Welcome to “RoBo: The Allectric Idventurer” Playtest!
Thank you for choosing to play our first ever playtest! This playtest is very important to us, your feedback will help us shape the game that you would like to play. Please consider submitting a form after your playthrough – https://forms.gle/tc712tWnd7DQWQra9
The playtest will be available for a limited time, so don’t miss out!
Before you begin your journey, a kind advice:
RoBo is a family-friendly third-person action puzzle platformer! This version of the game is very early in development, which means: - Not final art - Bugs - Performance issues - Missing animations - Missing sounds This playtest includes a part of the first level and should take you about 30 minutes to complete.
Feel free to stream the playtest on different platforms!
The playtest supports Keyboard and mouse only.
Keyboard layout:
Movement – WASD Jump – Space Double Jump – Space + Space Transfer Energy – Hold E Gain Energy – Hold Q Interact – F Aim – Right Mouse Button Shoot – Left Mouse Button
Special Bonus!
Get a Discord title on our server! Post a screenshot of the end message on social media, tag Scarlet Genesis* and get that title! Still not a member of our Discord community? Join here – https://discord.gg/tEbn8bAV4B
* Scarlet Genesis social media tags: • Twitter – @Scrltgen • Instagram – @Scrltgen • Facebook – @Scarlet Genesis Studios
We are preparing v2.0.0. One part of this release is the new work system which breaks some API. But while were at it we are going to fix a few other pain points in the API. In exchange when it launches everyone gets +10 level of NFG.
You can play v2.0.0 by switching over to the development branch.
If you want to help join discord or log bugs to github.
We've got another big update for you all today! We've added an overview of the production chains, that for the first time also shows cycle times so you can really optimize your colony! You'll also find additional updates, such as workers no longer showing that they're starving while already on their way to get food, and some updates to the tutorial. Hopefully you all find these updates useful and enhancing to your gameplay experience! Please don't forget to leave us a review if you haven't already. We love getting to read your feedback, plus it really helps us out. Also join our Discord to join the community and talk with our dev team!
- Tom
New features:
The management panel now contains a new tab “Production chains” that shows detailed numbers (including job times and expected walking overhead) for each step in the production chain.
For example, when selecting “Bread” you will see that you need a Wheat Farm, Mill and Bakery, and how much goods every step requires/produces per time interval.
This can help players balance their production.
Gameplay changes:
Workers that are already on their way to the market will no longer show a 'starving' alert. They can still die if they don’t reach the market in time, but the ‘starving’ alert was just too annoying in most cases.
Bug fixes:
Fixed incorrect ledger issue, where even for a positive surplus the number would appear in bold and red color.
Opening the main menu while the tutorial is displaying the “Go to [market]” button, no longer shows that button on top of the main menu.
Closing the menu while the game was already paused, will no longer unpause the game.
It’s once again possible to build a Pig pen in a tier III Slaughterhouse. This broke in v1.5.0 when Pig pens were made optional in tier III.
Tooltips when hovering for example the Zone-menu button no longer disappear while you’re still hovering the button.
On Hard difficulty disasters will now trigger more frequently. Due to a typo they triggered very infrequently compared to Medium difficulty.
Trying to zone a Vineyard on an island without the Grapes fertility now shows an error while zoning.
Creating a new trade route no longer briefly shows a notification that 'trade route has no ships'.
Stockpiles that have the advanced setting 'limit pickups to ships' enabled will no longer allow workers that happen to stand on the same tile to pick up the goods regardless of the setting.
A disaster (such as fire) destroying a wall no longer triggers the ‘auto-zone-expand’ feature. Players typically want to rebuild the zone as it was and having the zone auto-expanded makes it more difficult since the ‘foundation-quick-build’ feature can no longer be used in that case.
Grape vine trellises are now correctly treated with respect to their cooldowns, meaning that they'll reset their cooldown after being harvested, which wasn't happening properly.
Sprinklers that are already built before the connecting pipes to a functioning irrigation network are laid, will now correctly inform the crops within range of their watered status.
Resolved the ‘job’ section in the contextual panel sometimes showing incorrect information. Previously a single script was used for different types of jobs (character with a job, zone repair job, construction job), which led to some bugs where the panel was incorrectly updated.
While building a sprinkler in a farm the tooltip no longer shows 'Sprinkler not needed in Wheat Farm'.
Fire no longer destroys underground pipes.
Look & feel:
Expected research duration is no longer shown, since it was very inaccurate and not really being used by players.
The ‘Remove floor’ button now shows a floor, instead of a door. Let’s just say that’s a remnant from a long time ago…
Going back to the main menu now shows a quick loading indicator.
The tutorial now contains an extra step to explain how stockpiles can be used to strategically make resource deposits across your island.
If a harbor zone has multiple piers, ships on a trade route will now choose one randomly. Since ships don’t block each other this can be considered a purely aesthetic change.
Sprite artifacts (especially when zooming out) should now display a lot less frequently.
Fixed translation issue in Dutch where the ‘costs pressure’ text wasn’t displayed correctly.
Animals will now also walk to tiles that have objects on them during idle movement.
Quality of life:
Farms will now show a suggestion that they should be split to maintain worker efficiency when players make a huge farm. Walking distances become a lot larger, which significantly decreases worker efficiency.
Performance:
Slightly optimized save game file size after all islands have been discovered.
Improved the performance of the User Interface, specifically the Management panels and the contextual panel when opening a Zone/Worker/Object/…
Although this is on a millisecond scale, we’ve seen changes of 30-70% in opening the panel that all players will benefit from.
A lot of the opening time is spent on calculating the size of layout components so we decided to decrease the usage of those a lot. Sadly it isn’t possible to calculate these layout components asynchronously (or at least we didn’t figure it out.. ;-)). That means that when you open for example the Research panel, you could notice a slight frame freeze.
Since this was especially annoying for players with less powerful hardware we decided to address this.
Squeezed out a performance improvement of roughly 10% purely on the simulation (so whatever the CPU is handling). Staring at the CPU profiler paid off: we’ve reduced garbage being created and optimized some heavy operations such as ‘cleaning up random goods from the zone’.
Hello everyone, we are Tiny Magicians studio and this is a devlog about our upcoming game Outbreak Island. Today we're going to talk about what makes our game unique compared to other survival sims, show some basic gameplay, and talk about the creation and development of the dynamic open world in Outbreak Island.
In the game, you will have to survive as a detective. Hunting and farming are at your service for saving your own life. And don't forget about the sleep - there is a tent for this purpose in the game. The campfire is not just a source of light, but also a tool for cooking. You can also pass the time on this scary island quite comfortably around the campfire.
By the way, the nights in Outbreak Island are very beautiful, but dangerous. And a couple of bullets are obviously not enough to survive them. This is the point at which Outbreak Island deviates from other survival sims. One of the detective's main survival tools is his camera. You can use flash to blind the mysterious Transformed, and escape. Plus, a tripod will help you remotely observe what's going on and even hunt.
The in-game island is not only about nature, but it’s also an abandoned city, factories, farms, and military bases. Exploring these places is not an easy task, as useful items are sometimes hidden in unexpected places. So you will have to jump as much as possible.
The weather in Outbreak Island is constantly changing. It can go from a calm, clear day to a wild storm. Don't forget to find shelter! And by the way, check out how the sound changes if you go indoors.
We are also happy to tell you that in Outbreak Island you can travel not only on foot, but also by car.
Since we're talking about the island as a whole, it's really big and varied in the game. Mountains, forests, hills, glades and caves. We pay great attention to visuals everywhere: not only natural, but also man-made: buildings and rooms look as if they were really inhabited by people once.
That's it for today! If you liked what you saw, don't forget to add Outbreak Island to your Wishlist on Steam. We'll have more news on the game's release and development progress soon. Thanks and see you around!
And add the free Outbreak Island: Pendulum prologue to your Wishlist, which will be released very soon!
Welcome to “RoBo: The Allectric Idventurer” Playtest!
Thank you for choosing to play our first ever playtest! This playtest is very important to us, your feedback will help us shape the game that you would like to play. Please consider submitting a form after your playthrough – https://forms.gle/tc712tWnd7DQWQra9
The playtest will be available for a limited time, so don’t miss out!
Before you begin your journey, a kind advice:
RoBo is a family-friendly third-person action puzzle platformer! This version of the game is very early in development, which means: - Not final art - Bugs - Performance issues - Missing animations - Missing sounds This playtest includes a part of the first level and should take you about 30 minutes to complete.
Feel free to stream the playtest on different platforms!
The playtest supports Keyboard and mouse only.
Keyboard layout:
Movement – WASD Jump – Space Double Jump – Space + Space Transfer Energy – Hold E Gain Energy – Hold Q Interact – F Aim – Right Mouse Button Shoot – Left Mouse Button
Special Bonus!
Get a Discord title on our server! Post a screenshot of the end message on social media, tag Scarlet Genesis* and get that title! Still not a member of our Discord community? Join here – https://discord.gg/tEbn8bAV4B
* Scarlet Genesis social media tags: • Twitter – @Scrltgen • Instagram – @Scrltgen • Facebook – @Scarlet Genesis Studios
Adjustments - Added a warning when trying to invite friends while the room is closed - Reduced the number of dolls during the orphan's exorcism - Reduced the volume of doors breaking - Reduced the volume of adding/removing an object from the exorcism table
Bug Fixes - Optimized the orphan's dolls' AI (deeper optimization will come in next patches) - Fixed a bug where the orphan would keep crying while counting down at the start of the exorcism - Corrected a text on the cartomancer's pause screen - Fixed early culling of the billiard table - Fixed early culling of a small rug - Fixed a bug that allowed players to see through doors and walls at specific angles
Ironclad Games and Stardock Entertainment have released a small hotfix for v1.97 of Sins of a Solar Empire: Rebellion today. This update should resolve the issues reported in running the game.
Removed incorrect dinput8.dll file that prevented the game from launching for some users - especially on Windows 8. (Note that if you added this manually, you can safely delete it).
Updated some code in the file system that may help fix with issues where the game can't read/write to is settings directory.
Resolved (hopefully) multiplayer server stability issues.
Hello everyone, we are Tiny Magicians studio and this is a devlog about our upcoming game Outbreak Island. Today we're going to talk about what makes our game unique compared to other survival sims, show some basic gameplay, and talk about the creation and development of the dynamic open world in Outbreak Island.
In the game, you will have to survive as a detective. Hunting and farming are at your service for saving your own life. And don't forget about the sleep - there is a tent for this purpose in the game. The campfire is not just a source of light, but also a tool for cooking. You can also pass the time on this scary island quite comfortably around the campfire.
By the way, the nights in Outbreak Island are very beautiful, but dangerous. And a couple of bullets are obviously not enough to survive them. This is the point at which Outbreak Island deviates from other survival sims. One of the detective's main survival tools is his camera. You can use flash to blind the mysterious Transformed, and escape. Plus, a tripod will help you remotely observe what's going on and even hunt.
The in-game island is not only about nature, but it’s also an abandoned city, factories, farms, and military bases. Exploring these places is not an easy task, as useful items are sometimes hidden in unexpected places. So you will have to jump as much as possible.
The weather in Outbreak Island is constantly changing. It can go from a calm, clear day to a wild storm. Don't forget to find shelter! And by the way, check out how the sound changes if you go indoors.
We are also happy to tell you that in Outbreak Island you can travel not only on foot, but also by car.
Since we're talking about the island as a whole, it's really big and varied in the game. Mountains, forests, hills, glades and caves. We pay great attention to visuals everywhere: not only natural, but also man-made: buildings and rooms look as if they were really inhabited by people once.
That's it for today! If you liked what you saw, don't forget to add Outbreak Island to your Wishlist on Steam. We'll have more news on the game's release and development progress soon. Thanks and see you around!
And add the free Outbreak Island: Pendulum prologue to your Wishlist, which will be released very soon!