Participate in the Beta to receive exclusive rewards ONLY available through this beta. Any progress will carry over to future Beta events.
Complete the following challenges to unlock these exclusive rewards when the game fully releases:
- Play 5 games to receive 5000 Relics - Reach Bronze Elite Rank to unlock the player icon "Beta Exclusive" - Reach Gold Rank to unlock the Bling Boss skin for Bossferatu
- Finish top of the Weekly Winners leaderboard to receive the exclusive "King of the Beta" icon - Finish top of the Global Rank leaderboard to receive the exclusive "King of the Beta" icon
F8 for Feedback
At anytime when you're playing if you see a bug or want to let us know how OP or Broken something is, hit that F8 button!
If you prefer a more personal touch, you can also join our discord and get to know the growing community.
Grounds such as grass or placed sand can now be removed directly with the shovel.
Bugfixes
Light sources lost their color when returned to the object pool during the day.
Items from tables, signs, etc. no longer disappear upon pickup when the inventory is full.
Recipe ingredients can now be clicked directly, even if they are outside the currently visible scroll area in the crafting menu.
When creating a new world with the same name as an existing world, the game character in the existing world is no longer overwritten, but a new world is created.
It’s been a while since we’ve done a blog post, but it’s not because we haven’t been busy! Over these past couple months we’ve been working on new tracks, new characters, new power ups and a ton of visual upgrades. Plus we’ve been hitting the road conventions! So strap in - we’ve got a lot to talk about!
New Tracks are in the Works!
We’ve got 4 more tracks in progress on top of the 4 we have now! We won’t share too much just yet but we’re really excited with how they’re turning out! Our Steampunk inspired track is coming along like clockwork and our next 3 tracks are just as exciting!
More Characters are Coming!
We love our faithful cast of animal racers, but we’re excited to say there will be more coming with our full release (TBA). Just like our current cast, new characters will be fully customizable with accessories, suit patterns and all the color options you can imagine!
More Power Ups!
We’ve been working on a brand new power up for Rocket Rumble. We had a lot of feedback asking for a boost item - so consider it in the works! Here’s a little teaser of what’s to come:
A New Look!
You may have seen that we got a brand new logo! We’re really excited with this new branding and we’d love to hear your thoughts! Let us know on Discord or Twitter what you think of this big update to our logo!
Plus, we’re in the process of changing some of the menus and UI elements in-game! We won’t spoil too much just yet but we’re confident it will make a big difference to the gameplay!
Hitting the Road..
We’ve been fortunate enough to be included in a few festivals so far this summer! It started with the Indie Live Expo and Glitch Future of Play Direct - 2 online events celebrating indie games. We then hit the road to Dallas and Toronto for DreamHack and Pocket Gamer Connects!
Back in June, we were off to Dallas in June to bring Rocket Rumble to DreamHack! We had an absolute blast at the convention, meeting a TON of amazing people and getting a ton of great feedback! The best part was getting to see everyone’s game faces while they checked out the game! We managed to grab a few shots:
Back in early July we headed off to Toronto for the Pocket Gamer Connects Conference! Especially after Covid, it was an awesome change to chat and exchange feedback with other developers - some of which we hadn’t seen in years and some we’d only met online prior to this! We managed to grab a couple shots from this as well:
Sci-Fi on the Rock
We also made a little appearance at this year’s Sci-Fi on the Rock in St. John’s Newfoundland! It’s always awesome when conventions want to support indie game studios so we’re super thankful for the spot! Keep an eye out on our social media for news and updates about upcoming events and conventions!
Game Development World Championship
We're excited to announce we were awarded 4th place for the month of June! This was largely in thanks to everyone who supported and liked our page! You can like our page too and check out the other amazing games involved in the contest by checking out the GDWC website!
New Ambassadors
We're pleased to share we have a ton of new content creators involved with our Ambassador program! Stay tuned for some exciting announcements about that coming soon! If you or someone you know are interested in creating content for Rocket Rumble, send us an email: community@pixelnauts.ca
We can't wait to share more soon so keep an eye out! See you at the start line!
The first week of V1.2 patches is coming to an end with a final update adding some more UI usability features and the capacity for changing the number of autosaves on the backend via manual editing of the options file. The latter will likely become an option or used in future versions.
V1.2.10 Hotfix
Fixed Game not properly cleaning up autosave files in some situations
Added 'autosave_count' option, and staged autosaves
Phase Data UI now shows pin/favourite stars
Rider Information UI now shows pin/favourite stars
(TEMP FIX) The game will now recognize when the "stack order" bug is has occurred, and update the AI rider stack locations to ensure you can continue the playthrough
Next week we will focus on getting the AI sharpened up a little more. Till then, enjoy! :)
Very feature heavy release. A lot of new bugs introduced (I can bet) and many unfinished and unpolished features see the light of the day for the first time. Possibly a very messy and untested version (but not necessarily). First, rebellion is there, yes fully functional. Do not let the single "Rebellion" log entry deceive you, if I were to list all the changes it would be 50 or so items long (but since this feature was never available I did not have to list the "changes"). I was working on rebellion, secretly, in the last months, but it was always in production and always disabled. Now it's the day where it reached enough maturity to be left in the wild (still it will additional design). I also made the long due ship modernizations. Just very bare bone feature, functional but not pretty, enabled it only because I wanted to gather your feedback. The last big item is Grand political events and political agendas fine-tuning. That one is polished and balanced, also possibly quite fun and providing many strategic dilemmas on the political front. Oh yes, I also did what I love to do recently which is removal of unfinished features. New ones were slated for deletion or to be disabled till I figure out how those should work. The usual tiny interface improvements and two small fixes end the list.
To make it clear, this version introduced new features which are potentially very fragile (I already can see how the upcoming v0.78 will be one big bug fix and rebalance) and require a lot of love (read: your feedback) since those definitely need to be improved and rebalanced. So, make sure to post some comments!
- [feature] Rebellion fully functional! When you reach 100% readiness a rebellion will start. Since it's an untested (and unbalanced) first iteration of the feature you will have an option to opt out (via audience options) if you wish. - [feature] Ship modernizations. It a very, very crude and totally unbalanced version of modernizations feature. Included purely so I can gather some feedback. So feel free to take a quick look at those and ignore (but still those fully work if you wish to deal with their extremely unpolished state). - [feature] Grand political events (audience events) focusing on political agendas. Also added new political agendas, rebalanced those, made a more accessible display of those, etc.
- [remove] House traditions removed. After fleshing out political agendas I realized that's what I actually wanted to make, so those kind of replaced traditions. - [remove] House perks removed (those were getting on my nerves for too long, accused of being not fun, slated for deletion). I might go back to this concept later, if I get a reasonably fun idea how thouse should actually work. - [remove] Edicts tab removed (maybe it will be back once edicts are implemented, no need for it to hang there empty and useless). - [remove] Fief tab from planet interface removed (since it's useless right now, might be back later or might be integrated with Administrate screen). - [remove] Removed planet Administrate tab since it's accessible from the below portraits button anyway, which left only Overview tab... so I removed it as well since just one tab is totally unneeded. Yay! Extra space for future use, me very happy.
- [balance] Political agendas distribution rebalanced. You start with just one Rival and new ones can appear via Grand Politics events, but you can avoid those, usually at a high cost, if you wish. There are also "Reconciliation"events which let you get rid of undesirable political agendas. In practice, you can either go for very hostile houses with deadly political agendas or to almost or all friendly ones (for a high price) if you wish. Therefore, you can shape the political landscape to a great degree via your choices.
- [content] Event "FED Directorship meeting" (positive, triggered up to 3 times per game), can be used to issue new FED shares.
- [interface] Reform up/down buttons now have small up/down icons. - [interface] "Find" button replaced with magnifying glass icon button. - [interface] Beautified planet list, also added "Find" button for convenience if you just want to locate the planet, not open it. - [interface] Improved slightly minimap button tooltips. - [interface] Better tooltips on audience noble visit (so you have all the info at your fingertips).
- [fix] Projects which were unlocked by technologies were auto stopping upon end turn. - [fix] Tiny bug where you could access Administrate section on non core planets and therefore have an option to "illegally" summon a minor governor.
Compatibility note: NO CHANGE, this version works with v0.74+ savefiles (note that each time a savefile compatibility is broken a new Beta branch with the old version is created so you can always finish your game in progress).
Hi, Two months since release... Patch to celebrate this occasion.
- You now have a life system (x4) at the start of each screen. - Pressing pause lets you see a list of your character's moves. - Fixed some bugs - Megagems Store - Bubble Shield - Bubble Shoot - chick to hen
Thank you very much for being there and supporting.