Spell new Up angle variable Counter Node add Hide after Threshold option Counter Node Fix Cicrle not hidding Auto save when toggle play Fix crash when loop fast trigger with spell as source Spell Trigger zones now use trigger location
Wow. So I made a Reddit post this morning hoping to drive my expectation for 5 players up to 6. A sincere heartfelt thanks to the Reddit community for making this not only one of the most memorable days of my life - but leaving me totally speechless. As of writing this, my hope of 5 players has been far succeeded and there are over 100 people fracking the world. You have no idea what that means to me.
I have worked on this game for so long. I'm so proud of it. And I am so excited that so many people are playing it - even if it does kind of terrify me. Please please let me know if you stream the game, I will try to pop in. If you have any questions or feedback, don't hesitate to let me know. I want to listen to all feedback earnestly.
I want to quickly make some context before the next bit. I am a solo developer with a full time work schedule and this is my first big release. I say this so that the pacing of patches to improve the game - which I'm insanely proud of - is set with realistic expectations. That said I've loved the feedback I've heard so far from people playing the game today while I was at work. Great stuff and stuff I take to heart.
I will have a hotfix made available within a week addressing three points of early feedback: -an error with the volume setting not loading correctly when adjusting in prior sessions -a visual queue to sell oil to help make the system more intuitive (its the S key) -prevent the player from purchasing buildings when they don't have the funds (this was something I intentionally chose, but considering I've seen it several times in the early feedback, my intention was wrong and I will adjust it)
Thank you all for making this a day to remember, and frack away! Kyle
Testing the new (pre-6.0) version of the game, I encountered a bug in which docking with the Mothership Altair was not working. In the process of testing I loaded up the (then) current version 5.3.4, and lo and behold, the mothership interior was way too dark!
I figured out what happened and have been able to fix the issue. The shader I use was not working and the map just had to be re-compiled with the corrected shader. Now the mothership interior (while still fairly dark) will look much lighter and have the lighting effects it always should have (and indeed thought it did until very recently).
Check out the dimly lit corridors leading to your landing dock...
Grab a cup of coffee at the Starbux...
Go to the lower level and stop in at the Starbux ... or visit the Cygnus Lounge (now serving Starbux Coffee)
Note: This update is for the Steam Deck Beta and Preview channels, and includes new features that are still being tested. You can opt into this in Settings > System > Steam Update Channel.
General
Fixed shortcuts regression in this beta when users or 3rd party utilities add command line parameters to the shortcut exe path
Move advanced HDR options to Developer Settings
Streamable games are now included in the "Ready to play" game filter, though the default action is still to install them locally.
Game invites in the Quick Access Menu will now default to opening a context menu to accept the invite rather than navigating to the chat tab and having to hit "Accept" there.
Fixed crash when in a voice chat
Fixed crash when authorizing a microtransaction purchase in the overlay
Fixed the Play button stealing focus when a game is launching
Fixed "Find games to play with friends" not working in Big Picture Mode
Steam Input
Fixed Logitech F310 controller input on macOS and Linux
Added mapping for DualSense Edge Wireless Controller on Linux (note that advanced feature support require Steam to be able to access the /dev/hidraw* devices)
February has been and gone - I know it's the shortest month but damn that was quick! Here's what's been going on:
Moth Symphony
Our favourite moth composer released their debut album, Moth Symphony! Moth is currently three for three on composing TNgineer game music so might as well be one the family and they deserve the shoutout!
As you might have seen, we’ve started planning out the next major content update for APICO - What Lies Beeneath!
This update will cover fishing, deep sea diving, coral reefs, more bugs (and actual bugs), and a whole lot more! Follow along on Ko-Fi for the February devlog that’ll be out in the next week or so to find out what we’re up to <3
Toktik???
God help us all I’ve only gone and make some Tiktok accounts! But fret not, for next month we’ll be introducing our first new TNgineer to join the team who’ll be taking over our social media + community management and will be at least 40% less cringe than me*
If you want to get in early you can follow APICO, FTBS, and Rift Breach over there RIGHT NOW
Achievement Unlocked!
This month we also applied for the Xbox Dev programme and got accepted! We’re still signing some paperwork but once settled it means we’ll have our own Xbox DevKit, Hivemother help us all…
We got accepted from proposing Rift Breach (so guess thats happening now) - but should also help us sort out APICO’s Xbox build, which has been in limbo for a hot minute/hour/day/year/century
So that’s a wrap on February, bee safe and we’ll see you next month!