*Sorry, provided in Japanese text only. *The diagram is output from a home-made system for game production, and some parts may differ from the real railroad format. *The diagram after 1:00 p.m. is incomplete; the part around 8:00 p.m. is set only to the minimum required by the game.
Hey folks! Thanks for playing Firmament. We’ve got a lot of great fixes for you today. Here’s the list:
Features
Adjunct returns to the player at 2x the speed now.
Added localized textures for propaganda banners.
Added localized textures for some content near the end-game.
Supersampling quality will now be set to “Performance” instead of “Balanced” by default when your auto-detected value for Shadow quality is set to “Low”.
Fixes
Global
Fixed collision on the omniwheel, various bridges, and some elevators from being unable to be stepped on randomly. Happened most often on M1 platforms but could happen on other platforms running the game at lower framerate.
Fixed being unable to regain control after the credits have completed.
Added various socket disabled states & sounds when attempting to use a function on a socket that isn’t available at that time.
Adjusted some socket names for clarity.
Name corrections made for some folks in the credits.
Set a fixed FOV of 90 or lower to the dive suit when inside of the dive suit to prevent some strange dive suit innards from showing up.
Added logic to prevent the player from toggling the run/walk notification with Caps Lock when in the logo scene.
Fixed multiple disconnects occurring on an adjunct tether in certain situations.
The player’s arms will now hide themselves when picking something up (like a clipboard).
Fixed the player being able to close themselves inside of a sweet spot in transport pods between the door and the inner area.
Adjusted some text in the end-game to reflect a “complete” state as soon as the player is notified the state should be completed.
Fix added for the world sometimes not fading out properly when loading a game.
Fix added for double-click causing the player to sometimes move twice as fast.
Added a missing translation for “Foliage” in Japanese.
Fixed an incorrect translation for “Reverse” and “Forward” in Korean.
Fixed various minor door issues in the end-game sequence.
Added minor LOD fixes.
Added some minor global framerate and hitching improvements.
Curievale
Added more fixes for save games where the ice crane may have gotten stuck, or the player got stuck on an ice block.
Fixed the ice hauler UI being inaccurate in certain situations.
Added a fix for crane saves that have the crane underneath the terrain in Curievale.
Allowed the moving platform in the ice factory to be reset so the player can get onto it when they Teleport to Safe Spot.
Fixed the water level sometimes being raised when it shouldn’t be in certain situations when using Teleport to Safe Spot.
Fixed some ladder landings not having a comfortable drop-off location.
St. Andrew
Fixed the Camelus from getting stuck in certain situations.
Added a fix for the player being able to send the conservatory elevator down through themselves.
Fixed the Camelus legs sometimes clipping through the interior cabin.
Fixed the player from being able to step up onto the incorrect side of the railing of the entry and exit walkways from a planter in St. Andrew.
Fixed the shadow flickering occurring on the pumphouse in St. Andrew and some other areas.
Added collision to prevent the Camelus from getting into areas it should not be able to get into.
Juleston
Fixed the battery platforms in Juleston being able to rotate into each other and sometimes not allow you to get on them.
Fixed a floating ice cube in the sky from showing up in Juleston in certain situations.
Added a fix for the spire interior in Juleston appearing when it should not be.
Fixed the mixer blades in Juleston getting into a bad state in certain circumstances.
VR
Fixed being able to walk around in the menu in VR.
Fixed being able to see the player’s 2D hands when in the menu in certain circumstances.
Ensured that tutorial notifications now immediately disappear as soon as the world fades out when bringing up the menu.
Fixed the 2D arms showing up when you take your HMD off.
Fixed height reset sometimes not properly setting the right height on the player.
Fixed “bounciness” occurring when riding on some elevators.
If you encounter an issue with the game, whether a crash, soft block, graphical issue, or anything else, please follow the instructions here to get us the information we need to look into the issue you are encountering: https://steamcommunity.com/app/754890/discussions/0/3826415752024788425/
Fixed a small bug. When the rabbit takes a break, it occasionally plays the violin under the fruit tree.
(You don't need to read the following, it's just for communication purposes.) ------------------------------------------------------------
The game effect I want to design is: "Picking chrysanthemums by the eastern fence, leisurely enjoying the view of the southern mountains." I feel like I have already achieved that in the current version. It's a simple sandbox farming game with low difficulty. Players quickly have enough wood and food, and all bunnies live happily. But players soon feel bored. Then they apply for a refund, claiming that it's not fun. Hahaha... I didn't expect this twist. Happiness came too quickly and made people feel bored...
So, I want to introduce a storyline and add some changes. But when I started writing the story, I realized that this part is also difficult. When the prince meets the princess, the prince can save the princess, or he can kidnap her and give her to a monster. They can also roam the world together, or the prince can ride a fire-breathing monster to fight against the princess, or they can protect the villagers together. There are endless possibilities for the story. If it's not just about brainstorming and making jokes, if I want to tell a serious story, I have to repeatedly consider the characters' motivations, their logic, and their growth clues, among other things.
After thinking and modifying many times, the story framework has changed many times as well. Finally, I realized that this is a new game, and it should be classified as a narrative game. So, I have decided to develop a new game. Of course, I will continue to update the current game.As long as I don't make major changes to the code and only add new items, it won't be too difficult to maintain and update the difficulty of the current game.
In the first game, I made countless development mistakes. Of course, that's how creation works. Taking detours is part of the creative process.
Recently, I started painting again, using paints. Traditional painting is indeed slow, AI can instantly generate images, but painting is really therapeutic, squeezing out the paint and mixing colors on my own, stroke by stroke. Just like Van Gogh in the wheat field, with the wind blowing through the wheat waves and crows cawing, he patiently paints on the canvas stroke by stroke. When I'm painting, it feels like time stands still. I'm painting about bunny and little pig happily playing around.
Thank you very much for all the feedback you've given. It has been very helpful. After reading all these, I realized that players liked the text parts and the art, but no matter how hard I tried, the gameplay didn't have much effect. The narrative game genre seems to be the most suitable direction for me. That's about today. Thank you (^ー^)ノ
Small development update! At the beginning of the year, I planned to have Moondrop exit Early Access by the end of this month. Six months later, I'm a little behind schedule! I'm updating the official release date to be in mid-to-late July. I'll use the extra time to create more content and run additional testing. Hang tight, and I'll see you in July!
Gosh, hey all! It's been a while! I wanted to push a tiny update for the game that should hopefully help future-proof it.
Pulstario was developed in Game Maker 2 in 2018-2019, and as such it uses a pretty old version of SteamWorks and the code is pretty outdated, so in an effort to update all of my games, I've rebuilt Pulstario on Game Maker LTS, which will allow me to make small updates to the game if/when necessary.
• Menus: Now pressing up will take you to the last option, pressing down will take you to the first option. • Screen Size: Now there's no limit to how big the screen can be. If you want to play in windowed mode but take up the most space possible on your 8K display, go nuts. • Prefetching: Sounds and sprites are automatically loaded at the beginning of the game, making it less likely to run into any hitches when playing the game. • General: Moving to Game Maker LTS may make the game more smooth on displays running higher than 60hz, despite being capped at 60fps.
While I don't have any future updates planned for Pulstario, I am working on new games that you might consider checking out: • LOVE 3, out now! • Mort's Dream Jump, in early access as a free demo! • Deltarune (Chapters 1 & 2 out now!)
Thanks so much for playing my little space game. Take care!
COME PLAY WITH US! 🔥We'll be live on YouTube and Twitch playing with you guys, answering questions, and all that fun stuff!
The stream will be on June 16 from 10 AM-3 PM CST🎮
Plus anyone who hops onto Project Playtime on June 16 can grab the new Killy Willy Survivor Hoodie for FREE in the store. It will only be free on June 16th so don't miss out!
Did you know that Prime Gaming rewards for PUBG: BATTLEGROUNDS are still ongoing? If you're a Prime member or want to become one, it's not too late to claim those in-game rewards. Keep in mind, Prime Gaming rewards will change every month, so make sure to check our Prime Gaming page for new rewards and other updates.
Eager to learn more? Check out some quick info down below.
Click the "Claim Now" button below the claimable reward.
Sign in to or sign up for an Amazon Prime account.
You need an Amazon account to sign up for Prime. If you don't have an Amazon account, you can create one by clicking "Create Your Amazon Account."
After signing up for Amazon Prime, you will be required to add a payment method. You can start your 7-day free trial first and pay the monthly payment after the trial.
After you successfully set up your Amazon Prime account, you will be redirected to the reward claiming window.
Press "Go to KRAFTON" to link your KRAFTON ID to your Amazon Prime account.
You are required to agree to allow Prime Gaming the rights to access your game account information. After confirmation, you will be redirected to our Prime Gaming page.
Click "Complete Claim" to receive your reward!
Access the game and you will see your rewards automatically granted to your Inventory.
FAQ
Do I have to be an Amazon Prime member to receive the rewards?
Yes, your Prime membership must be maintained during the monthly reward claimable dates to receive the rewards.
Can I cancel my Prime membership?
Yes, you can cancel your membership anytime. To cancel, go to your Account & Settings page on primevideo.com and click "End Membership."
I started my 7-day free trial but I got charged $1.00 USD.
Amazon Prime will initially extract $1.00 USD from your bank account to confirm your payment method. The $1.00 USD will be returned a few days later.
Will every game platform linked to my KRAFTON ID receive the rewards?
Yes, every game platform tied to your KRAFTON ID will automatically receive the claimed rewards!
Help! I linked the wrong PUBG: BATTLEGROUNDS account to my KRAFTON ID.
Submit a ticket through PUBG Support and we'll assist you as quickly as possible.
Last patch a pretty nasty bug snuck in that basically broke the game for everyone. (Sorry!)
Today there's not only a fix for that, but metric buttload of other fixes and additions!
Additions - Shop gains a new item after a completed mission (after 12 items, the oldest is removed) - Buckler shields now reduce recoil by 25% while blocking. - Legionary shields now have a 15% chance to reflect projectiles while blocking. - Riot shields now crouch-walk faster while blocking.
Fixes - Fixed the settings glitch that broke the game if it was played in the previous version (big oops!) - Gadgets properly show effect % based on their level. - Can no longer get money back from failed Slot Machine Rolls by reloading the game. - Mission Specific weapons (Ex: Golden Gun) now properly display their names in game. - Shields now properly reduce damage by the amount specified. - Fixed a few minor spelling errors. - Gadgets can now be properly unequipped. - Fixed players going above the Demos Hero Lvl 4 limit (again) & also fixed weapons that are above that limit. - Equipping the Bipod no longer allows you to crouch in mid-air for super accuracy. - You no longer get kills/score by killing yourself or allies. - The kill sound effect is no longer played when killing yourself or allies. - Switching to a class without a weapon equipped no longer keeps some of the the previous weapon's stats. - AI no longer uses abilities from the wrong class.
Balance - Tactical Reload reduced from 50% > 30% - Reduced melee weapon dash distance by 33% - Increased Fal damage by ~10%
Thanks for your patience, we'll continue to drop more updates as often as possible!