Hello Everyone! The next update is scheduled for 6/25/2023. In this update I am going to be adjusting the brightness for a few scenes as well as improving the optimization. We will also start adding some voices to the characters to give the dialog more life and immersion. I have been working on adding in more trinkets and POIs to the existing zones. There will be some tweaks coming to small animals like the Rat, Chicken, Rabbit and others. My goal will be to allow the player to interact with them in a friendly way, but give the option to make them hostile and attack them. There will still be regular bug fixes released until then if anyone comes across one that needs immediate attention. If there is any content you would like me to focus on please let me know either on here, Discord, Twitter, or Youtube.
Over the past couple of days I've been working on some internal stuff and things I can't reveal just yet, but as I have discovered a couple of important bugs I've decided to push a bug fix update in order to address the problems.
Fixed a crash on declare war
Fixed numerous localization errors
Fixed upgrades in the 1210 and 1405 start dates
Fixed changes to the "factory buildings" not correctly displaying
Changed some values around in order to prepare the game for future plans
Added ~50 new regions outside the Domain (wild space)
Added "Global Region Economy" to the scenario editor (mass population and development editor tool for regions)
Assorted fixes for the scenario editor
I hope you all are enjoying the new content in update 1.2 and if you've bought the game recently I hope you like it, if you do please leave a review, it would help me a lot more than you know!
Hey Dads!!! Our amazing narrative designer Jory Griffis just released his new survival-horror game (co-written by DDADDS co-creator Leighton Gray)!
Check out HOMEBODY, from Game Grumps and Rogue Games. It's a bittersweet, sad, earnest story with fun characters and some silly jokes. And puzzles! The tone is a lot like Dream Daddy, only it's scary and you die a lot.
Over the past few years, we have been continuously investing in research & development in VR optics for current and next-generation VR devices. Thanks to improvements to our optical elements, coatings, canting, and manufacturing processes, we are excited to announce several key optics breakthroughs that have improved field of view (FOV) and optical performance.
The new technology has been successfully implemented in production, and Beyond remains on track for a Q3 ship date for the first wave of customers in the United States. Every Beyond customer will receive the following improvements, including people who preordered in the past few months. Let’s get into the details.
Improved field of view, up to 102°
Field of view (FOV) has been increased to 102°, approximately 10° larger than before.
These improvements do not come at the expense of angular resolution (PPD) or stereo overlap. Bigscreen Beyond has stereo overlap equivalent to the Valve Index. All customers will receive improved field of view except those with a 70mm-72mm IPD due to physical size limitations.
Improved sweet spot, glare, and optical performance with 32 PPD
Various optical characteristics such as clarity and sweet spot have improved. Lens artifacts such as glare have been reduced as well. Pixels per degree is now officially 32 PPD.
Increased IPD range, 55mm to 72mm
It’s important to use VR headsets set to the correct interpupillary distance (the distance between a user’s eyes). When using VR at the wrong IPD, users can get headaches and the VR image may appear blurry.
Today, we’ve made Beyond accessible to more customers by creating new IPD sizes, now available in 18 different IPD sizes from 55mm to 72mm.
The optical design has a large eye box that allows users to comfortably use the headset even if the headset is not their exact IPD. Bigscreen Beyond accommodates people with a physical IPD of 53mm to 74mm to comfortably use the headset.
New financing options
To make Bigscreen Beyond more accessible to customers, we’re excited to announce a new financing program in partnership with Affirm.
Customers in the United States can now preorder a $999 Bigscreen Beyond starting at $32.23/month for 36 months*.
As preorders are expected to deliver in Q3 2023 (United States) or Q4 2023 (Worldwide), please note that monthly installment payments may be due before you receive your Bigscreen Beyond.
Customers that opt to finance their purchase can choose to pay in installments over a 6 month, 18 month, or 36 month period. Customers can choose financing options from Shop Pay Installments and Affirm during checkout.
*Rates from 0 36% APR. For example, a $999 Bigscreen Beyond might cost $32.23/mo over 36 months at 10% APR. Payment options through Affirm are subject to an eligibility check and are provided by these lending partners: http://affirm.com/lenders. Options depend on your purchase amount, and a down payment may be required. CA residents: Loans by Affirm Loan Services, LLC are made or arranged pursuant to a California Finance Lender license. For licenses and disclosures, including information for see affirm.com/licenses.
A new update has been released for BlastZone 2! (v1.36.0.0) This update adds another new game mode, Mission+ Mode! This works similar to “New Game+” in other games, as it starts Mission Mode from the beginning, but with all weapons and abilities unlocked, and all stat upgrades at level 3. To keep the difficulty balanced, this mode is always played at Veteran difficulty, and with fewer lives to start. This mode can only be unlocked once Pilot Mission Mode is completed.
Here are the full release notes for v1.36.0.0:
Added the Mission+ game mode -Starts the Mission campaign with all weapons and abilities unlocked, and level 3 stat upgrades -Always uses "Veteran" difficulty and fewer starting lives, to offset the more powerful starting loadout -This serves as a new way for advanced players to play the game -Requires completion of Pilot Mission mode to unlock this mode
Added new local highscore categories for the singleplayer and multiplayer variations of Mission+ Mode -Automatically migrates local highscore data from previous versions on startup
Added world leaderboard support for Mission+ Mode
Slight optimization for preparing draw calls
Particle system optimizations when spawning new effects
Fixed mismatched drawing parameter count for some objects -Fixes potential visual inconsistencies for some objects
Upgraded a few 3rd party libraries: -Curl v8.0.1 -FreeType v2.13.0 -libPNG v1.6.39 -libVorbis v1.3.7 -SteamAPI v1.56
Updated vertex shaders for the GL 4.X renderer to prevent potential rendering issues
Fixed debug frame data briefly showing zeros for most stats when first opening it
Fixed some Mission Mode script playback not being stopped when entering the gameover screen
As usual, to make sure you have the latest update, launch the game and check the lower left corner for “v1.36.0.0” or higher. Enjoy!
- Added "message of the day" board - New ATM and REDEEM machines - Store location added - Updated tutorial system - Majorly improved "infection" mode - Updated notification system - Weapon is balanced, only one type of blaster is allowed - Teleport flow is updated - Bar zones are unified - Synced interactions with vending machines - Updated UI - Huge performance and optimization work
And fixes:
- Vending machines after checkout weird behavior is fixed - Teleport system is fixed - Several outfit at once fixed - Sticky connection fixed but not fully :P - and many other small bugs and problems was solved
Join our live Death Carnival stream this Sat June 3 @2-4pm ET for Team PvP matches, Adv Tricks showcase, group speedrun, Q&A, and Raffle winner draw! And for supporters, reach out to us to participate in the live festivities in the game. See you all this saturday! twitch.tv/deathcarnival