Starcom: Unknown Space - justkevin
Greetings Commanders!

I'm Kevin, the developer of Starcom: Unknown Space, and I'd like to thank you for supporting the game during Early Access.

Starcom, as you might not know, started as a simple Flash game with light RPG elements released way back in 2009. Despite its relatively bare-bones design, player enthusiasm encouraged me to eventually begin work on a full-fledged PC title called Starcom: Nexus, released into Early Access in 2018 and full release in 2019. This was an enormous step up in features, depth, and complexity. After its completion, I realized I still wanted to do more in this space (pun intended). Certain early design and technical decisions made some of the improvements and stories difficult to do with the existing game. I had learned a tremendous amount during Starcom: Nexus' development journey, so I decided to begin work on a new game, which eventually became Starcom: Unknown Space.

I want to make this game the best possible experience of space exploration and adventure it can be. To help me with that, I'd like to hear from you. Please feel free to share your thoughts, ideas, and suggestions. You can submit them anonymously in-game via F8 or discuss them with me and others in the Steam discussion forums (also a good place to ask questions).

Game Updates During Early Access

By the time you read this, there should already be a beta update available for opt-in (ominously titled "unstable", although it should be pretty stable). Once enough players have tried it out, it will be promoted to the main branch. This is a minor update: the most notable addition is the addition of the frequently requested "undo/revert" functionality in the shipyard.

I've already started working on the game's next content update. Although I don't have a timeline for its release yet, I wanted to give you a sense of what to expect in terms of game updates. Due to the complicated interactions of its open-world content, major updates that change the game's core story will not be save-compatible (these are identified by changes to the build name, e.g., "Arcturus", "Betelgeuse", etc.). Once there are a sufficient number of updates that are well tested, the main branch will be updated. Players who were in the middle of a playthrough will have the option of switching back to the previous version to complete their game.

News Updates

During development I will be posting regular small updates in the discussion forums to let you know what I've been working on each week. I'll keep major spoilers out of these updates, but may talk about new features, aliens, weapons, etc.

Larger updates will be posted as news items (like this one here) and sent to subscribers of the game's mailing list.

In Conclusion...

As I mentioned at the top, I'm the game's developer and sometimes refer to myself as a solo dev, but that's not really true. I have been fortunate to work with a number of talented freelance artists and composers who have helped create the game's characters, models and music, especially: Moritz Sebastian (music), Hardy Fowler (portraits), Ruslan Ahmatnurov (prop concept art), and Povilas Selila (ship modules and artifact modeling). And of course, you the players, for supporting the game and giving me the privilege of being able to do what I love.

- Kevin (justkevin)
Guild Wars 2 - AN GW2 Mod 5
Before we head out for our annual holiday break and bid farewell to 2022, we want to take a few moments to celebrate the past year and extend our heartfelt gratitude to you, our players, for making it all possible.

2022 was a fantastic year for Guild Wars 2, and it started off with a bang. On February 28, we released our third expansion, Guild Wars 2: End of Dragons™, which brought a climactic end to the elder dragon saga (spoiler!). The team poured their heart and soul into bringing a reimagined Cantha to life, and in the end, we delivered an experience that we're incredibly proud of.

But the expansion is just one part of this year's story. Living World Season 1–which had previously been unplayable for over eight years–returned as a free and permanent addition to the base game. We delivered significant quality-of-life gameplay improvements for both new players and veterans, with more to come. We made considerable progress on long-term initiatives like the DirectX11 upgrade and WvW World Restructuring, and we renewed our focus on regularly refreshing key gameplay systems like combat. And we released Guild Wars 2 on Steam, putting Tyria on the map for an entirely new group of gamers.

We've also reinforced our commitment to being transparent and communicating regularly with all of you, with regular studio updates, quarterly roadmaps, and balance preview livestreams. In the background, we've been working quietly on our next content update, and we began early development on our fourth expansion. In the midst of everything, we celebrated the 10th anniversary of Guild Wars 2's original release–an achievement only made possible by the support of our community.

All of this paid off in a big way. Back in April, we reported that our active player count had more than doubled over the past few years and that Guild Wars 2: End of Dragons had already outsold our previous expansion, Guild Wars 2: Path of Fire™. Today, we're excited to share a new accomplishment. This year we've already seen more players venture into Tyria for the first time since 2015– the year we made the base game content playable for free and launched our first expansion, Guild Wars 2: Heart of Thorns™. This has been one of the best years for Guild Wars 2 in recent memory, and we're eager to keep building on that momentum.

We’ll be back early next year to talk about our Q1 plans, which include wrapping up the DirectX11 transition, continuing work on World vs. World, upgrading our in-game browser technology from Coherent to Chromium Embedded Framework, and of course new Guild Wars 2: End of Dragons content. We're also looking forward to sharing our long-term vision and plans for the game.



Thank you all for a fantastic 2022. Let's do it again next year.
Have a wonderful Wintersday!
–The Guild Wars 2 Team
Universe Sandbox - bshapiroalbert

Collision shockwaves and atmosphere colors are more realistic, camera motion is smoother, and you can try the new Automatic Simulation Speed, which adjusts the simulation speed based on what’s happening in the simulation. Never miss a collision again!


Improved Shockwaves
Energy from collisions spreads more realistically over the surface of an object, resulting in larger shockwaves. Heating from collisions is also less concentrated and spreads over a larger area. Previously, shockwave expansion ended abruptly in a smaller area, often resulting in blue-hot impact sites.

The dwarf planet Ceres colliding with Earth

Before

After
The Moon colliding with the Earth

Before

After
Automatic Simulation Speed
Allow the simulation speed to adjust itself automatically based on various conditions, like nearby objects and collisions, by turning on the new Automatic Simulation Speed feature. Automatically speeding up and slowing down the simulation speed provides an improved viewing experience for collisions, orbits, explosions, and more.

This feature is still in active development and is currently off by default. Turn it on under
Settings > General > Experience > Auto Simulation Speed



The simulation speed will slow down to show collisions that you might otherwise miss

Automatic Simulation Speed Off

Automatic Simulation Speed On
Create a more cinematic experience while watching simulations like Earth & 100 colliding moons

Automatic Simulation Speed Off

Automatic Simulation Speed On
Rayleigh Scattering
Object atmospheres now visually simulate Rayleigh scattering, which describes how light scatters in the atmosphere. Rayleigh scattering is what makes Earth’s daytime sky appear blue and the setting Sun appear red. Adjust the strength of the scattering under
Visuals > Atmosphere > Rayleigh Scattering Strength

Earth with realistic Rayleigh scattering

Before

After
Custom object with Rayleigh scattering at 85% strength

Before

After
More Highlights
Your view now smoothly rotates, or pans, to focus on an object instead of sliding the view left or right, like a camera on rails

Before

After

Atmospheres are now visible from the surface of planets. Land on a planet by pressing “c” on your keyboard to check it out.

Before

After
Check out the full list of What's New in Update 32.1

Please report any issues on our Steam forum, on Discord, or in-game via Home > Send Feedback.
Marauders - [SIG] Ceeg
Welcome Space Pirates, to the first content update for Marauders, The Red Baron! Get ready to face this infamous foe who will be roaming your raids in his personal Strike Frigate, a ship capable of some of the fastest manoeuvres you’ve seen to date. If you get lucky, you can board his ship and go toe to toe with him for his valuable Blast armour and weapons. Don’t forget to search the ship for any hidden loot!

If you are returning to Marauders, heads up, this Update includes a full Wipe of everyone's progress and accounts. For those of you not familiar with the term ‘Wipe’ in this context, during early access there will be times that we will need to implement new systems or gameplay features. Sometimes these new features will require us to reset everyone's progress back to a clean slate. With the new Raid Missions and Daily Market that we have added in this update, it required a wipe in order for the features to work as intended.

Before we get into the juicy details of this Update, check out this list of Known Issues that we are aware of and will be implementing fixes for as soon as we can.

WARNING: This update and wipe will cause settings to be reset to default, we apologies for the inconvenience. This includes graphic settings, sound and keybinds.

Known problems:
  • Localisation may be incorrect or missing, due to content changes
  • You may need to reset your graphics settings and keybindings as we have added more options.
  • Disappearing items (including containers) have had our full attention and some efforts have been made to alleviate the issue, but due to its obscurity and complexity, we cannot confirm if it’s fixed and may still occur.

And now, all the details of today's Update!

NEW
//////////
  • Red Baron Boss (5 Loadout variations)
  • Baron head and body unlockable cosmetic
  • Strike Frigate (Red Barons personal Frigate)
  • Increased Locations per Raid (up to 3 raid locations can now spawn in space)
  • Maximum 40 player server capacity, up to 10 crews.
  • 40% Increase to the Space map size.
  • Raid Missions (Raids provide players up to 3 missions to complete, rewarding faction XP)
  • Market Trades (Replacing daily contracts). These will refresh every 24 hours and will contain trades for potentially rare loot!
  • M712 special variant, chambered in .45 acp with a 20 round capacity.
  • Suppressor for the M712 pistol and the M712 special.
  • L1A1 Assault Rifle. 300 Magnum. 20 round capacity.
  • L1A1 Extended Mag and L1A1 Compensator
  • Armour type - Blast Armour. This armour mitigates damage taken from inside a ship shot by another ship.
  • Heavy pilot armour (blast armour)
  • Heavy pilot helmet (blast armour)
  • Pilot Armour (blast armour)
  • Pilot Helmet (blast armour)
  • Baron cap
  • Items such as heavy PSH helmet, diamonds, bank notes and silver ring
  • 5 new linear contracts (Zero To Hero)
  • 35 market deals/trades now available with various dealer types.
  • SAS operative body cosmetic now unlockable
  • L1A1 can now be found in the k.a. strongbox
  • The Red Baron and his Strike Frigate have a 20% spawn rate.


CHANGES
//////////
  • Flak Vests now have blast armour value
  • Pods are now targeted by A.I. Ships and Turrets.
  • Zero to hero campaign now gives more pirate faction XP, enough to get the player to level 10 of the pirate faction when the missions are complete.
  • Cosmetics outside the basic raider set have had their cost increased. Cosmetics that were missing their requirements now have them
  • Post raid statistics, including what weapon killed you, accuracy and many more.

ART
//////////
  • Strike frigate interior map
  • Space Debris and Asteroid Pass
  • Moving asteroids
  • 16 Market Avatars added
  • New Jump Gate model
  • Market given its own scene in the main menu
  • Some tweaking to the shop market widgets.
  • Lighting and scene set up for market background.



BALANCING
//////////
  1. Scout ships can now be bought from the Kingdom Alliance trader.
  2. Sten suppressor, Uzi suppressor and Mp40 suppressor now have less complicated recipe requirements.
  3. Repo Man mission can now be completed by examining any forklift in (all raid locations, instead of the asteroid mine half-track bike)
  4. Thompson Damage increased 25>26
  5. Mac10 Damage increased 22>24
  6. MP40 Damage increased 24>25
  7. Heavy Thompson Damage increased 25>26
  8. Mp40 now has a 10% reduction in recoil
  9. Mp40 is now craftable.
  10. PPSH is no longer craftable.
  11. PPSH added to Trader.
  12. MP40 removed from trader (MP40 now considered a mid tier weapon after all changes).
  13. 30% increase to the amount of ammo spawning in an ammo container.
  14. Weapons in the trader no longer contain ammo
  15. Sten, Mat49 and Uzi have had around a 50% reduction in cost/value.
  16. Hidden stash and repo man now only require 1 second to examine to prevent confusion with multiples required.
  17. Commando squads now have the same spawn rate in asteroid mine as other locations.
  18. Sack bag craft recipe now only requires junk scrap.
  19. Pirate helmet requires 1 less scrap junk.
  20. Zero to Hero campaign now gives more pirate faction xp, enough to get the player to level 10 of the pirate faction when the missions are complete.
  21. L1A1 and its attachments can now be found in the K.A. strongbox
  22. Cosmetics outside the basic raider set have had their cost increased. Cosmetics that were missing their requirements now have them.
  23. Capital ship no longer has a main turret (Disabled) but has 2 floating turrets guarding it.


UI
//////////
  • Market menu is now implemented into the trader window, under a new market tab.
  • Appearance menu updated with new cosmetics: Red Baron head, Red Baron body and the new SAS body
  • When you first spawn into a raid, your in-raid missions appear in the top right of the HUD for a short period of time.
  • In-game inventory has had a rework to show the in-raid mission info breakdowns.
  • End screen now shows in-raid mission results.
  • End Raid menu now show Raid stats for: damage dealt, health healed, shots fired, shots hit, headshots, amount looted, breaches, ships disabled, shanks, and close calls.
  • When you die the End Raid menu now shows you what weapon was used to kill you, and where the shot that killed you hit.
  • New UI on items to show when armour has a blast armour value
  • Changed the way you set screen resolution and windowed mode in the options menu
  • New setting in the options menu for setting UI scale
  • When unlocked the vault door now says "Vault Door" instead of just "Door".
  • When ship is at 0 health, UI popup now says "Repair or Abandon Ship", to help let new players know that you can also repair your ship.
  • Updated prestige unlock menu to say "Trader Reputation gets wiped", also added that you can use prestige points to unlock increased inventory and ship storage.
  • Main menu support ticket button now takes you to Team17 official support to centralise support tickets and help us manage them.
  • In-game report bug button now takes you to Team 17 support.
  • New popup when you buy a ship from the shop, telling you it is available in your hangar.
  • Updated the ship management menu wording to use the term sell instead of scrap.
  • Removed daily contracts summary UI from main menu (to go with the system changes).
  • Killing the Red Baron now shows up in the UI of your tracked stats.
  • Updated the in-game exit menu image with the new warp exit gate model.
  • Added a UI blocker over the "unlock" button in '"appearance" tab during matchmaking.
  • Changed wording for keybinding of "jump" key to be "jump / vault"
  • Crew names can no longer just be empty or blank spaces.
  • Zero to Hero contracts menu is now ‘cleaner’.
  • Moved faction standing menu to the trade menu and tweaked its look.


ANIMATION
//////////
  • Tweaked the scale of different ships in the main menu hangar to make them feel more grand.
  • Striker frigate rigged and animated.
  • L1A1 weapon rigged and animated.
  • Player animations for L1A1.
  • Animations for the Mauser Special.
  • Animated elements of the new space exit gate.
  • Updated exit gate cinematic to include the new Striker Frigate.
  • Tweaks to the exit gate cinematic (quicker, added a bit of randomised rotation to the ship as it leaves).
  • Realigned the Mac-10 position on your character in the main menu when equipped in the secondary slot.


SOUND
//////////
  • Tweaks to the vault door sound set.
  • New system for playing weapon foley sounds when moving around, currently for jump land light, and jump land heavy (will be expanded upon in the future).
  • New set of generic weapon foley sounds.
  • New sounds when repairing armours, weapons etc.
  • New ambient sounds added to metal space debris (like the rings).
  • Ambient sounds added to the capital and merchant ship raid exteriors.
  • Ambient sound added to the small clusters of space rocks.
  • Sounds for the L1A1: shooting, handling etc.
  • New items have pickup put down sounds.
  • New items have scrapping sounds.
  • New items have repairing sounds.
  • Enhanced the exit gate sounds.
  • New bullet impact sounds for hitting all material types.
  • Space ambience audio is now wrapped in an ‘blueprint actor’ allowing us to do more dynamic audio per skybox in the future.
  • Put in some temporary sound effects for when you reload the Jackhammer, Double barrel shotgun, Trench gun (will do a proper pass when we have done unique animations for their reloads).


OPTIMISATIONS
//////////
  • Optimised space debris objects tick rate.
  • Optimised ship interior components.
  • Optimised tick rate for rock space clusters.
  • Optimised the exit gate actors/elements.
  • Deleted second settings menu that was spawned unnecessarily in the main menu.
  • Ships network optimisation.

FIXES
//////////
  • Various fixes for crashes.
  • Various fixes for exploits.
  • Various fixes for inventory.
  • Fixed a bug where raid area entrances would block projectiles.
  • Fixes added to prevent falling through airlock floors.
  • Fixed a bug where credits aren’t removed when unlocking a recipe.
  • Fixed a bug where the Webley pistol would have a shell casing drop sound after each shot (when it shouldn't).
  • Fix added to stop light turrets from creating a pop when shooting on some headphones.
  • Fixed a bug where the exit gate area would block projectiles.
  • Fixed bug where "f" would show up when you looked at ship engines inside the ships.
  • Fixed a bug where you could not get money for scrapping a ship.
  • Fixed a bug where prestige points wouldn't be taken if you bought prestige cost appearance items.
  • Fix for player stuck in the crouch position after exiting the port camera "periscope" in any ship.
  • Fixed entrance area material light bleed from one of the Spaceport entrances.
  • Fix for the solo launch to raid button being stuck greyed out if you had created a crew, started searching for a match, cancelled and then disbanded
  • Fixed the jackhammer weapon camera being too close in the weapon workbench
  • Fixed a bug where in main menu hangar a second turret preview mesh would be shown on a rustbucket if you went from capital ship with dual guns and then selected rustbucket
  • Fix for bug where you could get softlocked in the ship management menu.
  • Fixed a bug where using Esc to close the ship management menu didn't play a sound.
  • Fixes to switching/setting resolution.
  • Fixes to switching/setting windows mode.
  • Tweak to help make it easier to shoot as the heavy frigate.
  • Can no longer shoot your gun while in the in-ship drop pod using animation sequence.
  • Grammar fixes for some item descriptions.
  • Spelling fixes for misc item descriptions.
  • Fixed a bug where the right-click options and split UI elements would appear behind containers and bags popup windows.
  • Fixed the K1 compensator and the K1 wire stock reward icons stuck infinite loading on the commander control core contract.
  • Spaceport exit locations have been moved to prevent players spawning inside asteroids
  • Pickup art for M712 fixed.
  • Fix for all players getting the ‘Pod cant Enter’ popup if a pod tries to enter a raid location.
  • Fixed description error on heavy frigate ship.
  • Fixed weapons menu stat for ammo amount being wrong for the MG-42 and heavy MG-42 magazine.

DONE!

That was a lot to get through, thanks for sticking with us all the way through! Now it’s time to suit up, and get out there Space Pirates. There’s loot to be found, and other Marauders to kill in order to earn it.

As a little extra, here's our Red Baron trailer!

Marauders | Red Baron Update OUT NOW!

Dec 14, 2022
Karos - Yazva (Maria)
On December 15, unscheduled technical work will be carried out on the servers of the Karos game. In this regard, the game may not be available from 10:00 to 13:00 Moscow time.

Please note that the time of the work is indicative and is subject to change. We apologize for any inconvenience.
Dec 14, 2022
S.P.A.T. - tamerbek
Hello, Operators! New updates for you!

At the moment, a new weapon system is being introduced into the game - with sights, collimators, magnifiers, attachments and much more.

In general, I want to change the game quite a lot, the systems will be introduced gradually and tested on the new "swamp" map. The map will be smaller, with more dynamic gameplay.

I hope for your feedback and that together we can make the game better.

There may be a lot of bugs here and there, but I tried to make it faster (I had to redo the entire main character and rework almost the entire game dependencies). Everything will improve in the process. I wanted you to try the new version of the game as soon as possible.

It is advisable to delete the game saves \Users\usrname\AppData\Local\SPAT in order to start progression from zero and get more fun.

I will be glad to hear all your feedback and wishes in our discord.


CHANGELOG

Weapon

  • New weapons, with the ability to add attachments.





  • Reload while aiming.
  • Increased weapon RPM for greater dynamics.
  • Added the ability to switch the shooting mode (Z button).
  • One extra magazine (+30 total ammo).
  • M4A1 damage increases 7 -> 7.2
Player

  • Character leveling system, the higher the level, the more equipment is available to you.



  • True first-person.
  • Player's health recovery is not instant after using the first-aid kit.
  • The flashlight does not shine from the weapon, but from the player's head.
  • Drop time decreased 660 -> 600 seconds.
Monsters

  • Monsters now hear from a greater distance, so being quiet and using a silencer will become really important.
  • Werewolf menion runs a little slower.
  • Witch headshot added.
  • The monster is more likely to aggro on bots.
  • Reduced the health of alpha monsters in the game mode with two bots.
Bots

  • Bot damage increased from 5.7 -> 6.5
Map

  • Added an acid effect when hitting mushrooms. Mushrooms can be shot at, then they will emit gas.
UI

  • New character creation menu.
  • New widget if you unlock new item or attachment.
  • Fixed in-game menu. Esc button works now.
Audio

  • Removed stupid player death sound.

BUG FIXES

  • Fixed some bugs that cause crashes in the game (when monster spawner can't find location and supply drop can't find location).
GameMaker Studio 2 Web - ObSkewer
IDE v2022.11.1.56 Runtime v2022.11.1.75

This is a small, but very important update which fixes some of the top issues in the original 2022.11.0 release:

  • Building Projects: Texture pages no longer get overlapping sprites in some cases [was only an issue in 2022.11.0 builds]
  • Debugger: Fixed an issue where GameMaker locked up (and potentially RAM usage jumped up also) when hovering over any object instance values in a debugger event window which has hit a breakpoint/been paused
  • Project Load: Fixed that some Windows/macOS/Ubuntu Game Options were reset to their "Test" defaults each time any project is loaded by some users of those IDEs
  • Startup: GM no longer goes unstable when starting up whilst offline/no network adapter has been found (which resulted in an MQTT exception in the ui.log) [Note that currently it's still possible to get this kind of error if you are online, but in your firewall setup you have blocked GameMaker from accessing your network - please see [url=https://help.yoyogames.com/hc/en-us/articles/360022953052]our GameMaker permissions FAQ
[/url] for how to stop this]
  • In-Game: Fixed that games sometimes failed to start in 2022.11.0 builds due to an audio thread initialisation issue (typically blamed either a collision event time error or just stopped on AudioInit() in the compiler log), which was a source of ANRs on Google Play and inconsistent Steam startups
  • [/list]

    And be aware that for PS4 developers, the SDK version required is now 10.00.94, which is a slight increase over the older-but-still-"10.000" SDK which 2022.11.0 requires. Just ensure you're using the latest "10.000" SDK now.
    GameMaker Studio 2 Mobile - ObSkewer
    IDE v2022.11.1.56 Runtime v2022.11.1.75

    This is a small, but very important update which fixes some of the top issues in the original 2022.11.0 release:

    • Building Projects: Texture pages no longer get overlapping sprites in some cases [was only an issue in 2022.11.0 builds]
    • Debugger: Fixed an issue where GameMaker locked up (and potentially RAM usage jumped up also) when hovering over any object instance values in a debugger event window which has hit a breakpoint/been paused
    • Project Load: Fixed that some Windows/macOS/Ubuntu Game Options were reset to their "Test" defaults each time any project is loaded by some users of those IDEs
    • Startup: GM no longer goes unstable when starting up whilst offline/no network adapter has been found (which resulted in an MQTT exception in the ui.log) [Note that currently it's still possible to get this kind of error if you are online, but in your firewall setup you have blocked GameMaker from accessing your network - please see [url=https://help.yoyogames.com/hc/en-us/articles/360022953052]our GameMaker permissions FAQ
    [/url] for how to stop this]
  • In-Game: Fixed that games sometimes failed to start in 2022.11.0 builds due to an audio thread initialisation issue (typically blamed either a collision event time error or just stopped on AudioInit() in the compiler log), which was a source of ANRs on Google Play and inconsistent Steam startups
  • [/list]

    And be aware that for PS4 developers, the SDK version required is now 10.00.94, which is a slight increase over the older-but-still-"10.000" SDK which 2022.11.0 requires. Just ensure you're using the latest "10.000" SDK now.
    GameMaker Studio 2 Desktop - ObSkewer
    IDE v2022.11.1.56 Runtime v2022.11.1.75

    This is a small, but very important update which fixes some of the top issues in the original 2022.11.0 release:

    • Building Projects: Texture pages no longer get overlapping sprites in some cases [was only an issue in 2022.11.0 builds]
    • Debugger: Fixed an issue where GameMaker locked up (and potentially RAM usage jumped up also) when hovering over any object instance values in a debugger event window which has hit a breakpoint/been paused
    • Project Load: Fixed that some Windows/macOS/Ubuntu Game Options were reset to their "Test" defaults each time any project is loaded by some users of those IDEs
    • Startup: GM no longer goes unstable when starting up whilst offline/no network adapter has been found (which resulted in an MQTT exception in the ui.log) [Note that currently it's still possible to get this kind of error if you are online, but in your firewall setup you have blocked GameMaker from accessing your network - please see [url=https://help.yoyogames.com/hc/en-us/articles/360022953052]our GameMaker permissions FAQ
    [/url] for how to stop this]
  • In-Game: Fixed that games sometimes failed to start in 2022.11.0 builds due to an audio thread initialisation issue (typically blamed either a collision event time error or just stopped on AudioInit() in the compiler log), which was a source of ANRs on Google Play and inconsistent Steam startups
  • [/list]

    And be aware that for PS4 developers, the SDK version required is now 10.00.94, which is a slight increase over the older-but-still-"10.000" SDK which 2022.11.0 requires. Just ensure you're using the latest "10.000" SDK now.
    GameMaker - ObSkewer
    IDE v2022.11.1.56 Runtime v2022.11.1.75

    This is a small, but very important update which fixes some of the top issues in the original 2022.11.0 release:

    • Building Projects: Texture pages no longer get overlapping sprites in some cases [was only an issue in 2022.11.0 builds]
    • Debugger: Fixed an issue where GameMaker locked up (and potentially RAM usage jumped up also) when hovering over any object instance values in a debugger event window which has hit a breakpoint/been paused
    • Project Load: Fixed that some Windows/macOS/Ubuntu Game Options were reset to their "Test" defaults each time any project is loaded by some users of those IDEs
    • Startup: GM no longer goes unstable when starting up whilst offline/no network adapter has been found (which resulted in an MQTT exception in the ui.log) [Note that currently it's still possible to get this kind of error if you are online, but in your firewall setup you have blocked GameMaker from accessing your network - please see [url=https://help.yoyogames.com/hc/en-us/articles/360022953052]our GameMaker permissions FAQ
    [/url] for how to stop this]
  • In-Game: Fixed that games sometimes failed to start in 2022.11.0 builds due to an audio thread initialisation issue (typically blamed either a collision event time error or just stopped on AudioInit() in the compiler log), which was a source of ANRs on Google Play and inconsistent Steam startups
  • [/list]

    And be aware that for PS4 developers, the SDK version required is now 10.00.94, which is a slight increase over the older-but-still-"10.000" SDK which 2022.11.0 requires. Just ensure you're using the latest "10.000" SDK now.
    ...