The news about the ceremony quickly spread throughout the Valley. No faction leader, warrior, or mechanic would miss the chance to attend such an iconic event to show off their armoured vehicle to others and make a name for themselves!
And of course, according to the rules of the old world, the ceremony should have a red carpet, where the participants can show themselves in all their beauty. This year you will get that chance, too!
Stages
Entry submission: from 12:00 UTC, 21 May 2023 to 23:59 UTC, 26 May 2023
Voting: from 00:00 UTC, 27 May 2023 to 11:59 UTC, 30 May 2023
Awarding: 12:00 UTC, 30 May 2023
Objective
Build an armoured car which you can ride on the red carpet. The armoured car must be able to move on its own. Share your entry during the submission stage and don’t forget to add the BD23 tag to its name.
You can see full conditions of the contest, as well as the prize fund, at the Exhibition in the "Clash of Engineers" section. For more information on Crossout, follow these channels:
Fixed an issue that caused the game to freeze when the suppressor wore out.
Added an effect that increases satiety when potatoes, carrots, ramen, and meat are cooked.
Now, using alcohol in a bottle for cooking adds a glass bottle to your inventory.
Bandages, compression bandages, makeshift bandages, and bag items can now be used as fuel.
Adjusted the values of rotten meat and beverage items.
Reduced the weight of the bird trap to 0.9.
Thank you for your feedback! If you have any problems, please let me know in the comments, discussions, or by email at ingeon.shin@gmail.com. Thank you.
How to participate in the beta: Go to your Steam Library > Right-click on Terminus > Select Properties > Select the Beta tab > Select the “beta – Beta branch.”
Fixed a bug with "Blessing of Sea" where your Buff\Debuff slot would be emptied if you had a Buff and subsequently got Debuffed
Fixed a game-breaking bug with the card "From The Shadows", where using it might render the game unresponsive without starting a new run -> saved games should be working properly if you had exited the game after encountering this issue
Fixed a bug where the "One Use" keyword did not work properly with "Preparation"
Added extra fixes to a bug where the Heroic Skill "Quick Thinking" didn't activate Repurpose effects from the cards it discarded properly
Reign's Fixes:
Fixed a bug where the achievement "Packed In" might not unlock
Fixed a major bug where Reign's achievements were not being stored properly, and thus not unlocking
There are a few important core systems going live in this build.
Firstly we have Dismantling, this lets you break down crafted or found items into components which can then be used to craft other items.
We have the Mindsage dust system now in place, which lets you reroll non-static properties on items, maybe you have that +8 sword but really want it to have a higher strength roll, this could be a good option for you.
We also have the cornerstone of some of our future repeatable content roll-out in the events system.
This system lets us spawn dynamic events around the world. You’ll first see an event in Genmire Isle come and go but will be enabling more of these and populating areas with them to provide rewarding repeatable content to break up some of the grind. Not all of these will be combat focused, but more on that coming later.
If an event is ready or active, it will appear on your compass and mini-map with a Green chalice icon or an amber one if the event has already started. Events, along with any experience and loot earnt during them, also reward everyone in the event area when they finish. (edited)
[Misc Changes and Fixes]
Scrap Machines can be found in Genmire, Rogue Island and the Iron Fire Halls. You can now use your horse in the Ice Kingdom.
The following abilities now benefit from primary stats and related masteries
Arcane Explosion Chaos Nova Fire Nova Frost Nova
Fixed an issue where if something has zero of a stat that can provide a bonus to a skills damage, the skill would do zero damage - mainly noticeable on monsters.
Following completion of the Roaming Trader’s Magic Dust Quest, you can now spend Mindsage Dust at the Genmire Roaming Trader to reroll the random stats of an item. This won't remove its levels or change any affixes, but will reroll all other base random properties – Mindsage dust can be acquired through dismantling and has been added into some drop tables (including events).
Weapon drops can now be found in the Ice Kingdom and can also roll affixes.
Reduced the item requirements of most heavy armour crafts Fixed and issue preventing low level wolves from being skinned. Various load time improvements Wolves should once again be skinnable
It's almost been 4 months since Locke(d)'s release on Steam, and I still can't thank you enough for all the positive responses!
Quite a few of you have been requesting a way to save the Host from the game, which is why I'm happy to announce you will soon be able to carry her around with you in physical form:
That's right — an official Locke(d) Keychain is coming out!
The first sample is currently on its way to me, and I can't wait to show you photos of the finished product! Until then, preorders are already open!
I can't guarantee if I'll ever order a second batch, so make sure to preorder and don't miss out on this potential one-time chance.
Thank you so much for your support, and I look forward to sharing more news with you soon!
Thanks to everyone who helped out yesterday with our little (but potentially major) problem of the Steam algorithm not having enough information about you, the players, to offer it the expected launch traffic.
The good news is that the problem is now resolved and views to the Stack Masters store page have increased massively.
Thanks again. I was feeling hopeless there for while and you guys dragged the game back onto the tracks and we are now full steam ahead once again, no pun intended. I have to admit that I genuinely have a tear in my eye as I write this. Maybe I'm a tad too emotional but hey, this game has been my life and passion for a long time and to see it potentially die without getting a fair chance was heartbreaking.
So, what happens next?
I shared yesterday that Stack Masters was an experiment in making a ridiculously polished and accessible game and then selling it at an equally ridiculously low price. Why? Because, as a solo developer, time is so precious that spending huge amounts of time on pre-release marketing is not really financially viable in most cases. It can take as long to do the marketing as it takes to make the game. 95% of indie games fail to turn a profit, and so we have to try out new ideas sometimes to break through. Also, why charge you guys double or even triple for a game, to cover the marketing time and expenses, if there is a possible alternative?
For those that don't already know me, Stack Masters is my third major Steam release. My first two games were NeonXSZ and Space Bob vs. The Replicons, so this is not my first rodeo. Whether I'm an idiot or not is debatable, but I'm fairly confident that I'm not a complete idiot.
The popular consensus from those in the know would likely be to tell me that my experiment is doomed to failure, but the only people who can actually determine whether that is true or not is you, the players. It's now really all up to you guys. I can do my best over the coming weeks and months to get YouTubers and streamers to play and share the game with their viewers, but ultimately, my voice is but a whisper compared to yours. If you guys suggest the game to your favorite streamer you will have an infinitely higher chance of convincing them to give it a try than an unsolicited email from me ever could. Tens of games are released on Steam daily; Imagine what the email inbox, or twitter notifications, of a popular streamer might look like. They will be overflowing with requests from indie devs like me. They will have tuned out from even reading those types of requests a long time ago.
What About Game Updates?
Yep, they are coming. There was already a little hotfix today to deal with controller stick drift, which one player found was negatively affecting their game.
Stack Masters is already super polished and even our most avid community member and alpha tester, (Nomad Universe with 270+ hours played at the time of writing) still hasn't managed to play all the levels in the game.
I mention that only to illustrate that additional level content really isn't required any time soon. There's already enough to keep most of you busy for weeks. We've also spent months polishing off any rough edges and adding all the QOL improvements suggested during testing.
So, now, I want to sit back, and let all of you new players take some time to explore the game and share your views. I always wanted Stack Masters to be a community driven game. Where it goes next is up to all of you. Let me know your thoughts, and we'll filter through them as a community and decide what direction to take the game.
The game already has a fully featured level editor with super easy to use Steam Workshop support, so it's easy to share your levels and ideas with others. Some of these levels will find their way into the game's main campaign over the coming weeks and months.
I have endless ideas for new game mechanics and competitive features. One idea that is very high on my list of potential additions is to add a 'Level of The Week' section to the main menu. In there we could find a new level every week with a permanently visible leaderboard next to it. This would give the entire player base a single level to compete on and push to it's absolute limits on a weekly basis. It's just an idea though - it may or may not happen.
Whatever happens, I've always been a huge proponent of feedback both from the players to the dev but also as a dev to the players. I will be watching any and all discussions that happen over in the discussion area here on Steam. I will likely leave you guys to chat and share your ideas and thoughts about the game in there, but rest assured I will read every word and they will all influence my decisions. I'll post dev updates, like this one, on a regular basis as it seems appropriate and required.
This was meant to be a short little news update and a way to thank everyone for their help yesterday. It's already too long so I'll leave it there.
Thanks again, and don't forget to tell your favorite YouTubers and Streamers to check out the game. The more they hear about it, the more likely they will be to give it a try. If you love the game, and want to see it grow, that is how it will happen.
Crystals: pick up 10 crystals and get the option to gain an attribute bonus. Treasure, Eternal Crystals: -3 to the number of crystals needed for attribute bonuses. Attribute bonuses, altar permanent enhancements, etc. added attributes are displayed in one icon.
Exploration: +5% chance of obtaining crystals, randomly illuminates the location of nearby treasures.
Quest Compass
Ability to discover monsters with treasure. An additional lair hiding awakened treasure. The compass is activated when you gain the talent [Explore]. Compass: points to the most recently unexplored treasure. Compass: After exploring 80% of the map, show the entire map and gain a blue treasure.
Altar upgrades
So altars can be upgraded to speed up the cooldown speed of that type of altar, with levels 1-5 adding 20%-100% cooldown speed.
Treasure: Little Black Cat, +1 to altar cap, gains little black cat and immediate access to an additional cat house. Treasure: Radish, +1 altar cap, doubles the effect of the summoning altar and instantly accesses an additional summoning altar. Treasure: Wisdom Orb, +1 altar cap, double the effect of the Wisdom Altar and immediately visit an additional Wisdom Altar. Treasure: Cube Stone, +1 to the altar limit, doubles the effect of the Spire Altar permanent enhancement, instant access to an additional Spire Altar. Treasure: Candle, +1 to the altar ceiling, permanent enhancement of the Spire Altar must occur, immediate access to an additional Spire Altar. Treasure: Guardian, 1 point of shield for every 3 - " 2 bullet changes. Treasure: Wings, teleport 2 - " 5 times. Treasure: Hearthstone, return to town 4 â€" â€" 10 times.
New Achievement
Weapon Master, difficulty 7, win and have not used [Psychic Weapon]. Beginner, difficulty 7, survived 4 days without having used [Psychic Awakening].
Balance Modifications
Snow King Pony, Snow Elemental: Presence time 25S â€" 15S. Snow King Pony, Snow Elemental: Changed to a secondary summoner, triggering one summoner effect for 10 deaths. Snow King Pony, Snow Elemental: Attack range 2 ---> 1.5. Sleeping King Pony: AOE damage changed to Dark.
Treasure, Little Apple: every 5 seconds, restore 2 life points. Treasure, Pepper: +20 to life cap, every 5 seconds, 1 point of damage. Dragon Ball, chance of appearing 20% â€" 25%.
Quest: Broken fence Change Fence upgrade 1 time.
Optimisation
Demon King's Lair: add Demon King grade display. Freeze display: changed to change monster colour. Cats, stand more spread out. Keyboard movement optimised. Add automatic mouse directional attack [F] key toggle.
It's been a while since we last touched on the multiplayer development, but it's finally time for us to share with you what we have been working on. We have diligently evaluated and refined the direction based on the valuable feedback you gave us in previous tests. After taking a step back and evaluating our available resources, we have charted a new course to deliver the multiplayer experience. As the full launch of Sandrock draws near, we are ready to discuss the new multiplayer design philosophy, exploring its highlights and the challenges we have faced. Join us, and let's take a look at what you can expect from the multiplayer experience.
P.S. Feel free to engage with our content in your preferred format—watch the video or read the text, whichever suits you best.
About the Story: Good News vs Bad News
Here's the good news: The new multiplayer is all about collaboration and working with your team to make your workshop run as smoothly as possible. Get ready to unleash your strength as builders to complete multiple commissions at the same time. Let the chaos of managing a workshop with multiple people begin! Not so good news, we evaluated the story of the previous multiplayer version, and we didn't think that is good enough for players. Due to our limited resources, we've decided to remove the story completely. We've made a tough decision to focus on the workshop mode instead, but we believe that this new experience will open new doors for freedom and creativity for better collaboration.
Town Quests: Good News vs Bad News
It's good for everyone if someone in your team takes on a town quest, you can just sit back and relax while still enjoying the benefits of shared experience and gols. Anybody a fan of lazy shortcuts? But potentially bad for you if you're the hardworking player, your blood, sweat, and tears will be shared, and everybody will happily enjoy the shared rewards. What a bunch of freeloaders, am I right?
Public Storage: Good News vs Bad News
And finally, we want to hit on the public storage we've added to the multiplayer. The public share boxes are the extra space beyond your backpack and personal storage boxes. Welcome to the magic of shared resources and easy-peasy material access for crafting. But be warned, here is the bad part: your personal items might become hot commodities among your friends. Watch out for those cheeky pals who just can't resist a little "borrowing"!
The next multiplayer open test is being planned out as we speak! We'll have more news about multiplayer for you then, but we need a bit more time to collect those developing assets and give our video editors a break. And just as a reminder, the multiplayer will come as a free mode on the full release of My Time at Sandrock.
If you like Sandrock, please leave a comment or review on our Steam page or our Discord community. We'll improve Sandrock with your help.