I am excited to share the new Level with you ! It expands on the "Stormfront Update" from earlier this year and continues the story. Along with the new Level come these features:
- New and Improved Desert Eagle Animations - New Weapon: PP19 - Bizon - Whole Game has been "cached" for faster loading times. (EXPERIMENTAL FEATURE - Bugs can occur, please report if you see something strange) - Improved Post Process Filter for the Hub level ( is now more colorful ) - Added Level 13 "The Quarry" - New Soundtrack + Voice Acting
I am working on future updates. Stay tuned! Take care all and thanks for playing :)
An amazing Wheel of Fortune is in the game again! Rush to Global City to test your luck! Spin the Wheel of Fortune and see what rewards you'll get. You have a chance to get the Gold Chest containing a wonderful architectural masterpiece for your city. Other rewards are also great! Make your city even more beautiful!
Happy July! We’re entering into the swing of summer, which means we’re leaving the first half of the year behind. Let’s take a look at what we’ve gotten done over the past month and so far this year!
Province Update
One of our biggest focuses for the last half of the year was completing the final province/biome. In particular, the last two months we heavily focused on the capital – Ziacia. This month, we completed it.
June 2022
July 2022
Now doesn’t that look great? The province has also come along, and is looking quite good!
We’ve got just a handful of maps/levels left to knock out of the park! Transition maps along the upper left and right, and a little bit of the core province to the bottom.
Naturally we fell a little behind from the storm last month (which we are still dealing with), but we’re hoping to finish most of this during July. The areas that won’t be completed (mostly to the right) have some gameplay mechanics we need to sort out first so we don’t need to redo them later. No need to make them pretty if we need to move all the roads around for plot reasons.
However, all in all, this goal is pretty much completed, which means the overworld of Gataela is just about done! Wow.
Rewrite & Skits
A big big BIG thing we have also been working on over the past WHILE has been the end of game rewrite & their related skits. As a reminder, Gataela has been in active development for just over 10 years now. The development of the game also started plot-first. We didn’t start with visuals, programming or level design – just the narrative and the game script. As you can imagine, it’s the oldest part of the game and hasn’t aged as well as we would’ve liked.
The purpose of the end of game rewrite was to refresh everything, make gameplay adjustments, fix some logical inconsistencies among other things. We scrapped a lot of old dialogue, we rewrote entire sections, we moved the locations of events and all sorts of things.
It’s nice to now have this done although we will likely revisit over the next while and make small tweaks here and there as needed.
Passive Animals, SFXs, Portraits and More
Now as for all the other stuff the team has been working on – and there’s a lot. Here’s a quick round up of some of the other accomplishments:
Passive Animals – We’ve got cows, we’ve got pigs, we’ve got chickens, we’ve got sheep. We’ve got horses, dogs, cats, birds, bugs, squirrels, mice, crabs and even a capybara. Owen has done an amazing job getting all these different animals done and we’re looking forward to adding them to the game and getting the worlds to feel more alive.
Emote Bubbles, VFX and UI Animations – We’ve also been expanding the number of emote bubbles to express more in cutscenes. On top of that, we have more overworld VFX and even some UI animation designs to help everything feel more polished. Once again, thanks to Owen’s hard work. We’re looking forward to showcasing a lot of these things as we move into the second half of the year.
SFXs – We highlighted this earlier in the year, but thanks to Chris’ amazing work, all of the SFXs have been updated for the new battle animations!
Debate Portraits & Designs – We also can’t forget the great work Cie has been doing to finish up the remaining debate portraits and character designs.
Now that a lot of our major projects for the first half of the year are complete – just what are our plans for the second half? Well – it’s something like this:
July will focus on finishing up about half of the remaining provincial maps that have not been updated. These are mainly the transitions to the left, and some of the central maps. We’re also planning to add some of the VFX work to the world, work on some usability features (ex. skipping skits) and a couple small bug fixes.
Moving out of July and into the second half of the year our goals are the following:
Add game controller support
Update UI to work with gamepad
Add some UI animations and polish
Features – Skip Skits & Cutscenes
VFX & visual improvements
Debate battle rewrites & improvements
TTBattle improvements, rebalancing and expansion
Add cutscenes & skits
Complete the rest of the province
That’s a lot coming up and we’re hoping to slowly complete them over the next little while. In the meantime, we hope everyone has a relaxing summer and we’ll see you next month!
We are happy to announce that update 0.26 has been released on the beta branch! Detailed instructions on how to access the beta branch can be found at the bottom of this page.
This update includes the full interior of the german type VII U-boat, improvements to player interactions (friends, bans, ignores, etc), leakage effects, new periscope overlays, scales and distance tables, intercom telephones and quality of life improvements.
For this update we would like to give a special shoutout to our group of dedicated testers, without your indispensable support we would still be finding new bugs to fix.
As usual, we want to thank all members of our community for supporting us - your feedback and suggestions are invaluable to us and continuously improve the quality of Wolfpack.
Sincerely, The Wolfpack Team
Highlights
The Interior
The full interior has been integrated and added to the game, various systems have been or are in the process of being added to the interior, our goal is for the entire interior to serve a larger gameplay purpose rather than just being pretty set dressing.
We'd like to emphasize that this is the first iteration of the interior, and not all interactable systems have been added or integrated yet. Notably: the engines are lacking functionality as of this time, additional equipment and details will be added to the radio and sonar rooms.
Aft torpedo compartment, with the electric engines.
Forward torpedo compartment.
Engine compartment, with the main diesel engines on either side.
Player Interaction Menu
A new player interaction menu has been added, from this menu you can manage crew roles, add friends and manage bans.
Ring, ring, telephones
The telephone-style intercoms have been added and integrated in the various compartments to facilitate better and more immersive communications between crew members.
Leakage effects
Depth-based leakage effects have been added to the entire interior, this is a system we would like to expand upon in the future.
New periscope overlays, scales and distance tables
Periscope overlays, scales and distance tables have been reworked and added.
Quality of Life improvements
Brightness sliders have been added to various menues in game.
What now?
Most of the Wolfpack team will be taking some time off during the coming month, after that work will resume on remaining 0.26 features listed below.
Remaining 0.26 features
Up next is the fully animated and interactable engines, the new playable engine chief officer, adding the missing equipment and details from the radio and sonar rooms as well as torpedo reloading.
What's next?
Update 0.27
We will elaborate more on update 0.27 in due time, but the main focus will be on improving the ship damage systems, and effects.
Want to know more?
The best place for community outreach will always be on our steam page and in our Discord.
Known issues
Periscope and minor UI scaling issues when playing in aspect ratios taller than standard 16:9 - scaling works correctly in 16:9. Incorrect click sound effect when using the intercoms. There's an issue that can cause a crash to desktop when the host assigns the same role to multiple crew members. To avoid this isssue, don't assign the same role to multiple crew members. (Does not apply to passengers and sailors)
Accessing the public beta branch
Step 1: Right-click Wolfpack in your Steam library.
Step 2: Select “Properties” in the drop-down menu.
Step 3: Select “Betas” in the menu on the left.
Step 4: Select “beta” in the opt-in drop-down menu.
Steam should now prompt you to update Wolfpack to download the new version, if you wish to revert to another branch, you can use the same instructions.
Hi guys! We know we have players all around the world, so we ask you for a little help. We need to translate 350-400 (description for Steam) words from English to French, Italian, German, Spanish, Brasilian Portuguese, Chinese, Korean and Japanese. So, if you're native of these languages, feel free to contact us at mail@sovietgames.su !
Universe 51: Tannhäuser Wars - Techframe Gaming & Entertainment
Patch notes v0.1.006
NEW - Credits screen (accessible by clicking the big logo in the main menu).
CHANGES - Gameplay messages (bottom left while in-game) now state the amount of XP/Score earned.
FIXES - Scoreboard now displays player score properly, instead of just kills, deaths, and assists. - Fixed a collision issue in Mediterraneum Maze Night.
KNOWN MAIN ISSUES - Assorted server session issues. - Material animations affected by distance fields sometimes won't work properly. This is most noticeable in water and some foliage.
Reality Mixer - Mixed Reality for VR headsets - Ray
Reality Mixer has been updated with the following changes:
Activate a camera box using a button on your VR controller. Select a different, or the same, button for several camera boxes, the floor viewer, the lap viewer or cockpit. (This is in addition to the button activation using a keyboard or joystick button.)
Leash: When editing the camera boxes a 'leash', or line, is shown from the Box Edit Panel to the selected box. This makes it easier to find boxes and to see which one you're currently editing on the Edit Panel.
The Box Edit Panel does not fade out anymore when resizing or moving boxes. Instead, it will show a 'panel is disabled' screen.
You can now click anywhere on the background of the panel to move/drag it through the world.
Brightness and contrast sliders are a bit less sensitive.
User can turn on/off keyboard editing of boxes (for move/rotate/size).
A different method for calculating a RoomID is now used, preventing lots of settings .xml files on certain systems.
Tip: Use Voice Attack to show and hide boxes by speaking commands such as "Show keyboard", "Show HOTAS", "Show drinks", "Show couch", "Show desk", etc. Configure Voice Attack to press the same keyboard button as you have configured with "Activate by button" in the Box Edit Panel.
All feedback welcome!
BTW, you can signup for emails about new features, betas, discounts, price change announcements and other news about VR apps by Reality Inside. Signup here.