Finally, Siralim Ultimate is available on Nintendo Switch in the North America, Europe, and Australia regions! You can use the Cloud Storage feature on the title menu to transfer your save files between the Steam, Switch, Android, and iOS versions as well. Enjoy!
We have a new Update for you all, and this one is about controls and Steam Deck! Hamster Playground isn't verified (yet) by Valve, but we worked hard to give the players all the necessary improvements that will help them enjoy our game on Steam Deck. If you are a controller player, we have something for you too! Please check the list of features we added. All feedback is - as always - appreciated, and if you encounter problems - please let us know via Steam Forum or our Discord. Enjoy!
You will find the list below, and in a separate thread on our forum.
Change list:
Steam Deck performance and UI improvements
Added full controller support in UI layouts and gameplay
Added controls hints
Added quick command menu
Added reminder popups for quest, hamster status, and new items
Improved UI scaling and rendering for multiple resolutions
It Takes Two is becoming more accessible to players worldwide with voice-overs in new languages, including French, German, Spanish and Japanese, as well as subtitles already available in English, Chinese, German, Spanish, French, Italian, Japanese, Korean, Polish, Brazilian, Portuguese and Russian. We can’t wait for more players around the world to try this adventure for themselves!
Winter is taking over. Many of you have already had a snowball, but do not rush to run outside and build snowmen, because we have hot x3 rates for you!
This week we will discuss the light, dark, and exploration in Surviving the Abyss.
In the deep ocean, no light is present, and darkness rules.
Lighting our way through the darkness is an integral theme of Surviving the Abyss. The darkness acts as a fog of war, obscuring most useful information about the surrounding areas as well as prohibiting you from building and gathering resources there.
The map extends far beyond the starting area and spans multiple biomes. There is much to discover, which brings us to the exploration tools and strategies within Surviving the Abyss.
There are several ways to navigate and explore. There's short-range exploration, which will allow you to explore your immediate surrounding area, and long-range exploration which will enable you to set up additional bases in new biomes to expand from.
Short Range Exploration
The most direct way to reveal what is hidden in the darkness is by building ‘light towers’ which will illuminate the surrounding area in a small radius. Light towers can only be built within a small distance from another lit area, so their construction is more suited to short-range exploration. Light towers are also resource-intensive and their power consumption means they can be a costly investment in the early game.
Blindly trying to light the darkness with no indication of what lies beyond may be too costly. The Sonar Tower can help you see in other ways through the dark. You can scan your surrounding area to pinpoint areas of interest and the best direction for the expansion of your base. You can choose to scan for fuels, resources, habitats, and points of interest.
Long-Range Exploration
With the research facility established, and local areas explored, attention will soon turn to longer-range exploration.
You will be able to send out exploration submarines to points of interest further from your base. However, long-distance exploration will require a number of crew to operate the submarine, along with fuel and food to keep them sustained on their journey. Additionally, not all expeditions are guaranteed to be successful, and you might risk losing your crew and resources if you don't prepare for the voyage well enough.
Once the exploration sub reaches its destination, it drops a flare that will illuminate the area for a short period of time, which you can use to set up an Outpost.
Outposts & Docks
Outposts help the player establish a new base of operations, separated from the central hub. They include a light tower and produce a small amount of oxygen and power from which you can start building. To allow crew members to move to the new outpost, a dock building is required.
The crew will be automatically transported as required between 2 docks buildings. This allows you to separate your tunnel networks and move crew over long distances to new outposts.
Next time on Surviving the Abyss: In the next developer blog, we’ll be discussing Population, Crew Vitals & Cloning.
Nvidia have been in touch with us to add Stormworks to Geforce NOW, and this has just launched in their December update!
You can now play Stormworks on the Geforce NOW cloud streaming service. Simply launch the Geforce NOW software and you should see Stormworks if you have your Steam library connected. The those who have lower spec PCs, but don't have Geforce NOW, I believe there is a free account type to try it out, with limited session lengths.
Players have been asking for Stormworks to be available on Geforce NOW for years, so we are very pleased to finally join the service. Contrary to what you might expect, we don't have direct contact or behind-the-scenes access to all the big hardware manufacturers, but credit to Nvidia to reaching out and getting in touch with a smaller business like ours.
As previously discussed, we are continuing work on minor and major updates, with the Inventory Slots Update due next week with many other fixes and improvements.
We hope this new launch on Geforce NOW is useful to some players, and we look forward to more updates over the coming weeks and months!
This update hopefully sorts out some challenges with the video settings not being maintained.
Added lots of new controls to the control settings area which give direct access to various systems without having to go through the SOI/Modifier system.
There controls options are designed for those with a HOTAS/Flight Stick setup and as such are by default not bound to anything.
Controls include Night Vision Googles, Flares, Pod & Radar Zoom etc etc
Offsprings of the first men, once again, welcome back to another #FeatureFriday! ːreexcitedː
Today's update includes much-requested UI and tooltip changes. We will continue to make improvements to the overall user interface in order to optimize TFM’s onboarding.
Changelog
Total number of additions implemented this week: 22 ːhappyhfː Changes made in response to community input and assistance is 59% and marked with ːhappyheartː
ːhappyheartː [Feature] A new option has been added to the graphics options, allowing you to choose whether to play in fullscreen or windowed mode. ːhappyheartː [Feature] Crafts panel now displays new craftables. ːhappyheartː [Content] Infants may now inherit genetic traits during birth. ːhappyhfː [Content] Memoria's "The Breach" now has a shop selling water items. ːhappyheartː [Balance] All campaign maps now offer three wild path choices. ːhappyheartː [Balance] Crafting Claydigger's Pit, Rocksplitter's Hut, and Woodcutter's Hut no longer cost their collected resources. Claydigger costs Rock, Rocksplitter costs Trunk, Woodcutter costs Clay. ːhappyhfː [Balance] Removed all Point costs from the "Desert Tavern" shop of Lindaris. ːhappyhfː [Balance] Removed stack parameters from combat classes and passion archetypes. ːhappyhfː [Balance] Gatherer's Sharpened Rock also brings extra Prosperity after gathering wild berries. ːhappyheartː [UI/UX] New descriptions for Main Menu map selection panels. ːhappyheartː [UI/UX] Map object progress is now shown as "%" instead of "/100". ːhappyheartː [UI/UX] Path panel headers and tab tooltips have been updated to indicate what they are designed to perform. ːhappyheartː [UI/UX] Added tooltips to fatal traits. ːhappyheartː [UI/UX] Added informative texts to the traditions panel and improved visuals. ːhappyheartː [Bugfix] Scaling issue with top bar call-to-action particles has been fixed. ːhappyheartː [Bugfix] Fixed several issues related to the tooltips. Secondary tooltips are now correctly displayed. ːhappyheartː [Bugfix] Fixed an issue where the map objects detail panel and destroy map object prompt remained open after the object was destroyed. ːhappyhfː [Bugfix] Fixed character names that were overflowing in the stockpile and craft assignment panels. ːhappyhfː [Bugfix] Fixed the incorrect construction object placements on the doodads. ːhappyhfː [Bugfix] Fixes and improvements for Woodcutting and Rocksplitting activities. Added animations to the end and relocated several nodes to prevent constructions from being deleted. ːhappyhfː [Internal] Fix for handling settings files that are newer than the supported version. ːhappyhfː [Internal] Refactoring of tooltip show/hide controls.
We've also been working on a new alert system. It is nearly finished, but we needed more time to test the additions properly, so it will most likely be included in the next week's update. ːreimpressedː
Wishing you all a great weekend. See you next Friday!
Alongside New England Mountains’ release, we’re bringing a new weapon customisation system to theHunter - allowing you to mix and match paints, camos, materials and more!
What are cosmetics?
First of all, cosmetics are just that – cosmetic. You may already know cosmetics for weapons as “weapon skins” – custom visual attributes, which make no functional change to the gameplay mechanics.
A custom material will not increase accuracy or scope wobble, and picking the rarest camo will not make it easier to sneak up on your prey. Cosmetics are a way for you to personalize your own experience in-game by picking your favorite colors, patterns, and materials.
They also are, and will always be, completely optional.
So how does it work?
Go to an outpost and access the Weapons Cache.
Buy a New England Mountains cosmetic content pack: Scout (Free) or Veteran (€/$ 2.99).
Use the in-game cash to apply any item across any currently owned (and future) weapon in the game.
Hunt in style!
And because feeling special is for everyone, all players will get two free cosmetic items (one paint, one camo) for every reserve they buy or already own – including Hirschfelden and Layton Lakes from the base game.
Make it personal
As a hunter, your weapon is not just a tool, but your companion on the trail. By customizing your weapon, you can personalize it and make it uniquely yours. You can even customize up to two or three parts/areas of each weapon with different cosmetics.
Cosmetics fall into five categories, or tiers, as follows:
Paints: Single colors for the minimalist – or purist.
Home-made sprays: Get creative with unique patterns and decals.
Material replacements: Customize the feel of your weapon, e.g., with a different wood grip…
Camos: Blend in and become one with your surroundings.
Wraps: The ultimate in custom hunting experiences. A high-grade weapon camo skin incorporating elements from all of the other four categories.
As mentioned, there are two New England Mountains content pack types:
Scout (Free): Contains six weapon customization options (includes one of the options that is unlocked when purchasing New England Mountains) Veteran (Paid): Includes all options from the Scout and Reserve DLC packs + seven exclusive options)
With up to three separate weapon areas to customize, there are literally thousands – potentially tens of thousands – of combinations to explore for each weapon in the game!
Try before you buy!
Unsure whether your Rangemaster 338 rifle would look better with a cherry wood or full camo stock? Make up your mind with a 3D rendered preview of each cosmetic item on any weapon you currently own.
We’re excited about introducing this new feature to theHunter: Call of the Wild, and will actively listen and evaluate your feedback as we go. Let us know which cosmetics you would like to see in future!