Deadline: June 10th Submission Rules: Send a video of your playthrough with the in-game wave timer clearly visible at all times.
For lone wolf players. Reward: $60 Amazon Gift Card
Duos
Bring a friend and achieve quicker results! Reward: $30 Amazon Gift Card [2x]
Good luck, and have fun!
Progress Update
Jump Attacks
Most, if not all, weapons now have jump attacks. This'll add some more mobility to your gameplay, similar to the katana charge move. Let us know how it feels!
Player Inventory Saving and Loading
Inventories, equipment, and money are now saved to each character! Let us know if there are any issues! We definitely don't want anyone's save files to break in Early Access, so any save/load issues would be highly appreciated.
In the full game, we're planning to have a persistent player inventory that's tied to the character. Other things like personal skill trees and mastery levels will also be saved. We've had this system on our end for a while, but this is the first time we're pushing out some semblance of saving/loading to the public.
Item Attributes
We're also testing out our item attributes for the first time. They won't be save/loaded properly yet, because we're still fleshing them out.
In the full version of Saleblazers, we're imagining a large variety of item attributes that are applied differently -- some on hit, on wear, on equip, on consume. We have a personal skill tree that allows you to make unique builds, but our vision for the game is to have the clothing & items define your playstyle. Healers wear chef hats, tanks don riot gear, and gunslingers will be decked out in cool robes. Clothes that offer damage bonuses give no HP, and vice versa.
The first 3 attributes we'll be pushing out are HP, armor, and movement speed attributes. For now in the playtest build, they can be found by looting enemies in the enemy spawner area. Next up, we'll add damage and healing modifiers.
Future Updates
We're hard at work building & refining our shopkeeping systems in the open world map (not in the playtest build). We've also got a few more interns to help us polish up our tutorial level in the main story.
Being a systemic game, we've run into a lot of crazy situations. Here's an example of our customers accidentally punching each other in our store which caused district rangers to arrive:
We're also working on bringing an open world building/survival mode to the playtest build, so stay tuned for that! Some of your buildings may make it into the main game as NPC shops.
Patch Notes
Known Issues: - Clients do not hear footsteps on terrain - Revive locations may not be synced because other players sometimes ragdoll twice
New Additions: - AI in the playtest map now have factions. Boars, cowboys, police, and ronin will fight each other. - New combat wave challenge with new enemies - New attack + jump attack moves for a lot of items - Changed sprint animation to feel more visceral - Small and club-like weapons have jump attacks now - Added a new sprinting attack for club-like items - Added HP, armor, and movement attributes to items - Added armor back to the game - Player inventory is now persistent, meaning any clothes/items you equip will be carried over to future playthroughs - Money is now saved to the character - AI don't parry anymore unless they're high enough tier to do so
Major Bug Fixes: - Fixed various null reference exceptions - Fixed a bug where when loading into a map with a lagging host, the client sees the skybox and cannot connect - Fixed a bug where when killing an enemy their HP would stay at 0 but they wouldn't be destroyed
Minor Bug Fixes: - Fixed consumable bar jittering around - Fixed AI meshes not interpolating properly, which made them look jittery - Fixed being stuck in a knockdown state if you don't hav eenough stamina - AI no longer parry other AI - Fixed buggy camera movement when in ragdoll mode - Fixed ranged enemies sometimes not firing at the player
I wanted to take the time to update you all on what’s going on behind the scenes. It’s been a bit of time since the big Hidden update, so lets recap what’s going on, how things went, and what’s next!
The Hidden Update
To cut a long story short, the Hidden Update (from pretty much all accounts) was a great success! A massive thank you to everyone who has reached out with feedback — it was great to see such a positive reaction around the changes.
The Numbers We had some target numbers in mind when it comes to win rates etc that we really wanted the new Hidden to fall into. As of right now, everything has trended upwards, and numbers fall (for the most part), within 1% of our goal. This is so great to see, The Hidden and the Tempest are both now sitting very close (no really, like… REALLY close) to each other in power level, win rate etc. Excatly what the goal was.
The Response But its not just about numbers for me! Always its important to know how the class feels to play — and on that front, its been almost exclusively positive as well. A lot of people commenting about the new changes to the artifact, the free combo, and being able to spend it now more willingly. The Hidden has been revitalised in a lot of peoples eyes, and people are enjoying the new power level.
Thank you again to everyone who has reached out, left comments, DM’ed me, chatted in the Discord etc. The only way to know how this stuff feels is to hear it from you all, and I appreciate anyone who takes the time to do so!
All in all, a great step forward for the Hidden and Vault of the Void overall. I’m excited to move onto the next class focus, the Enlightened.
The Enlightened
Work is already underway on the Enlightened changes. I will preface this by saying —don’t expect a major overhaul on anything with him. Right now he’s in a pretty decent spot, and the focus will be just bumping numbers up in a few places, adding a bunch of new cards, and addressing a few pain points (2 cost Openers, 2 costs in general etc). This process is already underway and you can expect to hear more about this next week as it moves into testing!
Resolution Changes — Ultra Wide Screen Support
Right now, when not spending time in the trenches discussing/changing the Enlightened, all my time is spent working on the new resolution changes for the game. The goal with this was primarily to extend support now to Ultra Wide screen monitors, and also address the “black bars” that appear on certain resolutions. It also means that when the game extends to handheld devices (Steam Deck, iPad, Switch etc), it will conform perfectly.
This is a pretty major overhaul to be honest. I’ve spent around 3 days on it full time so far, and only have 3 screens or “rooms” fully converted. When I first started working on Vault, I had zero knowledge when it came to programming, let alone game development. Ideally, this would have been something the game supported from the beginning — however now it's just something I have to cycle back and retrofit. I’ve learnt a lot in the last 3 years!
The downside to this, is just time. I need to continue working on this to ensure it's ready for the Enlightened update, and splitting an update its tough. I’m hoping the rest comes together pretty smoothly over the next week or so, but I apologise in advance if it delays the updates for a week or so as I get it all finalised. Once done, the game will have a proper resolution selector, it scales to the game window and scales all game assets in the same way.
Sorry again that this fall right in the middle of development — but once done we’ll be in a great place moving forward!
1000 Reviews
Over the last week or so we hit a very amazing milestone! 1000 total steam reviews — unreal! Thank you to everyone who took the time to leave a review over the past 18 months. I’ve mentioned it before, but Vault doesn’t have a big marketing team or publisher behind it at all. Steam Reviews are the main way Vault gets out and shared with others, and hence I’m extremely thankful.
I previewed an alternative Affliction card artwork pack a while back, featuring the Treasure Goblin himself! The next patch I’ll include instructions on how to claim this in game, as a big thank you to you all for helping Vault become what it is!
That’s all from me for now! Thanks again to everyone for playing and enjoying Vault of the Void. The journey so far has been incredible and I’m excited for the future.
Sorry for not keepin you homies in the loop, we have spent a while working on the prologue and optimizing, as well as horde maps and getting things ready for this demo. Great progress has been made and we are getting closer and closer to the demo release date on June 13th! We will provide more information (and maybe teasers too heh) about new stuff we've added and changed before the demo drops and you all get to experience it for yourself. We're very excited to see you try out a snippet of the game we all have worked so very hard on.
- Fixed an issue in Practice Mode causing song sections with 0 notes throwing an error preventing further sections to be parsed in the sections menu. - Fixed an issue in Practice Mode causing notes marked as hit from pull offs to be hit automatically when playing the section again. - Fixed an issue in Practice Mode where the highscore UI will appear if you only have 0 points at the end of the section. - Fixed an issue with highway cameras using the 4:3 camera rect values when playing with 3-4 players with an aspect ratio of 16:9.
ADJUSTMENTS
- Full Combos are no longer at risk from overstrumming before the first note and after the last note of the song. - News panel has been adjusted to connect to our website. - News panel now displays a purple notification dot indicating an unread message. - Adjusted news message to contain a header sprite and recoloured message title text.
Now, when selecting the card to move, the direction cursor will automatically appear around the ship. Then just click on the arrow with the direction you want!
Other adjustments made: - Option to enable/disable background movement. - Adjustments of some levels
Hot Dogs, Horseshoes & Hand Grenades - [RUST]Grumplestiltskin
Howdy folks!
It has been a little while, but we've finally got a new build for (for those of you who don't mind running something at the 'experimental' phase of things). The engineering work for this update cycle has been EXTENSIVE, primarily to bring you all something that's been requested for ages at this point: Scene Saving.
The functionality runs through the new Item Spawner, so as that has progressed, so have all the support systems to enable saving more than a single configured object. I won't go into deep detail here as the past month's worth of devlogs cover everything well, and we'll be doing a splashier update announcement once this comes off the Experimental/Alpha Branch.
Just a reminder though that this build WILL NOT PLAY WELL WITH MANY MODS THAT TOUCH QUICKBELT SLOTS. Please consult your relevant communities/thunderstore pages to make sure you're running the correct version of a mod if you're running this experimental branch. Some major changes have occurred, and we've been working in coordination with the modder folk this past month to make this all happen as smoothly as possible.
Anywho, those of you who play around with this we hope you enjoy, and to everyone else we should have a finalized Update 104 within another week or two.
Cheers, Anton
TO PLAY THE NEW BUILD FOLLOW THESE STEPS:
Right click H3 in Steam
Go to Properties
Click Betas
Click The Dropdown
Select Experimental!
Full Changelog - Update 104 - e1
Additions:
[/h3]
Added New Firearm: AR50a Anti-materiel Rifle (.50 bmg)
Added New Muzzle Brake: StratBomber
Added New Item Spawner Section: Save/Load (Available in Limited Scenes For Now)
Added New Target Set: Steel Pop (Classic, Mini CLassic, Pepper, Mini Speed, Speed)
Added New Target Set: Steel IPSC (Classic, Simple, Mini)
Added New Target Set: Steel Walkers (2.5in, 3.5in, 4.75in)
Added New Target Set: Steel Plate (Gong, Large Diamond, Large Square, Rectangle, Small Diamond, Tombstone Large, Tombstone Small A, Tombstone Small B