Breakwaters: Crystal Tides - Soaring Pixels Games
It’s time for the July update about everything that has been happening and what is being worked on next.
There has been a huge amount of code work done in June and July. Compared to past updates there are fewer content changes, but this recent sprint was a big step that needed to happen for everything coming next. Now that it is done, I am freed from its clutches to work on new and exciting content!

First up is notable new content, then what’s happening next, and at the bottom are the detailed build notes.

New content and notable updates:
  • New Block feature and Shields
    This week Block was added as a new feature in the game, along with some low-level Shields you can now build. If you successfully block an attack, it will prevent all of the damage but will suck away some stamina. Better shields and higher stamina values will let you block more attacks before running low on stamina.
    Adding Block to the game meant some of the gamepad default button mapping has been updated. If you prefer a different layout, all of the buttons can be remapped in the Settings Menu.

  • Placeable friendly chicken nest.
    Now you can start your your own little chicken utopia and never run out of eggs.

  • Improved player movement & NPC movement, NPC animation playback, NPC combat attack timing
  • “Greased Pig” improvements
    This fixes situations where the player was getting “hooked” by the edge of a collision or wouldn’t walk over knee high collision that looks like it should have.
  • Torch Backpack and Firefly Backpack
    Lit backpacks will help keep wild animals away and will add some light to your nighttime adventures.

  • Inventory menus are now 8 item slots across instead of 7 and Bags now have more storage in them
  • Updated character skin tones to have a wider range of options
  • New and improved feedback across lots of game systems and menus
  • Big UI quality improvements across lots of menus
  • Localization tech setup across every system in the game (This was a huge number of code edits… crazy large!)
  • Breakwaters Soundtrack is now on Steam.
    These are unique longer songs made from the shorter clips (played in random order in the game) used in Breakwaters created by the composer.
  • Improved build logic and additional feedback

  • Crabs with yellow crystals growing from them!
What’s happening next?
  • First island story improvements
  • Roaming Titans in the world
  • Improved Pirate towers and pirate boats with more exploration, real live pirates, and more interaction.
  • New Ocean events and activities with improved sailing experiences.
  • Creative Mode!
  • Turtle Titan combat improvements
  • New Items
After that?
  • Combat improvements and AI improvements
  • New “monster” biome
  • New Green Crystal type and related items/contraptions
  • New Online Tech! This is listed down here because its an ongoing task and will be made public ASAP but doesn’t have a specific date currently. If it can be released sooner, it will be.
  • Serpent Titan and Weather
Build notes since the last big News update:
v0.5.34
  • Block action is now available to the player. It will block some damage from in front of the player but no damage from behind. In a coming update I will add in some blocking related equipment too.
  • Update to attack queue system so that it only stores 1 more attack instead of all backlogged attack requests
  • Improved NPC punch range
  • Tuned foot sfx volumes
  • Changed gamepad default button mapping so that Ammo Switch left/right are now d-pad left/right
  • Changed gamepad default button mapping for Sprint from left trigger to left bumper
  • Setup block on right mouse button and gamepad left trigger
  • Increased how much damage trees take from explosive damage
  • Fixed UI label/localization setup errors in Settings menu Remapping tab
  • Increased golem health from 30 to 40
  • Increased golem "slap" attack damage from 30 to 60
  • Updated Titan roar sound
  • Setup Heart Beat audio to play when health is below 10%
  • Setup descriptions for equipment slots to display when selected but no item is equiped yet
  • Setup Shield equipment slot in character screen
  • Setup Crab Shield item
  • Setup Steel Shield item
  • Setup Shield stat in Stats screen
  • Localization update to Player Stats menu
v0.5.33
  • Updated "Greased Pig" logic to improve movement logic while touching or bumping into objects
  • Setup Shadow Quality (low/med/high) in the settings menu so users can have lower quality (cheaper perf instead of just turning them off) and a new higher quality shadow option
  • Changed boulders to always drop items in singles instead of larger counts dropping in satchels.
  • Fixed boat descriptions to list the correct number of slots available on the boat.
  • Fixed BoatYard bench attachment not turning on to allow water pipes to auto snap on to it.
  • Gave meats some minor hunger regen in addition to the health regen benefit it provides
  • Adjusted enemy boats to take some small amount of damage from hand weapons instead of only taking damage from cannons.
  • Updated Fence Gate so it turns off the door collision while the door is animating
  • Setup a default description for work benches to better show some of the benches features to users when an item is not selected.
  • Improved Treasure map ui.
  • Localized slider menu and improved visuals.
  • Setup item name translation code and item description translation code
  • Setup localization logic for item descriptions
  • Setup localization for hud text of Destruction hammer and Repair hammer
  • Fixed Boat docks so they will correctly see if a water pump is connected to them
v0.5.32
  • Fixed rendering preview issue in Character creator where camera exposure would shift based on the shirt color chosen.
  • Updated player character skintone options
  • Updated character and world renaming to not cancel out when the UI Cancel button is pressed and to only cancel on ESC and Enter
  • Improved collision on ruins to let the player more easily run over knee height ledges
  • "Basic Controls" UI added to pause menu and loading screen for players who are either new to games or unused to this genere of game controls
  • Exposed Special Action UI key remapping. Used with Tracking Build items and other unique actions.
v0.5.31
  • Mission dialog UI visual improvements
  • Fixed a mission save/load tracking bug that would cause missions to not be tracked and cleared properly leaving multiple missions in the log unfinished.
  • Localization setup for feedback while deleting world/character files
  • Localization setup for notification popups
v0.5.30
  • Setup Monitor setting in Settings menu so you can choose which display the game shows up on
  • Fixed Grabber Arm when mounted to the front of a boat (side mounts worked) not being able to reach the underwater bubble treasure to grab.
  • Fixed eating meat to play the eat sounds
  • Setup sfx for when an item is equiped
  • Fixed sfx not playing in bags when items are moved like they would when moved in pockets
  • Fixed item tip text so it renders in front of all other item ui
  • Adjusted inventory build unlock logic for TorchBackpack and FireflyBackpack
  • Settings menu localization improvements and general UI quality improvements
  • Huge update to localization logic across most menus in prep for a full loc pass in all languages once missions finish their story improvements
v0.5.29
  • Setup Autosave toggle in the pause menu to remember its setting between game sessions.
  • Fixed Hermit Roshi missions so they save/load correctly.
  • Setup final Roshi mission text to have a response for what happens next in the story line.
  • Update to main menu button visuals
v0.5.28
  • Changed inventory menu buttons to be 8 across to align with the pockets layout.
  • Increased inventory size of all bag objects.
  • Setup inventory to try to move items between bags when equiping a new bag.
  • Setup Dropped Items menu to select the take-all button by default when the menu opens using gamepads
  • Adjusted Crate menu to not cut off names of items.
  • Fixed tracking learned items between characters where it wouldn't always clear what has been learned and the new character would learn some "free" stuff.
  • Fixed digging for treasure to drop the correct note bottle setup
  • Fixed menu logic to clear out the selected character after deleting a character if its the current character
v0.5.27
  • Fixed stutter in jump related to hip ik logic when starting a jump and landing.
  • Adjusted camera when reading Graveyard stones
  • Fixed a display error where the new world seed would not be correct in the pause menu until the game had been saved and reloaded.
v0.5.26
  • Improved Hermit and Shu interactions so you can get into the shop window even while in the middle of a mission for them.
  • Fixed not all armor rendering in the player preview window.
  • Paper window system bug fix.
  • Increased Flotsam treasure values dropped by enemy ships.
  • Fixed Stone wall placement logic so that it will correctly place on top of other stone walls when a wood floor is also touching the wall.
  • Changed Water Still to require more water to fill a bottle.
  • Fixed a bug where destroying a stone wall would not destroy the stone door above it.
  • Setup preview arrows on wood doors so you can tell which way they will rotate while placing them.
  • Changed crates so they show their inventory slot count in the description window.
  • Fixed Heal points displaying the incorrect value while healing very quickly.
v0.5.25
  • Improved NPC AI related to combat and stairs.
  • Updated bamboo and trees to make sure they drop resources as single items and not in bags.
  • Updated oyster mushroom to also provide a small amount of food. Its best when used in a recipe for a powerful result though.
  • Increased Steel sell value.
  • Reduced the number of blue crystal pine trees that spawn in the world.
  • Setup thatch roof pieces to block NPC pathing logic.
  • Fixed button remapping logic issue in Unity where escape and e would both react as cancel events.
  • Fixed gamepad navigation input issues in the key remapping screen.
  • Improved remapping menu navigation logic to make better scrolling and better layout.
  • Update to a newer version of the Unity engine. This appears to have provided a tiny perf boost.
v0.5.24
  • Setup Chicken Nest to on death have a chance of dropping a placeable chicken nest with a friendly chicken
  • Changed chicken nests to have an egg that will randomly spawn over time which can be picked up instead of needing to destroy the nest. Destroying the nest will instead produce a chance of a placeable nest being dropped so you can build your own chicken city at your house.
  • Setup on screen feedback to tell the player their stats are full if they are trying to consume an food item but it wont consume
  • Changed Fence Gate open close logic to let NPC walk through the game easier
  • Setup additional logic to detect if a NPC is missing from the world and to spawn them again.
  • Improved fish lod setup
  • Improved item pickup text rendering to better stick on top of the world object
  • System level bug fixes
Steam Deck - Lawrence
Note: This update is for the Steam Deck Preview channel, and includes new features that are still being tested. You can opt into this in Settings > System > Steam Update Channel.

  • Updated Firefox to be installed as a Flatpak, rather than from the OS repositories, to ensure timely updates. First-time launches of Firefox from the desktop will now prompt for installation via the Discover Software Center, which will handle updates as they are published.
  • Added VGUI2 Classic Plasma Desktop theme.
  • Network connections created/edited on the desktop now default to system-wide, ensuring they are available in Gaming Mode.
  • Enabled initial IBus IME input support on the desktop for Chinese, Japanese, and Korean keyboards.
  • Updates to controller firmware utilities to support future controller hardware revisions.
  • Fixed Xbox login window for Flight Simulator and Halo Infinite not rendering certain characters properly.
Jul 27, 2022
If Found... - Dreamfeel
Hey all!

Can’t believe If Found… has been out for two years already! We’re really proud of our little game and everything it’s achieved. Most of all we're super happy that folks are still discovering it and enjoying it! We’ve received so many wonderful reviews and kind words, AND fanart! Did not expect to see our characters created and recreated by others! So we can’t thank you all enough for loving this story as much as we do. :3


(An older drawing of Kasio looking eagerly at a piece of cake with a candle in it.)

Valerie Dusk commission

To celebrate we reached out to an amazing game maker, Valerie Dusk, who built us an really cool and unique commission: A 3D vignette inspired by the astronaut sections of If Found… You can explore it for yourself here.


(A screenshot of the Valerie Dusk commission.)

Smithsonian

In other exciting news, If Found… is going to be in the Smithsonian! In literal DAYS.

We’re part of this year’s Smithsonian American Art Museum’s Arcade Indie Developer Showcase, which is an amazing opportunity! It’s on Saturday the 30th of July (11:30 a.m. ET to 7 p.m. ET), and you’ll be able to come by and play the game, as well as chat with two of the team, Eve & Bri.

We’d really love to meet any fans who are in the area so please drop on by! There are going to be some other amazing games there too, check them out! https://americanart.si.edu/events/saam-arcade



(An early concept by Liadh with a tiny Kario floating in space looking at a black hole, one of the images that inspired Valerie Dusk.)

Side Project!

Right now Dreamfeel is focused on our next big game after If Found… but Llaura has had the chance to create a littler game on the side recently for the Milan Triennale. And even better, it's free!

The Triennale game collection is an amazing showcase of small games by really talented designers, and Dreamfeel is absolutely delighted to be a part of that. Our game is called CONTACT and it shares a lot of DNA with If Found. It’s a personal story by Llaura inspired by growing up trans in Donegal in the North West of Ireland with sci-fi elements (hmmm, that sounds familiar….). The art style has a collage vibe and the mechanics are kinda new and strange, so we can’t wait for people to play.

The first game in the collection, Wade, is out now, with the second coming tomorrow and the rest getting updated into the game/app over the coming weeks. Contact is the last game in the collection, and it’s going to be added at the end of September!


(An image of Shans from the original If Found... demo.)


Pride. protest. being seen. seeing others before you can see yourself.


June (and now July) has come and gone, and while Pride might be over in name, it continues to be essential to the lives of LGBTQ+ people around the world. Pride started as a protest, and with current circumstances being what they are, it’s essential to keep that spirit of revolution and activism alive. Trans & Intersect Pride Dublin happened here in Ireland a few weeks ago and it was really awesome to see everyone on, the trans folks and pals.

There are a lot of people in the world who would like LGBTQ+ people to vanish completely, and it’s vital we make sure they never get that opportunity. It’s so important that we get to see ourselves and each other as more than we are sometimes made out to be, to recognise all the wonderful and varied kinds of people that are part of the community, and to give ourselves space to be full and complete. Happy, joyful, furious, grieving, passionate and brilliant. And when we make ourselves seen, when we let other people see us, we give them space to see themselves, too. Sometimes you need to know that a possibility is out there before you can claim it for yourself.



(A very old drawing with the text "If Found Please Return" and a drawing of Kasio.)


Irish Awards

Imirt, the Irish Game Developer’s Association, held an award ceremony for their 2020 awards at the beginning of last December. They were kind enough to give If Found… three awards: for Best Narrative, Best Game Audio, and Game of the Year. It’s a real honour to be recognised by our peers like this. It was also really nice to be able to send the audio award to Eli in the UK & Matt in the States (Imirt graciously made us two awards specially!).


(A photo of the If Found... awards.)

Text bug:

Lastly, we’ve been getting some bug reports of text missing, etc. This seems to be happening on m1 macs most commonly. While we’ve had to focus on our new game, we still love If Found and even more importantly we want to make sure everyone gets the best experience possible, so we hope we can look into this very soon. If this has happened to you, reach out on the forums and we’ll see what we can do.

We hope that you’re all safe and well in these difficult times. Take care of yourselves and keep playing games!!



(A photo of Liadh standing outside the Hellfire Club from 2015 on our first ever research trip for If Found....)

Eve, Llaura & Dreamfeel Team <3
Karagon: Prelude - tbjbu2steamworks
Hi, we fixed an issue where french language players were not able to get past the main menu.
Don't forget to leave a review to help us reach more players.
Thanks!
Jul 27, 2022
No Way Out - bitpixel.ytb
No Way Out is growing :)

We have already a functional main menu and pause menu.




Skullgirls 2nd Encore - hiddenjesse
Hi, everyone! This is Jesse. Hope you're having a good day!

This retail update brings a small slate of bug fixes as well as a new stage to Skullgirls 2nd Encore. In celebration of Skullgirls being a main stage game at Evo 2022, we're proud to present the Evo Arena stage!

The NMO Arena decks itself out in blue to celebrate this momentous year, and this new stage is free to all players. Thank you again, everyone, for supporting Skullgirls these past 10 years and making all this possible.



What about the Black Dahlia Alpha and PS4?
We're working hard to get the bug fixes and new stage out on PS4 and in the Black Dahlia Alpha before Evo so that everyone can celebrate together. The next Black Dahlia Alpha build will also contain several new features for the Medici murderess. Keep an eye on our social media pages (Twitter, Facebook) for further updates!



GENERAL
  • Evo Arena stage added
  • Using -beta to switch from Retail to Beta build should no longer lose other command line arguements
UMBRELLA
  • Overstuffed j.HP now tagged as CounterHit
  • j.HP, like other multi-hit moves, switches to mid-hits after the first hit makes contact
  • Fixed an issue where her taunt was able to interact with her OTG state in rare situations
  • Overstuffed Under the Weather bubbles no longer generate meter on hit
  • Ensure that Hungern doesn't visually glitch after using Feeding Time
  • Tag-In no longer deals chip damage when blocked
BEOWULF & SQUIGLY
  • Beowulf's outtake during grab mode ("Into The Trash") now properly removes Squigly's Inferno of Leviathan Projectile.


(Version number 3.3.26)
Zen Trails - Wiggles
The Steam Workshop integration is finally here!

I've always wanted a way to download and upload designs, and while being 100% dependent on the Steam Workshop for that to happen isn't ideal, it's a start! The Inspiration panel has gotten a major upgrade. The lightbulb button now opens up the shiny new...
COMMUNITY HUB



Now you can search the Steam Workshop for uploaded designs by all players, see a thumbnail image of the finished product, and read what they have to say about it.

You have to be connected to Steam. If not, it'll just be blank. Worry not, the game still works just fine offline, and I even included a button called "Local Presets" which opens up the old Inspiration Panel if you want to load those designs without going through the interweb.

But Steve! How do I upload my awesome creations? Well I'm glad you asked, young spirographer. I present to you...

THE UPLOADER



It's pretty straightforward but here are some things to keep in mind:

1. The screenshot that gets uploaded with your design is the most recent one you've taken. So play your creation to completion, pause, then take a screenshot using the in-game screenshot button. It does not look at your Steam screenshots! Mostly because I don't want people accidentally uploading shots from other games as their thumbnail.

2. When you press the upload button, it saves a copy of your currently loaded design, including camera position, and that's what gets uploaded. Doesn't matter if it's in Play mode or Build mode... that has no impact on the save file at all.

3. When another player downloads your design, they play it at a Global Speed of 1 by default. So make sure it works well at that global speed. You can easily change the speed of all segments through the Modify panel.

4. I haven't yet come up with a good way to edit designs that are uploaded. So if you change your mind after uploading, just log in to the Steam Workshop and delete it. Maybe in the future I'll add such features.

The Uploader can be accessed by the "Upload" button in the Community Hub, or with the fancy new button in the Navigation panel:



I'm pretty sure there's gonna be like a billion bugs with this, but I have tested it pretty thoroughly myself. But who knows. So let me know if you run into any problems!

I look forward to seeing your designs!
Boyfriend Dungeon - Not Alex
Hello Sword-Smoochers!

It's Alexandra here! We are getting closer to the release of the Secret Weapons Update! The team is working hard at squashing bugs and making the weapon shiny enough for your wielder hands. First, let's talk new dunj:

Verona College Dunj

You might remember Verona College from Boyfriend Dungeon as the school which Sawyer and Olivia take classes. Now it's a full-blown dunj teeming of new monsters, new hangouts and a new fear to conquer! What is it? We can't say, but you might be able to guess based on what you see!



We've also added in some new features that you haven't experienced in the other dunjs. You might have seen the Whip boss fight teased in our latest trailer. Along with some one-on-one time Whip, you'll also encounter special hangouts in the classrooms. Finally, we've included teleporters to some rooms which will be sure to offer a unique challenge when fighting in the dunj.

New Outfits!



It wouldn't be a Boyfriend Dungeon update without some new clothes to try on in your apartment! We're adding new hats with special abilities in the dunj (that alien creature on your head seems menacing). And look at that cute cowboy look! You'll be able to find recipes for all the new outfits in the Verona Beach dunj.

Hammer or Axe? You decide!

We don't want to give everything away, but we would like to reveal one of the new transformation sequences ahead of launch. And we are putting it to a vote!



Have your say on the Kitfox Discord; there is an active poll in #announcements. We will post the winner's transformation video in the next update.

That's all for now and you'll hear from me again soon!

Alexandra
Saboteur - Audam
The Saboteur must sabotage objectives and deliver an item in order to win. Lights can be turned off permanently leaving the Security with only their flashlights to find the Saboteur. The Saboteur on the other hand has nightvision to be able to see everything.

Also updated the Security attack with a proper visual effect and sound. Pew-Pew!
Hero Lodge - Hero Lodge Dev
Rushed a patch to make all resolution options visible even if the game cannot detect that your monitor will support them: if the game thinks it isn't supported it will show as a red button and have a warning tooltip but will still let you try it out. Hit escape to cancel any changes from the options menu if a resolution isn't working.

  • Changed campaign 1 checkpoints to save when exiting a level:
    these check points will be cleared if any level is beaten, or
    if any other checkpoint is saved.
  • (these types of checkpoints are only present in campaign 1 on normal or easy difficulty)
  • A small flag icon will show on the mission's bar to show there is a checkpoint.
  • Added 2 new higher resolutions in the options menu:
    these higher resolutions should only show if your monitor
    is capable of running them.
  • Added new pixel filters for the new resolutions.
  • Options menu will now have a background while in menus to make it easier to read.
  • 1 range skills can move option now has tooltips.
  • All resolutions now have tooltips showing the pixel ratio.
  • Fixed some campaign one checkpoint bugs: turn wasn't updating in top left, some levels
    had corner case glitches that should be fixed, etc.
  • Allies that cannot be targeted changed to have purple text name and class on mouse over.
...