Thanks so much for the support during the launch of The Galactic Junkers!
Today we are pleased to share a new patch based on your feedback, comments, and bug reports.
We want to make sure the game is the best it can possibly be and continue to work through the list of feedback! Keep your thoughts coming to us on the Steam Community Hub and our official Twitter.
Here are some of the main fixes that we have included in this update!
Gameplay Fixes & Improvements
Reduced automatic system degradation rate, and system degradation is no longer faster with more users.
Reduced the health of cookie cutters.
Removed some speech bubbles from player crew.
Characters stop moving when given an overwatch command.
Orders can be given to crew whilst they're ragdolled or in the middle of exiting a console.
Screen edge camera rotation is turned off by default.
A single laz gun comes free with every purchase of a new ship turret.
Ship steering input resets while in the interior view.
Player’s crew being shot doesn't cancel a move order.
Updated crew card selection highlights to be more clear.
Made subsector circles more visible on the map.
Speech bubbles do not block input.
Adjusted the default camera position on the Goliath-class ship.
Improved mining behavior when using an aft-mounted mining laz.
Bug Fixes
Fixed a crash that could occur on moving characters between ships.
Fixed a memory leak that could degrade performance.
Fixed some bugs where crew would receive unexpected target positions upon orders.
Fixed bugs where characters could end up in strange places during some missions.
Fixed strange behavior on a couple of shipwreck models.
Stopped characters dipping through the floor while recovering from a ragdoll state.
Prevented civilians trying to hitch a ride on the player's ship.
Fixed a bug where tutorial instructions could block other missions.
Fixed two-handed weapons trying to enter the wrong inventory slots, or not storing correctly in a locker.
Made sure purchased robots transfer to newy-purchased ships properly.
Ensured all weapons on an owned Orca-class ship can be viewed on the ship screen.
Prevented the medipod on the Orca-class ship from remaining permanently unpowered.
Fixed a bug that could cause inventory icons not to display properly.
Gun models load on a newly purchased ship if the player bought extra weapons before buying a weapon system.
Fixed a bug where unmanned weapons could fire after loading a save.
Prevented a way of making items disappear in character item exchange UI.
Locked the camera from moving while a text input field is selected.
Fixed a bug preventing the wardrobe screen from scrolling after repeated openings.
Sleeping characters wake up when booted out of bed on transfer to a new ship.
Stopped the wrong character from taking a spacesuit or helmet off when swapping items in a locker.
The reason why we made you wait so long is that we went to update the game engine. We upgraded from Unreal Engine version 4.24 to 4.27 and it took time to fix many many bugs and add updates. So we apologize to you.
First foremost, thank you to all of you who have supported us since our early launch date. We have been taking notes on all the criticisms and feedback you have given us for the Early Access build. Therefore, the next few updates will be focused on smoothing and improving the game mechanics.
The first change will be to the movement mechanics and environment. While your character had free reign over the house itself, they were unable to go to the front or backyards. With the new update, you will have access to the yards and will be able to decorate them.
The next change will address the issue of limited movement in the Design Mode. In the current patch Design Mode allows you to get a top-down view, however your ability to zoom in and out was heavily restrained. With the new update, the limits to that will be higher.
Our third and final update for this patch will be a new feature. As it is now, you can move with the movement keys and control your camera with your mouse. With the new patch, you will be able to drag your character with just the mouse. By holding down M1 you can move your camera to a new location, or alternatively, you can simply click on an empty space to automatically go there. We have integrated Character and Design Modes. From now on, the Design Mode’s camera will pick up from where your Character leaves off and vice versa.
We are working hard to achieve better and more beautiful interactions with the objects. You can change the colour of different parts of many objects independently, and with this update the number of objects you have control over will increase. You will also be able to paint not only the objects but the walls as well. Future updates will focus on adding independent colour support for the floor, the ceiling and the walls.
Lastly, we are finally able to implement the #1 request we have been getting since Early Access launch; the save system. From now on instead of losing your progress every time you close the game, you can continue from various saves.
Thank you once again for your support. You can reach us through our Discord server for more news, feedback and questions. See you in the next patch.
After a short vacation we're back at work (during the heatwave currently hitting Europe. Nice planning we have there for vacations, right?). And sorry to all of you who are from the Netherlands that todays title of the news is a joke about your country having no mountains. But we have included a completely flat map for all of you to experiment with the new terrain tool.
In addition to that, we've also added Tutorial Videos for the Terrain tool and a small button in the upper right corner to upload custom textures. This will allow you to import heigth maps as PNGs and then start sculpting with them.
Another important thing: WIth the last update an annoying crash (well, to be honest, it wasn't directly a crash, the game just freezed for a long time to calculate collision in the background) happened with the Grain Farm. That is gone now.
We've also started to re-color certain industry buildings. That process takes some time, but for the color scheme we have in mind you should take a look at the copper mine and the iron mine to get an idea.
Yet another thing we've added: Details for the people living in your city. You can now track where people are working. It is a little detail preparing the game for future content updates. We don't want to spoil too much but some of these changes will require you to think different about your city planning.
Patchnotes:
Added an indicator for office-needs
Improved post processing (Depth of Field fog added)
Depth of Field can be adjusted in the video options
Increased speed of clouds
Added shadows for clouds
Trees are now planted correctly when loading a savegame
Added a new Sandbox Map (located in the Netherlands. It's flat. Sorry for the pun)
Added statistics for people at the buildings they live in (this will be important in the future)
Performance of Farms heavily improved
Fixed a crash when deleting a savegame
Added a button to load custom textures
Removed terrain tool costs related points from the research menu for now
Terraforming tooltips in videoform have been added
Terraforming has now lines as indicators for heigth
Position of the camera for some monitors for the "Buy New Land" Menu imporved
Sorting of savegames added
Fixed a crashbug when using the pipette
Reworked designs for Ironmine, Iron Melter, Copper Mine, Copper Melter and others
Kilometers driven with the car now get tracked globally (Oh, trust us, we'll make us of global tracking in the future)
Here is the patch notes for the changes in the latest demo version (0.6.212_b.0)
Gameplay
Tweaked timing tolerance and scores for all melodies
Changed varalgue meloplant (dorian biome) melody so it's easier
Misc
Added new region stabilisation animations
Added Vaiker garden (new vegetation appears when changing biome)
Added melodex terminal notification in Vaiker
UI
Changed the visuals of the weather gauge in HUD
Updated tech tree menu
Changed visuals of energy and life in HUD
Updated biome selection in menu (melodex, vestige analysis)
Sounds
Added region stabilisation sound
Added a "can't use item" sound
Added melocompost item use sound
Added mirror item protected sound when hit by a vespod harvester attack
Added intense fog trigger sound
Added and tweaked vespod harvester sounds
Added and tweaked meloplant destabilisation menu sounds
Added save/load menu sounds
Added biome selection sounds in menu (melodex, vestige analysis)
Optimised voices
Bug fixes
Fixed camera shake happening on expedition start
Fixed vespod harvester sometimes attacking and moving at the same time
Fixed vespod harvester attacks management
Fixed vespod harvester position on map not updating after the signal deactivation
Fixed escape shortcut in load/save menu not exiting said menu
Fixed meloplant destabilisation edge cases
Fixed UI particle system layer
Fixed some human dialogues in Vaiker not being triggered if the avatar died during expedition
Backend
Updated FMOD
Updated vegetation studio pro
Updated text animator
Increased save data resilience
We are still working hard on stuff that did not make it for this update (we hear you, everyone that has performance issues) and some super secret stuff that will not be in the demo ;)
Hey shmoopies! It's been a long time since the last update. Hope you're all doing great. I've been hard at work on the new DLC, it should be ready by Friday, so stay tuned.
As usual, the release discount will apply as well as the base game discount.
Unfortunately, I didn't have time to finish the last girl, Ladybug, so you'll see her in the next DLC, probably in August. This is the one you saw in the previous image from the event - a gorgeous, sexy girl!
Today I would like to share a brand new logo and artwork I made for Skycliffs! I’m very happy with the result and I feel it conveys the ambiance of the game a lot better than the previous one! I hope you like it 🙂
New logo and artwork for Skycliffs
Demo changes
Since last devlog, I uploaded a few patches. Here is a summary of the main changes.
Starfly new animation and attack pattern
I reworked all enemies of the second zone to address fairness issues and balance their behaviors
I made some changes to the tutorial since some platforming sections were a bit too difficult for newcomers
The controls panel has a new option to choose which controller key names you want to display between Xbox, PlayStation and Nintendo
I reduced slightly the player running speed and tweaked the speed ramp up (some people felt the fast movement was causing to fall a lot into the void)
Critical hits are now x2 damage and not x4 anymore
I added two new equipment items, one related to critical damage and another to pushing enemies into the void
As always, detailed patch notes for the demo are available here.
What is next?
I’m working on implementing more items and synergies. Also, I’m trying to update some item sprites that are really old and do not fit the UI theme anymore. There are currently more than 70 items in the game so maintaining the icons consistency is not an easy task!
The patch frequency will slow down a bit in the upcoming weeks as we enter midsummer. Preparing the demo release was a lot of work as a solo as I have to handle both development and PR / Marketing. Ultimately, I need a healthy short break! But once well rested, I will be back with more news and content to share so stay tuned for that!
Since the launch of Memories Revisited on this platform, we have spent countless happy times together with the company of our players, and your unfailing support has always been our greatest encouragement. We would like to thank you for your continued support and enthusiasm, and we would like to express our sincere gratitude to all our loyal players.
Due to the adjustment of the platform operation strategy and technical support issues, we have to make a very difficult decision: "Memories Revisited" will be removed from the platform on July 25, 2022, we express our deep regret and apologies for the inconvenience caused to you!
The matters related to the removal of Memories Revisited are as follows.
1. The servers will be closed at 12:00 on 31 August 2022.
2. After the game server is closed, all account data and character data and other information will be emptied.