It doesn't matter for what reason you bought the game! I want people to be able to launch and play at any time! Moreover, I want to remake the game for several reasons. While there will be a small demo version or just a launcher. If you wait, there will be a remaster of the game!
Today we are sharing some upcoming changes and features coming in the next several updates of Beyond Contact.
Please note that all changes shown below are still in development and may be subject to change before release.
Upcoming Changes
Patch Highlights (more details will be featured in the release change-log)
Added the ability to mass-deconstruct an entire room of a Shelter / Habitat at once (alt + right-click by default):
Improved the tooltips of Thermo Bulbs and Oxygenators to help identify invalid habitats:
Added a construction time to buildings:
Updated weapon tooltips to show primary and secondary attack key bindings:
Players can now change most settings on their existing save files. For example, a player may reduce the frequency of raids if they are too difficult without having to start a new game.
Added new temperature screen effects - colors will now shift towards colder or warmer hues based on the player’s temperature:
Upcoming Features
Combat Changes
Weapon speeds We’ve re-balanced player attack speeds across the board. This should make combat feel a lot more fluid and fun.
Primary and secondary attack damage changes With the adjusted attack speeds, we have re-evaluated the damage of all primary and secondary weapon attacks.
Creature health Creature health has been adjusted. Using lower tier weapons on higher tier creatures should be more distinct and encourage players to upgrade their weapons, which are also stronger.
Creature damage We’ve overhauled the amount of damage creatures deal to make it a fairer experience for new players.
In the current version of the game (1.0.2), some creatures are capable of dealing upwards of 50 damage in a single strike, which is far too punishing for newer players. To mitigate this, we have reduced and rebalanced the damage output of all creatures. The highest damage creatures can deal has been reduced to 30, which is reserved for slower / heavier attacks that are easier to avoid.
Overall, these changes should allow new players to learn and experiment in combat more freely and to not be punished too heavily for doing so.
Armour protection We’ve tweaked armour protection values. Previously, the Dreadnova and Exosuit sets were overpowered and reduced damage by over 90%. These values have been reduced in combination with creature damage, and a more tiered approach has been applied to each set to encourage players to use different armour for different situations.
New Creature abilities We’ve spiced up some creature abilities. With the increased pace of combat, we felt creatures needed to be able to avoid and manoeuvre around the player more.
Some creatures can now evade attacks
Urchins can now leap to attack
Corapods now have a bite attack
Some creatures’ attack speeds are now faster
Bull Crogs are now able to charge
Screen Shake We’ve added a new screen shake effect to heavy attacks. This should add more weight to their impacts. The effect has a setting to adjust its intensity or completely disable it.
Server Difficulty Settings With all of the above changes, we’ve adjusted the difficulty setting values when starting a new game. More details will be provided later, but the main goal is to keep harder difficulties as a challenge in line with the changes to creature damage.
Blott
Meet Blott, an alien wanderer who has joined Space Corps to continue her own journey across the galaxy. As Blott, you will discover a mysterious connection with the world around you and acquire new abilities to empower your agricultural efforts. Blott is able to grow more produce than her fellow Operatives and is able to draw upon other living flora to aid her in survival.
Other changes
Skill point reallocation
Players will now be able to reset their skill points for a price. This will allow players to try out different skills on different characters without having to start a new game from scratch.
Further changes will be included in upcoming patch notes. We have limited the scope of this development update to highlight changes we feel players will be most interested to see.
As always your feedback is welcome and appreciated.
We are more than excited after the launch of the new addition to the Barn Finders family - the Bid Wars DLC. We worked very hard to give you some new and fresh experience while still keeping the good old Barn Finders vibe. We saw your playthroughs, we hear your comments and first of all, we also see your reviews. We know that some of you wanted some good old fashioned Barn Finders experience and the new DLC is not exactly in their taste - we get that and we listen to your feedback very closely. So, here are few things we will be doing in the next few days / weeks:
Focusing on DLC bugfixing - we know some of the music is not affected by options, there are some issues with achievements, various small fixes here and there.
Improving the onboarding experience with additional tutorials for interaction with box, crafting etc.
We are preparing some nice surprises for all the players of the base game, but inspired by the Bid Wars - be ready for some in-game goodies.
We are preparing the plan for bigger improvements to the DLC, but we need some time to figure it out fully.
As you can see, we are fully committed to improve your experience and to see the Bid Wars island the way we saw it, both in design and in the production phase. We believe in what we prepared and hopefully you enjoy it the way we do.
And if you do (and only then)- we would kindly ask you to leave a positive review - it would greatly help us and motivate us for all the times ahead.
Once again, thank you for playing the Bid Wars DLC - and see you on an island!
Our newest game is just around the corner! The Shape of Things is coming on May 26th! ːtinyloveː
Let us share more about the game here! (ღ˘⌣˘ღ)
Set your own mood! One of the things you can do in The Shape of Things is to pick your own mood, we personally enjoy rainy days so why don’t just express that out in the game at your own way. Whether if you love sunsets or snowy mornings set your own coziest mood!
When you complete a gacha world you may find out new decorative things in your room! So keep an eye and see what’s new!
The Shape of Things is a true non-linear gameԅ (≖‿≖ԅ). You don’t know what is the next mysterious world you will get in the Gachapon machine! Maybe an arcade room or a flower field! who knows!? So, your progress will not be the same as your friend’s giving you a different experience of progression.
Talking about your non-linear experience, as you unlock new gacha worlds, a mysterious and unique constellation is going to be shaped in your room’s ceiling 💫! We are looking forward to seeing your constellation shape, so make sure you post it on the “Screenshot” section!
Steam Deck? We’ve got you covered! (づ。◕‿‿◕。)づ 🎮 Although the game does not have the “Steam Deck verified” doesn't mean the game won’t work on the Steam Deck (Since that relies more on the Steam support side). We are happy to share with you that the game runs perfectly on Steam Deck! So, you can play it wherever you are if you own one!
Take it easy!(❁´◡`❁) The Shape of Things is not a competitive or time-attack game, we have added plenty of puzzles so you can play at your own pace enjoying a cup of your favorite drink, just before going to bed or if your favorite MMORPG is overloaded and you are in queue.
Best with headphones!☾⋆⁺₊🎧✩°。 If you enjoyed Tiny Lands BGM, we have prepared for you more of this amazing soothing and cheerful music in The Shape of Things. The Original Soundtrack music for The Shape of Things will be available too on Steam here!
Streamer friendly! 🎙️🔴 This is a game that you can stream with your community to chill and chat! We officially communicate you are able to monetize and stream the game all you want without any intellectual property issues regarding BGM!
See you soon on May 26th! ːtinyideaː Hyper Three Studio team
It's been a super busy time here on the Orbiting Disco space station, so let me fill you in on what's been happening.
DEMO FEEDBACK Those of you following Dust Fleet on Twitter will have seen plenty of Tweets about the game making the journey to PAX East. The demo was available to play there and was also released on Steam for anyone to try out. Feedback has been really good, and I learned a few interesting things about how people play the game.
As many of you correctly spotted, the demo can be tough, but it also doesn't put any real pressure on you - enemies don't attack you between turns meaning you can take your time building up your fleet and attack when you're ready. This was a conscious choice for the demo, as I didn't want players getting into too much difficulty. In the full game, depending on game mode and settings, there will be reasons to force you to expand, and enemy attacks you'll have to deal with.
Another point raised was that, while you can see enemy ships on the starmap, if there's a mission at a location, there's no way to tell what you'll be facing. This happens because enemies that roam the starmap are different to the ones you get in scripted missions. Enemies in missions are only spawned for that mission, and disappear again afterwards which of course means that until you start the mission, the starmap has nothing to show you. I'm going to see if I can rectify this by getting the starmap to reach into the mission data and pull out some of the ships that will be used in the mission. I still want to keep it a bit vague, as missions have a lot more going on and I wouldn't necessarily want the player to know eveything that's going to make an appearance.
Another question was about why squadron fighters are automatically rebuilt as long as a single ship makes it back to it's carrier. Some have pointed out that it's not realistic or doesn't make sense. And yes, this is one of those choices that makes more sense as a gameplay element than for realism. As fighters are destroyed, the value of the remaining fighters goes up, since they carry the value and veterancy of the squadron. It gives the player a mini-objective to keep those remaining fighters alive and get them home safely. This also helps the player not feel discouraged about using them, because they have every chance to get them back as long as they're careful.
And finally, yes, I'll be fixing that bug with the unit audio being very loud. Sorry.
MINING AND RESOURCES
Something else that came out of the demo was some uncertainty about when to use drilling barques.
During battles, drilling barques can mine asteroids in the battle area. If there are stations nearby, you can then use the resources you've mined to build ships. If not, you get to keep those resources for later.
In the starmap view, drilling barques currently don't do anything, but I've been working on some changes here.
As you progress in the game, you'll have more and more stations, and as you fit them with refineries the amount of resources you gain will increase - a lot! In longer games resources are no longer an issue. While the enemy will attack your stations, it's easy to get to a point where this is nothing more than a minor annoyance. So, I've made 4 key changes here to give players more to do in managing their stations and spreading their territory.
LIMITED RESOURCES: Resources per location are now limited. They'll run out, and when they do things like refineries will drop to 5% of their normal output.
MINING DURING TURNS: Drilling barques will now also mine some resources each turn on the starmap. If the location they are at has none left, they too will produce resources at 5% of their usual rate.
RESOURCE GENERATORS: There's a new technology on the tech tree - a resource generator. As you progress up the tech tree, you'll unlock these modules, and be able to fit them to industrial stations. They can generate a steady stream of resources at locations where there's nothing left to mine, BUT... they need something else to work, which brings me to point 4...
POWER: In addition to resource generators, power generators have also been added to the tech tree. These can be fitted to science stations, and provide power to neighbouring stations. Resource generators, shipyards and station sensor arrays now require power to function. The good news is that even though only science stations can generate power, you don't have to keep everything close together. Any station that is receiving power can retransmit any power it doesn't need to its neighbouring stations. So you can build a network of stations that use power, and distribute your power generation however you like. As you progress down the tech tree, you'll unlock bigger and better power generators, which is good because resource generators will use a lot of it!
If you like the look of the game or enjoyed the demo, make sure to wishlist us! If you want to be kept up to date with progress on the game's development and connect with our community, you can check out our Twitter, Discord, or YouTube!
That's it for this update - I'll see you on the next one
Inkbound is now available right here on Steam! Dive into a run and uncover over 200 powerful items, party up with your friends and defeat two more final bosses, level up and unlock the Clairvoyant and the Obelisk, and be the first to reach the ultimate rank: Inkbound!
The journey to this day has been a long but amazing one. It’s been so much fun getting to know you in the past year and I can’t wait to meet more of you as the Inkbound adventure continues! Hopefully I’ll see you at one of these events and don’t forget to say ‘Hi!’ if you see me in Inkbound.
See you in the Atheneum! ~Cami Community Manager at Shiny Shoe!