Get ready for the ultimate adrenaline rush at the Continental Grand Prix! Join thousands of drivers pushing their racing skills to the limit to reach that finish line. Don't miss this electrifying event where champions are born, as engines roar and the crowd erupts in thunderous cheers. It's a spectacle you won't forget!
The Grand Prix will run from July 21, 0.00 AM UTC - July 23, 24.00 PM UTC.
During this Grand Prix, there will be an active perk that allows you to collect the double amount of coins. We have also selected a Special GP playlist that is only available during the event.
We have set a range of challenges for streamers and players alike! You can find these challenges in the events tab as a streamer and on the app as a player.
There are some epic rewards to be won during this Grand Prix weekend, here are the rewards for streamers AND players!
Streamers
Streamers will fight for Huntington, the Tube Herobot! Huntington can be won by whoever is at the top of the leaderboard at the end of the weekend. Second and third place will win a random rare and common Herobot!
Racers
Players will fight for a gold, silver or bronze Tube skin! The golden skin will go to whoever is at the top of the leaderboard at the end of the weekend. Naturally silver will go to second place and bronze to third!
So without further ado, let's start those engines and get to racing! Don't forget to share your progress or question with the community in our Discord server!
Not sure how this summer looks in your part of the world but for us here in Poland it’s hot. The temperatures are so high that most of the days everyone is just trying to hide from the sun. Maybe it’s just me spending too much time with our game's time manipulation mechanics but it seems like everything is happening in slow motion. Nevertheless I enjoy this change of pace. Between Digital Dragons and Summer Steam Next Fest, the last few months have been extremely busy. Now I can finally sit down and focus on making Hank: Drowning on Dry Land…
This unfortunately means that, besides solving some coding problems, there is not much to talk about this month. Don't worry, I won’t be boring you with some programming details. Instead I’d like to share with you some glimpses of what we’ve been planning for the upcoming month.
Right now our main focus is Hank. Although working on an ambitious time traveling game like that is fulfilling, it is also very exhausting. Who would have thought that making everything perfectly rewindable would take that much effort ;P What is the most discouraging is the fact that sometimes one day’s progress is so small that you feel like you haven’t moved at all.
Hank: Straightjacket, a free little game we made a few months back as part of the grand form CRPK, reminded us how refreshing it is to create something playable in two weeks. The game was very short and from the programming point of view it was held tougher with spit and duct tape… Making it was a lot of fun though. The whole experience was so invigorating that we decided that in the future whenever we feel burned out we will repeat this exercise.
In the weeks between Digital Dragos and Steam Next Fest once more we felt exhausted…
And so… we took a break and created this:
It’s called Starship Murder and we’re planning on launching it next month as a free game. If you want to know what it is and how you play it - stay tuned! I will be talking about it more as we get closer to the release.
Added: - new mechanics for projectile penetration through a certain number of shields; added to random battles, as well as at the end of the second campaign - new setting - now you can choose a specific or random type of diversion Bug fixes: - weakest and tired necromancers no longer summon internal threats - it was impossible to use active modules like "minefield", "gravibomb" and others on Frankenstein - cloaking on Frankenstein caused the game to freeze - Frankenstein mines used to fly out of the screen center, and not from one of the rooms - dice from the module panel did not return to the roll zone at the end of the round on Frankenstein - fixed a bug in the "micro-discharge" ability of the Frankenstein's room - fixed an issue that caused a new game to start with the infirmary covered in blood from the previous game - fixed a bug in Frankenstein's room that could re-roll or return a discarded die - fixed a bug that allowed the player to spend jump fuel to negative values - profile reset did not work correctly - fixed a bug in the interface of a ship with 1 sensor cell and a diversion damaging the compensator wiring - fixed a rare bug with highlighting icons on the modules panel when a hint about available actions appears - fixed a bug where the armor level of threats was incorrectly determined Balance changes: - asteroids no longer spawn smaller asteroids when destroyed while in stasis Other changes: - some explanatory hints added; ship name bases expanded - Nemesis threat (and others with the same attack mechanic) now highlights the number of threats killed in the last round while attacking - optimization of the dice movement mechanism - text on rooms at the beginning of the battle now appears smoothly - cloaking animation was improved - diversion that distorts threat descriptions now also distorts the names of standard cards - added a mine trigger icon on threat cards when detonated in a minefield
- Enabled physics substepping to prevent the ball from clipping through the map - Removed solid floor outside map on Desert, which was preventing the ball from respawning correctly
Alpha v0.16.31
- Fixed some maps not working correctly - Attempted fix related to goal crediting - Changed default goal explosion - Fixed reversed goals
Alpha v0.16.3
New maps
Classic
Desert
Fame
Updated UI
- Clock replaced with "overtime" during overtime. - During last 10 seconds, time is formatted differently. - Added map selection
Added donation DLCs. These are solely to support the developer. When you purchase the donation DLCs, you get a badge which is upgradable! Also, in future updates, donators will be able to play 'Special Levels' which are donator only levels, where they can play the special levels to upgrade another badge in the future. For base game players, the special levels will appear in Endless Run. 2€ DONATION 3€ DONATION 5€ DONATION
You DO NOT have to pay! This is just to support me in general, and this donation trend will continue in my future games, including Asteroids++
- Re-Added Fog in Level Editor - Made custom hat support slightly better
TCC Beta 1.9.3.1 & 1.9.3.2
Fixed various menu bugs if you had a controller plugged in (mouse would teleport and you would enter menus upon hovering your mouse on buttons)
TCC Beta 1.9.3.3
Fixed credits screen using wrong font
Nerfed World 7 a bit
Removed already used Asteroids ++ keys in the rng pool
Winner of Monthly Endless Run may ask for an Asteroids ++ key (the more gold endless badges you have, the more keys you can ask for)
Now it is possible to look through your leaderboards using the steam client.
- Made 'Fire Dash' flames scale with level. - Added health bar for bosses and special protect missions. - Added sound effect to 'Forest God'. - Fixed zoom issue with higher resolutions? - Reduced settings menu size.
Today we bring you our first point release for A21 to Experimental.
To opt in please follow these steps:
Right click on the game in steam
Click on properties
Click the “betas” tab
The drop down menu will have latest_experimental available <— you want THAT
Select that and wait for the game to download
We recommend you start a new game when participating in EXP. We are not aware of anything affecting existing savegames negatively. If you plan on using your regular savegame, we advise of at least making a backup.
Here is what changed since A21 b324 stable:
Added
Tier 5 hotel_ostrich
Moderator OzHawkeye to credits
Ability to change prices for twitch actions through Twitch Info Screen.
Ability to reset prices for all twitch actions through Twitch Options Screen.
Loot entries have tags and if set then will ignore if looter has no matching tags
Opening loot container adds masterChef2 loot tag if player has Master Chef level 2
Loot container console command to log the results of opening a container
Extend ClientInfo logging
Prefab ins file read error log
Trader placement protected area of 3 meters on each side
Missing localization for buffBatterupStealingBasesName and buffBatterupStealingBasesDesc
Nest Audio open/close/destroy
ApproachDistraction AITasks added to cop, demo, and mutated zombies
Changed
Twitch: Extended the cooldown times for all supply crates.
Twitch: Extended the cooldown times for all vision effects.
Adjusted point costs for twitch actions to be multiples of 25.
Updated Master Chef progression to use new hard coded masterChef2 tag instead of LootProb
Updated dumpster loot to work with new hard coded masterChef2 tag
Removed unneeded tags from items.xml used in old progression setup
Remove event spawned zombies when Homerun Derby ends.
No longer require overlay if not using Twitch Actions.
Show the current crafting level when showing the unlock level required in the crafting info.
Trader area calculations are done dynamically
Increased trader protected area by 1 meter on each side
Stopped camera shake running at zero strength when no damage
Updated stats on all armor for linear progression
Adjusted vehicle revert collision motion
Broken vehicles take 10% collision damage
Reduced the amount of explosives in Twitch crates by half
Removed explosives from mystery supplies channel point redeem.
Missing collider property and tags on chainlinkGateDouble and chainlinkGateDoubleWide to be consistent with other chain link doors
Adjusted colliders on various bed prefabs
Adjusted colliders on chairCampingPrefab
Updated crossbow/compound crossbow mod slots to mirror .44 magnum/vulture
House_modern_26 replaced regular window by bulletproof windows.
Updated progression for Effective Range and Max Durability stats for tools and weapons
Updated Melee Damage on Steel Club that got missed on the first progression pass
Bows now show Effective Range
Removed hideui tag from roadside_truckstop_01 to allow the localization name to show on the location HUD
Dew Collectors now harvest for components instead of itself with a 50/50 roll for the filter. They still have the land claim block radial menu option to pick up.
Updated valid trees with path solid property
Adjusted colliders on boxesCardboardPalletPrefab and boxesCardboardTilePrefab
Updated several loot lists to prevent 100% Q6 T1 tools in containers after loot stage 55 as it was only intended to be a boost for Working Stiffs crates
Reduced gas production to 2 gas per shale and sped up crafting time
Removed already disabled jiggle script from neck of Demolisher to prevent the head collider from being disabled at a distance
Increased the amount of cloth needed for various recipes
Adjusted the weights on various items that scrap to cloth to adjust for the increased crafting costs
Updated loot lists for generic vehicle loot to not have T2 or T3 weapons\tools
Generic vehicle loot now has a low chance for vehicle skill magazines with another low chance for others
GroupCarWeaponsTools now has a chance for meleeToolSalvageT1Wrench
AmmoGasCan moved from groupRareAutomotive to groupAutomotive
Increased the economic value for ammoGasCan
All Traders now have ammoGasCan for sell
Updated the localization for timed charges to insure players know what they are effective against
Fixed
AirDropFrequency setting for dedicated servers needs to be limited to same choices valid for SP
Stuns do not reset the stun counter when stacked.
Zombie attack can break after receiving fall damage (Hit tag)
Entity vertical movement could cause incorrect results for finding entities in chunks
Floating terrain deco issue in countrytown_business_03.
AI pathing issues with cube_corner_beveled not having the path solid property
#mindwipe does not work correctly on servers.
House_old_mansard_03 stability issue.
Twitch Prime Subs were not registering their events correctly.
Always do authorization cleanup on main thread
Steam game servers list reports incorrect port to connect to game
Robo sledging a player on a vehicle breaks camera
Vehicles could take increased collision damage from blocks due to player block damage setting
Player third person pose (ragdoll/vehicle) would stay in last positions when switching to first person leading to inconsistent hits and possibly ugly anim blends
Sleeper volumes trying to spawn an entity that just died
Vehicles being excessively damaged from separate collision events
Particles did not try to play on a dedi so the player noise creation was skipped, this resulted in different stealth and zombie behavior on servers compared to single player
Wrong tag used to scale the steel when crafting higher quality levels of junk turrets
NRE: Exiting game before camera stops shaking.
Typo with woodenGarageDoor5x3_PoweredOak in the woodenGarageDoor5x3_PoweredBlockVariantHelper causing errors
Typo with woodenGarageDoor5x3_PoweredOak key in localization
Updated trader stage baseTier1 template to allow an overlap between iron and steel tools/weapons
Swapped two wanderingHordeStageGS groups that were out of order
Updated all 3 control panel corner duct prefabs with missing Ref Parent script on the colliders