Change Log - 006 - Changed inventory system to only open when the button is clicked, no longer it will open accidentaly by placing the mouse near the bottom of the screen - Added new functionality to the hint system, now it also shows arrows pointing to adjacent locations and highlight other interactables - Changed Underground Symbol Puzzles due to player feedback, now requiering the player to match the weird symbol of the respective area
- Character added representing Strategy games. - Character added representing Sports games. - Stages added. - Stage Select screen added for certain modes. - Geo's Up Special can now be controlled with a control stick, instead of just directional buttons. - Knocked out characters could previously still attack sometimes, even though they weren't on the stage. This was fixed. - Puzzle Pieces could previously cause another non-attacking CPU player also playing as the Puzzle Pieces to start attacking after using their Neutral Special (such as in Practice Mode).
Are you ready to dive into the highly suspect world of woodland mystery, mayhem and mushrooms? Then save the date for our upcoming Steam Playtest weekend, happening 08:00 PM PST, Friday 5th, right through to 23:00 PM Sunday, 7th!
That’s right - this coming weekend, you can jump into our game and see what all the sus is about for yourself! Check out our host of cute, but tricksy fungi characters; try out their many crafty, deadly abilities and see which role could have you fooling everyone around you. There will also be dev play sessions, where you can play with our team and pick up pro tips, or show them a few crafty tricks of your own…
Check out our trailer for a taster of what’s waiting for you in the game:
Want to do a bit of tactical planning in advance? Check out our last post for key game info, and head over to our Discord community to gather a crew and start plotting strategies!
During the playtest weekend, we’d love to hear your feedback on Is It You?™ – please share them with us in the #gameplay-feedback channel of Discord or here, in the comments. You – our players and community - are hugely important to us, and we want to hear from you! Tell us what makes the game tick for you and what you’d love to see more of in the future. We’re still busy iterating and working on our game, and your thoughts and suggestions will be extremely valuable for the fun future of our game – thank you for being a part of this adventure with us!
So, gather your crew, squads and teams. Prepare for fun and furious battles of wits, trickery and feisty fungi. Who’s scheming nefarious plots in your ranks? Who will sneak to victory, unnoticed, and who will fall at the last hurdle of deception?
Is it them? Is it you? Get ready to find out..
Our public playtest servers will be live from 08:00 PM PST, Friday 5th, right through to 23:00 PM Sunday, 7th August.
The Android version did not pass the review because it crashed on Android 13. I would like to correct it as soon as possible and reapply. Please wait a moment. Due to this fix, I think it will take a little longer to implement the bot.
Patch v0.4.9 is now available on the main branch (graduated from experimental) with some small fixes. See Captain's diary #28 for detailed description of the changes.
v0.4.9 * Pinned product stats display can be now reordered by drag & drop. * Added in-game calculator to the search field and game console. * Logistics improvements: - Construction/deconstruction jobs are now grouped into batches which drastically reduces trips that trucks have to make. - Changed logistics rules to allow exporting from storages even if they have an import slider active and the inventory is above the slider amount. Similar behavior applies for the export slider. - Trucks assigned to storages now have a job priority over non-assigned trucks. - Added an option to disable import routes exclusivity so that storages with active import routes can also accept products from non-assigned sources. - Logistics job priority for an entity now reflects the number of pending jobs. This means that vehicles will be more nicely distributed between multiple entities. It also prevents cases where balancing large high-priority storages choked the entire island's logistics. - Assigning of vehicles (for example to storage or mine tower) now prefers non-paused ones. - Improved refueling priorities (storage export priority is no longer used to find a fuel source). - Improved vehicle queueing for storages and gas stations that was causing low throughput. Vehicles can still be served one at a time but they no longer waste time by forming a queue. - Logistics overview window now shows assigned vehicles to tree harvesting and buildings. * Cargo ship improvements: - Cargo ships now depart only when empty and when they can get full load (if possible based on max capacity of the world resource). - It is now possible to force-depart a cargo ship for emergency delivery. - Cargo ship UI now shows available quantities to pick up in the world. - Cargo ship depot modules now show their throughput in the UI. * Updated Unity to version 2021 LTS. This may help fixing some crashes and issues with compatibility. * Removed tree animations, resulting in up to 30% increase in FPS (based on the amount of trees on the screen). * Clicking a machine (to open an inspector) will show its I/O icons and ports like in build mode. * Added popup window for hovered buildings and machines in the research tree. * Fixed sorters to be able to match throughput of T3 transports. * Fixed excavator mining job that could get stuck doing nothing in rare cases. * Fixed recipes priority for recipes that have the same outputs. * Allowed dumping of fertilizers (with pollution effect). * Fixed colors of liquids so that they are more close to their icons colors. * Fix issue in adopt population button. * Fix text width in harvest statistics. * Increase refueling distance when refueling multiple excavators with leftover fuel. This especially affects tier 3 vehicles. * Chickens cannot be added to a paused animal farm. * Show products stored in connectors. * Show fuel consumption for vehicles in Vehicle depot. * Research lab no longer accepts products when not fully built. * Increase text contrast in error popups. * Fixed jerky camera when following a vehicle. * Updated translations, thanks to everyone who is contributing!
v0.4.9a * Fixed that mining trucks ignored storage assignment constraints in case their tower had a storage assigned. * Fixed cargo ships inspector that was "paying unity" while open.
v0.4.9b * Fixed a case where power generators could get stuck in a state where they are consuming mechanical power but not producing electricity (if there were not enough turbines to power them fully). * Hide port icons and arrows in the balancer UI. * Fixed transports copy-paste that was not copying settings such as construction pause. * Fixed cases where deliveries to building constructions could get stuck. * Fixed farm yield estimates that did not take empty fields into consideration. * Fixed a rare issue where quick-deliver could take away more products than it should.
v0.4.9c * Actually fixed farm yield estimates that did not take empty fields into consideration (this time for real). * Fixed console command for taking screenshots "capture_and_save_screenshot" that failed when given a custom screenshot size. * Fixed that some unlocks in research did not have a proper popup. * World resources are now unlimited on Sailor difficulty by default.
We are happy to be a part of this year´s edition of "Tiny Teams Steam Festival" by The Yogscast!
The Tiny Teams Fest- a festival especially for games made by teams of 5 and under and hosted by Yogscast - is live now! It's a great way to discover exceptional games made by passionate, independent teams who have the leeway to experiment and bring fresh ideas to gaming. Many of them are on sale!
I'm currently focusing on update 9, and I can tell you that it will take some time to complete because it will include a lot of tales and circumstances for both Julie and Andrew. In the coming weeks, I'll post Devlogs describing what to anticipate, as well as attempts at being as spoiler-free as possible.
To begin with, I decided to split the game into "Chapters" because the tale of both doctors and their personal relationships with each other, as well as with other characters around them, would be told better in this way. In chapter 1 you'll meet Andy and Julie; their concerns, aspirations, and passions... And their profession. The plot will continue in subsequent chapters while new difficulties are added to the doctors' routines. Finally there will be a crescendo that will conclude the narrative in an exciting manner.
The siblings' relationship is hampered by something that occurred many years before the game begins, and you will learn more about it in update 9; the introduction of the game has been modified, including new story elements that will introduce the characters and their lives before the game begins. The update features new gorgeous pictures in addition to 6 new musical pieces.
As a result, it is advised that you play the game all the way through at least once to acquire the new lines and grasp the narrative.
Andrew and Julie's personal life will be further explored as they choose to go to a lake where they used to go when they were children. There, Julie will confront her mistakes and share some unique times with Andrew.
The players will select the connection between the two characters. Some events, on the other hand, will occur as a result of the plot's demands. They'll have a private moment that has nothing sexual about it, but it will highlight both doctors' confusion and emotional turmoil before culminating in an unexpected development. If the players choose to pursue such a relationship, it will be up to them, but given that this sort of connection is uncommon and difficult for all parties involved, you can expect the game to accept the players' beliefs and walk with them through chapter after chapter rather than forcing something unrealistic just for the sake on some sex scenes.
This game is in line with the Pearce family drama, which I'm writing for the two siblings. My approach to this sort of games and circumstances is as realistic as possible, and I trust that my tale about the Pearce siblings will move your heart as it does mine. These people are some of my favorites, and I guarantee that their tales will lead you to a satisfying conclusion.
I've included a few more screens from Update 9 below. I hope you like it, and I encourage you to follow me for further information on the update. It will be a huge update!