Here is the detail of the timeline of all planned updates during the Early Access period. Of course it's only a projection, so it could change, but it's what i wish to bring to the game. As a remark, those list contains only the most important changes, there will be other minor or unplanned changes in each updates.
Same as for my previous game Dig or Die, the price will rise with each major update until the release. This way you "pay only for what is already done", no promises, and all future updates are free bonus. I'll increase the price after a week of discount (probably -20%) for the update's release.
I'm sorry for the lack of updates (especially in Beta) recently, as I have had to do some heavy refactoring to prepare the new updates, which will be all regrouped in a big v0.7 release instead of multiple minor ones. And it should not improve much before september as i'll take a few weeks of vacations in August (sorry!).
v0.6.4 - Early Access Release - 2023-02-15 - $10
v0.6.x - completed on 2023-06-02
This first series of updates were the most urgent fixes and improvements. Most notable changes: - lines creation and vehicles UI rework - water overlay - autormatic vehicles rerouting - production limit - building & duplicating UI improvements - depots performences optim
v0.7 - Early october 2023 - price up to $12 (edit: 2023-11-06)
v0.7 will bring the other (and bigger) most requested gameplay improvements: - terrain generation option (infinite minerals) - dam pumps walls - graphic options - depots automatic priority - achievements - more languages (already in Beta): Ukrainian, Polish, Turkish, Thai, Italian, Czech.
We'll also try to include as many of those other updates as possible, otherwise they should be in v0.7.x minor updates: - shortcuts for cities & landmark towers - better tooltips - warnings icons - avoiding destruction of containers when removing depots
v0.8 - Q4 2023 or Q1 2024 - price up to $14 (edit: 2024-06-27)
- better oceans and mountains generation - additional musics (and soundtrack sold in steam) - more 3D models (cities buildings, etc.) - (maybe) modding support, with steam workshop for lua mods
v0.9 - Q2 or Q3 2024 - price up to $16 (edit: Q1 2025 ?)
This one is the biggest update, with the content I really want to add to the game, especially for the mid and end game, to make the objectives much more interesting and diverse: - story, with lot of specific items & objectives. Some surprises :-) - more 3D models
v1.0 - RELEASE - Q2 to Q4 2024 (edit: Q2 2025 ?)
This v1.0 will basically be the v0.9 after it's well tested and polished, ready for the final release! - additional musics - new launch trailer
Sorry about this unusual delay regarding bugfixes.
FWG is being ported on VR at the moment, and I couldn't build the game during this large charge.
Here is a the changelog for this hotfix:
- Fixed the missing genitals for the player - Fixed the cuckold path being locked with "Wait 5 days" - Clarified the quest for the computer in the cuckold path - Most likely fixed the MC flying around after during the Jeff phone call event (I couldn't reproduce it)
I should be able to release this week-end a VR version of the game (for Windows, as Unity XR system is not compatible with Linux and MacOS).
Hello! A bit of a bigger update this time. A new map is added to test your driving and shooting skills. There are currently 2 different tracks and one shooting range. (Before you say anything I know the distances on the sights are not correct, this will be addressed) Also added a soundtrack in the menus by Tim Philippsen https://tphilippsen.carrd.co/
Game content update: 1. Add the starting game interface, you can press any key to enter the game.
Game Engine Update: 1. Support the latest 157SDK from STEAM. 2. ADD STEAM SERVICE MODULE. 3. Provide inventory inquiry service initially. 4. Engine management module error detection adds new situations and optimizes code. 5. The drawing module adds map square detection function to replace a large number of duplicate codes. 6.STEAM service module adds the function of detecting the fall of items. 7. The audio library irrKlang is configured and ready. 8. The input module initialization stage no longer initializes the buttons for movement by default. 9. The input module provides an interface to initialize eight default move buttons. 10. Map with the player's vertex shader adds macros to control the distance of all vertices under that layer. 11. Added vertex shader for the game home interface. 12. Add texture and drawing of the starting interface. 13. Map Vertex Shader fixes the problem that textures are drawn in opposite directions.
Tomorrow Crossout will receive an update that will include various balance changes. As we promised earlier (see here), today we publish what has been changed from the first announcement based on the results of closed testing and your feedback. The changes to all other parts listed in the first announcement remain unchanged.
Bumpers
Reduced the resistance to melee damage from 90% to 80% for all bumpers, except for the “Impact” bumper.
Reduced the resistance to melee damage for the “Impact bumper” from 80% to 70%.
Comment: bumpers are very effective in countering melee damage, which is especially noticeable after the frequency of their use as armour has greatly increased. Many will notice that the change is not as radical as in the first announcement — we decided to stop at these values and see if they would be sufficient in the game server conditions.
Cyclone
Initial rate of fire increased by 25%.
Maximum rate of fire increased by 14%.
The time required to reach the maximum rate of fire increased from 3 to 4 sec.
Durability increased from 661 to 714 pts.
Comment: our statistics showed that the “Cyclone” needs small improvements aimed at improving damage and survivability in battles. Changes to the rate of fire will also help the autocannon to become more effective. As a result, the autocannon’s rate of fire at any given moment will be higher than before these changes were made.
Harvester
Changed the perk: now damage is increased by 30% for every second of contact with the enemy. The effect stacks up to 7 times and gradually resets every second when the weapon doesn’t deal damage.
Comment: the weapon depends too much on Tesla emitters, but even with them it shows insufficient effectiveness. We have decided to return the old perk to the “Harvester” while also rebalancing its parameters. We took into account the community’s concerns about the fact that increasing the initial damage could cause possible issues with overestimated total damage of the weapon, and decided to make the Harvester’s effectiveness more dependent on the usage of its perk. Now each charge of the perk adds more damage, there are more charges, and they are not reset as quickly as originally intended.
We remind you that the changes to all other parts that are not listed here remain unchanged.
See you tomorrow in the “Foxy’s secrets” update! For more information on Crossout, follow these channels:
Have we really had two major updates since the last time we added to our Creature Compendium? With lots of new mobs dotted around the underground, we’re long overdue a look at some of Core Keeper’s monsters. We’ll be covering the creatures added from The Desert of Beginnings and beyond here, so don’t forget to check out parts one, two, and three for earlier mobs.
Caveling Spearman
Location: The Clay Caves Attacks: With a Hunting Spear
Be careful when wandering through The Clay Caves – you never know when you’ll stumble upon a Caveling camp. Caveling Spearmen can usually be found hanging around a campfire in small groups along with Caveling Skirmishers, working together to hunt down any Explorer that dares cross their paths.
Caveling Skirmisher
Location: The Clay Caves Attacks: With a throwing spear
Hunting in tandem with Caveling Spearmen, Caveling Skirmishers are vicious creatures who aren’t shy about jumping right into the heart of battle. These fierce combatants wear caps made of larva skin, dirty leaves, and cloth which give them an edge when it comes to combat. Take out a Caveling Skirmisher and they might just drop Skirmisher Cap, which you can swipe to improve your health, armour, and ranged attack speed!
Caveling Assassin
Location: The Desert of Beginnings Attacks: With deadly daggers
Quick, cloaked, and with one thing on their minds, Caveling Assassins are formidable foes. Thriving in the desert sands, they can spot an unsuspecting Explorer from quite a distance. You might find yourself being attacked from all angles if you run into a Caveling Assassin, as this cold-blooded killer can throw a flurry of daggers at the player in quick succession before closing the gap and switching to a series of lunged attacks.
Bomb Scarab
Location: The Desert of Beginnings Attacks: By charging the player
The Bomb Scarab is a relentless mob that will charge its enemies over and over. These beetle-like creatures can be found all over The Desert of Beginnings, but players should keep an extra close eye out for the sandy whirlwinds that appear and spawn up 5 Bomb Scarabs at a time! Bomb Scarabs don’t go down without a fight – these insectoids have a unique defence mechanism that causes them to explode when their health is low, so make sure you kill them quickly before they have a chance to blow up…otherwise, you could find yourself within the blast zone!
Lava Butterfly
Location: The Molten Quarry Attacks: By shooting fireballs
Beautiful but deadly, Lava Butterflies spawn from Ground Magma Slime within the Molten Quarry and will shoot fireballs at any old Explorer who just happens to be passing by. Capable of travelling through the air over any terrain, it’s not uncommon to see these glowing creatures fluttering over pools of lava. Unsurprisingly, they’re immune to burning damage and their fireballs will definitely leave you feeling a little scorched.
Lava Slime
Location: The Molten Quarry Attacks: With an extra toasty tackle
A superheated Slime mob that attacks by slamming its molten body into the player. These Slimes appear to be made entirely of lava, with a thick crust coating the outer layer of their bodies that makes them immune to both acid and burning damage. Dealing a whopping 248 regular damage, plus an additional 26 burn damage, we’d recommend avoiding these bad boys at all costs.
Honourary Mention:
Royal Slime
Location: Wherever King Slime is summoned Attacks: With a regal body slam
Royal Slimes are an extra-special Slime variant added to Core Keeper as part of our Terraria crossover. Summoned by King Slime himself, these royal attendants will defend their monarch at all costs. They’re also a lovely royal blue colour!
We’ve got the Crystal biome to look forward to as our next major update. What kind of creatures do you think we’ll introduce next? Let us know in the comments, over on our Twitter page, or tell us on the official Core Keeper Discord server!
Take part in new 6-day event, unlock new sexscenes & gather Vault Coins! Gain Bonus Scene by purchasing one of time-limited offers or get it later in the Vault!