Upon taking a lookback at the game as it stands right now, on my hard drive, and my initial plans for the game, and the plans I have now. I came to a conclusion.
This game was not designed to be developed like this. For the past 2ish years, I've been balancing school with game development, and recently I've also been tackling other passion projects that are simply more fulfilling, easier, and of higher quality for me. But that in no way means that I want to stop developing REPLANTED. It just means that I need to change how I'm developing it.
As of now, REPLANTED has been put on an indefinite delay, until both it, and REPLANTED Part II are ready for release within the same year. The effects of this delay will be huge, it's likely that REPLANTED will be put 2 years off from it's current planned release date, but it's what's right. If you didn't already know this, REPLANTED is part 1 of a two part 2 duology. It was always meant to complement another game, which will be more unique, linear, and in my opinion, better. I realized that if I were to continue working on replanted like the way I had been, there would've easily been a 2-3 year wait in-between the parts, which I did not want to happen. I want to be more eased out when working on the games, and I don't want to rush out either of the games (which was probably going to happen if I were to continue working on the games with the mindset of "the release date should've been a year ago, finish this immediately." and "don't leave people waiting too long."). REPLANTED as it stands, was going to be a little rushed if it came out when I wanted it to come out, so the delay will hopefully give me more time to work on it, and really create the REPLANTED that I want you all to see, instead of the one you were going to get, on the topic of Part II, REPLANTED Part II was planned from the beginning, but design work only really began in 2022, and I haven't spent much time at all working on the game as an actual tangible exe.
I will also be taking a step back from marketing the game like normal. This means I won't be saying anything about it until the games are essentially almost finished. This is mainly because I don't want to be advertising games that won't be out for a while. As it stands, look at it this way: If I'm not dead, and this page doesn't say the game is cancelled, the game is being worked on. If I'm dead, or the page says the game is cancelled, the game is cancelled. But I doubt that second one will happen before release.
TL;DR: REPLANTED will still release, but it's being delayed an unknown amount of time to release next to REPLANTED Part II, which was planned the entire time, but only began actual development work recently. It's not cancelled, it'll be out when it's out. Don't expect any more news until then.
Now introducing: The McTrio! … and no, this is not a McDonalds collab.
We are adding the Mexican streaming trio El Mariana, Aldo_Geo and Roier as skins in Rubber Bandits. The trio are among the most watched Spanish speaking streamers on Twitch with El Mariana being on the monthly top 10 worldwide several times.
They stream different games including Rubber Bandits which they took to the front page of Twitch with 120,000 concurrent viewers on our game. For that, we are humbled and believe some gratification is in order.
Hope you all had a great week! It’s Saturday again which means another Devlog Update!
You can check out what's new in the video below, but in short, we have one MAJOR key development this week:
🎯CRITCIAL DAMAGE🎯
Now have a chance to land a critical hit on enemies
Can be seen as large red numbers above the enemy
Adds more complexity to the combat (can increase crit chance through items)
Thank you all for continuing to follow and support the development of Kittens with Cannons. Have an amazing rest of your weekend and see you all next week for another update! 🐱
It has been one year since the release of the Early Access version of Gold Hunter. A lot of energy and time has been put into the project and we still have a lot planned. First of all, we would like to thank all players for their support, be it in the form of suggestions, bug reports and livestreams. This is what makes the game unique and allows us to design the game partly according to the players.
There have been many ups and downs in the past, all of which we have been able to overcome so far. In the end, that's what makes the project and also makes us strong for future tasks.
Live Streams
Currently I am still a bit sick, but I hope that this will improve in the near future. From the 15th of June I plan to start regular developer livestreams again. That means, again dev streams from monday to friday and there will be as usual on friday evening the talk stream. the talk stream. In the talk stream we talk about news, answer your questions and if an update is planned, the changes will be shown and the update will be released afterwards.
Updates
The next planned update should come this month. Unfortunately I can't give an exact date yet. In this update the focus is on multiplayer, gold balance and general bug fixes. There will be no further system and enhancements yet, because I lost some time due to my illness.
But by popular demand from the community, the Experimental version will be back. For you as a player, this means that we will bring future updates to "Experimental" first and this can be tested extensively.
Since all players will have access to this version, a large number of players can filter out the last bugs in the shortest possible time and we can fix them.
After 1-2 weeks the version can then come to the "stable", ie standard version of the game. This means that we don't only have a small group of players who can test the update before it is actually released, but every player can test it.
Once the next update is released, there will also be an update every week on Friday if necessary. This is to get back into the rhythm of being able to provide an update within a short period of time.
Roadmap 2023
We still have over 6 months to release various updates this year. In this time there will also be one or the other new system/module in the game. To give you a little foretaste, I'll mention a few points here.
■ more vehicles ■ tank system ■ company system (employee-, vehicle- and rights management) ■ power system (generators, cables, etc.) ■ water system (pumps, hoses, etc.).
These are just a few modules that will be waiting for you.
Social Networks
Another point, are the social networks. Unfortunately, these have been used very rarely in the past. On Discord or Steam news and announcements are published, but you can provide much more. Be it regular news, teasers on future updates and much more.
In addition, other networks such as Youtube, Facebook, Twitter, etc. were very neglected. But this should change in the future and we want to fill these channels with regular content.
So, that should be it for today's article. We hope that we can answer many of your questions. If you still have questions, please feel free to ask us.
Otherwise, we wish all players a nice weekend and see you at the next livestream.
🎯 [UI] Numbers shown for damage, hull gain, warp plasma restoration and XP are now scaled according to the UI: General text setting (see the main menu options). 🎯 [UI] Text scale options are now per default increased for systems with low resolutions, such as the Steam Deck. 🎯 [UI] Text in the quest log screen and the dialogue screens now account for the desired text scale.
---------Beta branch--------- 🎯 [Continuum XXL] A campaign mode above Continuum XL has been added. It is unlocked upon completing the game on Continuum XL. In the current build, it is the same experience as Continuum XL, but with all enemies at max level.
Just a small patch to address an immediate issue which was created from last night's patch.
- Fixed an issue related to deserialization and references resulting in the Tile Spawning system to not shift tiles properly. Our game worlds are randomly generated and then the tiles shift around at runtime. In the last patch we introduced an error due to the game's save system which resulted in a rare bug that could break the system from working properly. Should be working properly now.
Also spent a little time to address these things:
- Lowered physics time step for smoother movement - Code refactoring
THANK-YOU to all of the Remastered and CONSORTIUM VR Playtesters who have either posted on our Discord Bug board and/or used our in-game bug reporter when coming across various issues. We are working to keep up with the fixes as all you amazing people find and divert our attention to the issues you’ve found when playing.
FIXES:
- Fixed the NON-PROGRESSION bug that did occur for many after downing the traitor. (fixed ISS OnCompleteGoto testing abandon logic before the next group was ready causing abandon distances to fire when they shouldn't) - re-hooked up zenlil wings inputs to the wings, this fixes the primary engine state and turbulence animations - fixed not being able to pickup from pawn32s body after a save / restore - point_alignment ents no longer require the cast member to exist to function. Fixes queen alignment sets and maybe others. -Removed logic that was mysteriously closing a brig privacy shield just as a fight is about to start with Kiril's mercs.
Major Virtual Trainer tutorial fixes: -Fixed non-progression that could occur. -Re-scripted the CEAR tutorial - game now forces players to incap the first wav, or they will respawn forever. -Fixed broken non-VR secondary fire instructions (all that is required now is calling out the assigned button press for secondary fire along with the HUD hint). -Fixed overlapping R25 lines. -Added black outlines around words in Basic Tutorial scoreboard -Energy Tutorial now comes first for players, before the Bishop training scenario hosted by Rook 25.
TWEAKS:
- removed redundant/dedicated recycle button -CEAR Sonic Wave tweak - balance oif it is now perfect/done. Players have fine control now over how much force to exert on non-shielded enemies, so players can see the various stages the AI can get into. -Added black outlines around words in Basic Tutorial scoreboard
IMPROVEMENTS:
-Various improvements to conversations throughout the last half of the game.
-New Ending work: Stream polishing pass in progress for the Briefing. Developing…
Universe Saving: - Added a new Chapter and offset all the Chapter indices - Save games that currently exist will be updated to offset the beats to leave room for the new beat - Autosaves will now take their title from the hardened save just in case they aren't the same - Autosaving no longer happens when entering the front end, happens if you quit without saving - Universe branching just clears the title of the new universe instead of using a suffix
Information Console: -21 new info console images - we hooked up MJ A.I to iDGi-1 to try and give us accurate snapshots of the other world - NOTE: despite best efforts accuracy is highly variable and these are only early results. Thx - V.D. -Content pass in progress: 21 new documents, fully polished 160 documents, deleted about ten for being boring/pointless aaaand have about 70 to go. Developing…
A Stress Test will take place Saturday, May 20th! You can find the necessary playtest info and times below.
We have some exciting news to share with you regarding BattleBit's official anti-cheat. We've made the decision to switch from EAC to FACEIT Anti Cheat. While this is very exciting for us, there is a small problem. While we would love to distribute FaceIt's server-side anti-cheat to our community-hosted servers, there are legal restrictions in place that prevent us from doing so. FACEIT prefers to keep its server-side anti-cheat private to keep it secure and not exposed, rather than publicly available for security reasons.
Therefore, we will continue supporting EAC, allowing our community-hosted servers to use it. For Community Servers that would like to make use of FACEIT Anti Cheat for their Server, it will be available only when renting from one of our Partnered rental server providers.
We'll be sharing more details about early access, events, and updates starting next week. For now, thank you all, and see you soon!
Server Regions:
North America
South America
Europe
Asia
Australia
Supported Match Sizes:
127 v 127 (254 players)
64 v 64 (128 players)
32 v 32 (64 players)
Start/End Times:
6:30am - 12:30pm (Pacific Daylight Time)
7:30am - 1:30pm (Mountain Daylight Time)
8:30am - 2:30pm (Central Daylight Time)
9:30am - 3:30pm (Eastern Daylight Time)
1:30pm - 7:30pm (Greenwich Mean Time)
3:30pm - 9:30pm (Central European Summer Time)
9:30pm - 3:30am (China Standard Time)
10:30pm - 4:30am (Japan Standard Time)
11:30pm - 5:30am (Australian Eastern Standard Time)
FAQ: [expand type=showmore]
I've never played before, how do I join? - Head to our store page, and click "Request Access", it should be granted instantly! A Steam account created before 2022 is necessary to connect for playtesting.
I already have playtest access, do I need to sign up again? - Nope, welcome back!
Some of your tests use a different build, do I need a code for this? - No, the main branch is fine!
Is streaming/recording allowed? - Sure! Just keep in mind this is still in-development.
Where do I report bugs, or other issues? - We would greatly appreciate it if you'd share with us over on our Discord, but if for whatever reason that is not possible, feel free to make use of our Steam Community!
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Stay up-to-date and in touch with us on Discord and Twitter. If you're interested in watching live development, check out TheLiquidHorse on Twitch. If you'd like to further support the development of the game, check us out on Patreon!