Fix d'un soucis a la mise a jour des trophées , qui faisait en sorte que les trophées ne se recharger plus si vous aviez accomplit le niveau avant la mise a jour Déplacement du bouton pour désactiver l'intro du menu au menu des options Fix d'un soucis dans School et School Dark ou les joueurs pouvait traverser un mur puis tomber sous la map Ajout d'un effet VFX et augmentation du son pour la clé d'ouverture des salles Revive Coop
You’ve been asking us how long Stranded: Alien Dawn will remain in early access for, and as we head into the 6th month of early access, we’re excited to give you an update on development.
Firstly, we want to give a huge shout-out as always to every player who has taken part in early access to date, and for sharing feedback and suggestions on our forums, on social media, or on our Discord server. We really couldn't do this without you!
Since the beginning of early access, we’ve added 3 major updates; ‘Dunes and Moons’, ‘Tame and Train’, and ‘Mod Tools’ and ‘Steam Workshop’. We’ve just announced that a fourth update, ‘Sow and Sell,’ is landing in early access on Tuesday 28 March which brings an all-new Trading Outpost scenario to Stranded: Alien Dawn.
We’re delighted to announce that we are now heading to full release and will be exiting early access soon. We feel the game is ready for a wider audience, and you’ve been an integral part of our journey so far. This is an exciting next step for the game, and we’re looking forward to sharing more details about our plans in the coming days.
Tune into the Future Games Show Spring Showcase this Thursday 23rd March to find out more >>
Hello friends! Due to the fact that many people had to stay at home in isolation due to COVID-19, we decided to add another Let's Play Together competition in the middle of the week, just for fun-with different crazy levels and (alas!) no prizes. We think it is clear by now this extra LPT is a permanent addition too :)
The rules are the same: log in to our Discord server, keep it running, play a competitive level, complete it with 5 stars and have fun! Visit our Discord server (#lets-play-together channel) to learn more.
We got a special Friday Livestream happening at the end of this week, so make sure you mark your calendars and follow our Livestream channels below (Twitch and Youtube) so you don't miss out on some interesting content!
The scheduled maintenance will occur during the following period:
From 3/21/2023 (Tue) 7:00 PM (PDT) to 3/22/2023 (Wed) 1:00 AM (PDT)
*Please do not connect to the game servers until the end of maintenance is announced.
*Please note that if the 24 hour period after a Character Deletion Request passes during the maintenance, the character will be deleted.
*Characters that have completed the “Application for Ship Transfer During Scheduled Maintenance” will be transferred. AC will not be consumed until the Ship Transfer is complete.
*Ship Transfer applications will be processed according to the order in which they were submitted. However, some Ship Transfers may be postponed until the next Scheduled Maintenance if the number of submitted applications is excessive.
*If you do not have enough AC at the beginning of the Scheduled Maintenance, Ship Transfer will not occur, even if you purchase AC during the Scheduled Maintenance.
*For more details on Ship Transfers, such as the requirements, please check here.
Please note that the time maintenance is scheduled to end may change depending on the circumstances.
The Giga-Chad Patch was too powerful and we needed to adjust some things asap :)
Card Changes:
Focus - After all Mages changes and Ability Cost changes that Card needs a little Adjustments. : (passive) Focus decreased: 2.5 -> 1.5 (1/5) Focus decreased: 0.5 -> 0.3 (3) Focus decreased: 5->3, Duration increased: 2 -> 3 (7) changed to: “If both Abilities are off Cooldown, Apostle regenerates 6% of missing Stamina per second.”
Wizard (4): fixed to work properly
Caster (5): increased cooldown: 2 -> 3
Ability Changes:
Fireball: maximum range set to: 735 Cooldown increased: 4.5 -> 5. Stamina cost increased: 30 -> 35.
Fire Ring: revert damage change back to: 12 + 12 per second.
Hello Everyone! Filip, a Paragrowth developer here. Here's another report on the latest developments in the game.
Last month, I was a bit too busy in my life to do big progress in the project, but I still managed to take some important steps forward!
I started moving the rewritten mechanics to the new, clear environment project. I began to stick all the character/inventory/AI mechanics together, and during the process, I noticed an important thing to decide:
Rendering a good-looking forest is still a big challenge for computers. I want to avoid problems with low framerate in the future, so I decided to test such an environment using different rendering techniques. Another important thing for me is to make the game run smoothly enough on average computers.
It seems URP will give me a boost of around +55 FPS, which sounds promising. With faster rendering, it will be easier to add more details in the game areas, and it will not limit my ideas for implementing more complex mechanics.
As you can see - more FPS + keeping graphics on a very similar quality level.
But there's a downside: URP provides less color data for darker scenes. Dark scenes are important in Paragrowth, but it seems that I will be able to maintain a mysterious ambiance at a good enough level, although it will probably be harder to achieve than with the standard rendering pipeline.
The other things I've done were some polishing for the character movement/animating, a few small improvements for the procedural generation system, some quick image adjustment tools for unity editor, new features for my animation editing tools, learning the Data Oriented Technology Stack (which can provide very fast (~6x boost) calculations that can be applied to some of the mechanics), improving ragdoll mechanics, and a few other boring things.
And that's not all for the news! I had an apprentice who did a really good job modeling 3D objects. He modeled many objects for the second project I am developing, SPECTEARED but he also created a model of a distiller, which I will describe in brief below. There his Artstation!
I will let you down - you will not be distilling vodka there. In the Paragrowth forest, undergrounds, and corrupted areas, you will harvest many unknown substances which you will be able to distill to create ingredients for special items, mutating, weapon morphing, etc.
The plan for next month is to continue connecting the main character mechanics with the environment setup.
Feel free to comment, ask questions, or give feedback!