We are delighted to announce a major update which has been designed to enhance your gaming experience. Since the game's launch in February, we have been closely monitoring player feedback and identified concerns regarding the game's progression system.
We are excited to share that we have completely redesigned the game's flow to make it more enjoyable and streamlined for all our players. With the new changes, unlocking racers, vehicles, and maps has become quicker and more straightforward. While obtaining headgear items remains a challenge, we have introduced more flexibility and control into your experience. This means that you are no longer restricted to acquiring the headgear items before progressing to the next map. Instead, you can simply revisit maps at a later date and collect them whenever you need them.
Moreover, as part of the updated system, players now have quicker access to vehicles and racers in both solo and multiplayer modes. Your headgear will now serve as a symbol of your status, rather than being tied to a specific vehicle. The game's Final Challenge will be unlocked once you have successfully unlocked all 9 maps.
We would like to apologise to any players who may have had a negative experience with the game's progression system. We genuinely hope that these improvements will address those concerns and make Tony Slopes™ an even more enjoyable experience for all players.
Our team is committed to listening to our players' feedback and continually improving our game to provide the best possible experience. We would like to thank all of our players for their support, patience, and feedback. We also hope that any players who previously posted a negative comment on our STEAM page regarding the progression system will enjoy the new experience and consider rewriting their review as a positive one.
We encourage our community to connect with us on our Discord channel if you have any other comments, and we will do our best to respond to you as soon as possible.
Thank you for playing!
Regards, The Tony Slopes™ Team
*PLEASE NOTE. If you have already installed the game, we highly recommend going to the Main Menu and selecting Options > Settings > System [TAB] and selecting 'Delete Profile' for a fresh new playing experience.
Features: - Added Level select button to level completion menu - Level select scene now takes you to the region of your last played level. - "Back to Menu" button in game scene will take you to the level select scene if that is where you came from. - Basic keyboard hotkeys:
Escape: Opens settings menu
R: restarts level
Backspace: undo move
Bug Fixes: - Fixes a couple of minor spelling mistakes. - Fixed issue with "Continue" button when reaching level 100 without completing every level. - Fixed gates not displaying properly when undoing.
Hey Drifters! The Quality of Life: Housing update is here!
Changes to morale back in patch 0.6 unfortunately resulted in the removal of multi-drifter housing. However, we understand the importance to proper neighborhood building, so we set out to reintroduce it while keeping it in line with the new design. You now have the option to build solo and duo houses, as well as a boarding house that provides temporarily shelter to drifters.
Furthermore, we've implemented some other improvements, such as a small map movement update: Previously, clicking behind the boat on the map would cause the town to turn towards that location. However, we've made a change to make the town reverse to that spot instead. This option is in addition to reversing by holding both mouse buttons, and should smooth map movement.
What's next?
Next up is the Architect specialist! We've heard your requests for the ability to relocate constructions. It posed some challenges and had us flabbergasted for a while, given the game's setup, but we found a solution. Enter: the Architect, a specialist that allows you to go into 'Architect Mode' and completely re-plan your entire town, re-think pipelines,... or simply move a few buildings around :)
Enjoy the new update!
Early Access 0.7.4: QoL: Housing
Version 0.7.4 is a small Quality of Life patch that updates housing and offers new housing options.
Housing
Changed housing constructions. Known houses are now: Solo Tent, Solo Shack, Solo Cottage.
Added new housing for two drifters at once: Duo Tent, Duo Shack, Duo Cottage.
Added new house: Boarding House. This house provides a home for 5 drifters but can not be upgraded.
Solo Cottage, Duo Shack and Duo Cottage have decoration slots on them.
Reworked all housing visuals.
You can now assign drifters to different houses.
Town Movement
Clicking behind the boat will now make the boat go in reverse instead of trying to rotate towards that location. This is in addition to holding both mouse buttons to reverse.
Animations
Added animation for the Recycler.
Added animation for the Toolmaker.
Added animation for the Doctor treating a patient.
Added animation for patients in Med Pods.
Added animation for the Apothecary.
Added animation for gathering dead wood.
Added animation for collecting landmark salvageables from the ground.
Fixed mishaps in reroll animations.
Reworked Cooking Reroll and Idle animation.
Reworked Research, Athletics and Construction Reroll animations.
Fixed some animation mishaps.
Misc
Shuffled construction categories a bit: There's now a 'housing' category and a 'storage' category. The 'Town Movement' category has been repurposed as a 'general/town' category.
Updated some constructions to create more readability.
Updated colors on some constructions to theme their purpose.
Added icons showing the width of each park.
Fishing Chair is now properly scaled at 6x2 as originally intended.
Various improvements to the performance.
You can now build upgrade constructions without building the base construction first.
Fixes
Decoration are now correctly rotated as shown in their preview when placed.
Drifters now stop constructing when it is night.
Fixed issue where upgrading would take as much time as building the construction from scratch.
Fixed issue where some particles didn't show.
Fixed issue where loading a save before a drifter died resulted in errors.
Fixed issue where loading a save where drifters were deconstructing caused them to sometimes get stuck.
Fixed issue where deconstructing a building lead to export inventories of producers to exceed their maximum, causing drifters that deconstruct it to get stuck.
Cancelled items now get moved to a producer's export inventory, resolving issues where items would either get lost or not be in the correct inventory.
Fixed issue where items of cancelled production projects would be stuck in the import inventory after a load because cancelled recipes were not persisted.
Fixed issue where processing a dead drifter would cause an error when assigning drifters to tasks.
Fixed issue where deconstructing a walkway could remove a pathfinding target and not allow the game to save anymore.
Fixed issue where drifter would not stop fishing while de fishing chair was deconstructed.
Fixed issue that caused constructions to stay in place when immediately deconstructing them after placing them.
Fixed issue that caused no paths to be found to decoration slots, causing stutters and making the plants appear instantaneously.
Fixed issue where animations could sometimes take much longer to salvage dead and fallen trees.
Fixed issue where the 1x1 park did not show an available decoration slot.
Greetings from the trenches! We may have been quiet, but we've been anything but idle - we're working our way towards a happy conclusion ;)
Time has flown since our last update! Rest assured, we're still here and busier than ever, immersing ourselves in the most critical phase of game development - finalizing the game. You're probably wondering, "What's been going on?" Allow us to shed some light!
Polish, Polish, Polish! Yes, indeed, we've been giving Rin the love she deserves in terms of game balance, level art, and addressing other nuances typically reserved for the end of the production pipeline.
In-depth testing. Our dedicated testers have been working tirelessly to ensure we uncover and address every single bug.
Bug fixes. As gamers ourselves, we understand how frustrating it can be to dive into a game that feels half-baked, which is why we're committed to delivering Rin at her very best.
But hold on, there's more good news on the horizon! However, we must keep you in suspense a little longer. Stay tuned, as we'll soon be sharing more exciting updates!
Added a new system for moons, now colonies with moons in their orbit can benefit from districts developed on their moon. These districts provide static bonuses for the colony.
Each moon has 3 district types habitat, industrial, R&D; each can have up to 4 random districts that can be developed. However, you can only develop 4 districts per moons, and only in a sequential order.
*So choose your development path accordingly! Polish and improvement will come next week!
I also reworked the Corvettes, I always felt that corvettes were lacklustre, and I always wished them to be more like the defiant flying around their target, taking advantage of their speed and mobility.
So as an attempt I reworked their flight system to use the one developed for the shadow vessels and also changed their weapons location to better match their new movement system.
When a target is given the corvette will close the distance with the target and fly circles around it, in case you do not desire this behaviour then just move the vessel to a location you want it and turn off its engine component in the right bottom panel.
One thing to note that I only managed to change for the first two playable fleets set for now, but a good news I added a new model for the first set.
Also added the max planetary event action counter as well as their price now scale every time you click on them to avoid infinite exploits.
Fixed the issue that caused the star chart camera rotation to be blocked when closed the game play info panel.
BUG Fixed 2023-06-14 1. Optimized AI enemy tracking logic 2. Optimized the birth position of the AI enemy, even if it is not in the waypoint position, it will automatically find the nearest position and adjust it 3. Optimized the hero's backpack logic to avoid being unable to open when hidden 4. Optimized the trigger range of the search task 5. Fixed the initial AI position for city defense at night 6. Fixed an edge vulnerability in Forest Encounters 7. Now players can jump freely on flat ground
Thank you so much for your support! Other content is also being optimized! Have a nice day!
1. Fixed the incorrect display of resource statistics consumption
2. Fixed the problem that stopping the task during the double repair process would cause the double repair to end prematurely and the double repair status to be abnormal
3, fixed some vertical painting lost issues
4. Fixed some crash issues
【 Additions and adjustments 】
1, increased the production of Lingshi
2. New parts of different styles of vertical painting
This weekend, all of our servers will have another ‘BIONIC BOOST’ event!! It will be active for 48 hours from midnight on Friday, June 16th (PST) to midnight on Sunday, June 18th.
Your cybernetic arm will receive a temporary augmentation, increasing your ability to gather resources.
Official servers will receive two separate boosts this weekend:
2x gathering boost:
Excluding special items like keys, all gathering will be doubled over the weekend. This includes terrasite, stone, and metal, as well as all containers and NPCs around Ararat Island.
2x damage boost to mobs:
Any damage to mobs will be multiplied by 2 (orbis robots, hyena soldiers, bears, elk, and even facility bosses!). Mobs will only incur 1x damage to you and your friends, so this is the perfect time to go out there and take on whatever enemy you've been having trouble with!
Made some changes to the way the board designer saves the data. Instead of relying on recreating the same arrangement of cell ids when using the board, will now save shape data. Also changed the way cell edges are formed when using boards formed from board backgrounds, because the way the data is stored is no longer the same as the original mechanism (eg the Marble board). Therefore the effect should now look the same in both cases.