Did you know that, in Sweden, it’s customary to take four weeks of vacation time in the summer? The Pugstorm team is enjoying a little bit of vacation time right now to give us a chance to rest and recuperate, but our community manager, Bridie, is on hand to share with the weekly community wrap-up as always! We hope you enjoy this week’s update, and we’re looking forward to jumping straight back in to continue working on the Crystal Biome and more.
Go-Karts
In anticipation of our summer vacation, we just had to get some shots of an Explorer cruising around the beach in a Go-Kart! What’s your favourite biome to drive through?
Crystal Biome Ore Teaser
Recently, we asked you to guess what the new ore would be for the Crystal Biome and there were some terrific guesses. This week, we thought we’d share a sneak preview of the ore in the form of a silhouette. It might not be much to go on, but did this teaser light up your imagination at all?
Blast from the Past
Our CEO, Fredrik Präntare, showed us a side-by-side comparison of his first, solo, pixel-art project from 10 years ago!
“...the code base is what eventually became Core Keeper many years down the line. The lesson: build iteratively — your passion project now might be the stepping stone for something larger.”
We thought this was a great example of how a personal project can grow and develop into something successful through a team effort. Fredrik feels his strongest contribution to the project was finding & connecting the right people, creating an environment where they love working together & can work effectively!
Hallowtines? Valenween?
You can build some pretty unique bases in Core Keeper when you mix seasonal content. This is what happens when spooky meets sweet!
Sea Merchant Cabin by DK92
We love this screenshot from Twitter user, DK92. Merchants need homes too!
Glow Tulip Animation by MissBarbare
(You might need to wait 5-10 seconds for this to load/loop!)
MissBarbare shared this amazing, work-in-progress Glow Tulip animation with us over on Discord. This is part of a bigger Core Keeper project they’ve got in the works and we can’t wait to see how it turns out!
Finally, we just had to share this amazing fan art by ソヤ. The way they re-create screenshots they’ve taken from Core Keeper and breathe so much personality into them is outstanding, and we can never get enough of seeing these two adorable Explorer characters interact.
What a journey! We can't believe it... Crime O'Clock is now available to everyone! To celebrate the Steam release, we've added more Fulcrum Stories inside the game, Steam Achievements and Steam Cloud! For now on, enjoy a launch discount of 15% for a week!
It's time to celebrate!
(Yes, you can find the whole Bad Seed team directly in the game, we're celebrating at time tick 10 from the Information Age!)
Discover the Five Villains and their special abilities in the Launch Trailer. Find all the culprits across 40 cases and fight bosses to prevent crimes from happening. Yes, we do have boss battles!
We sincerely hope that you'll like the game as much as we put our passion into it! - Bad Seed & Just For Games teams
PS : We challenge all of you to find all the pop-culture references that we have set into it... Happy Comic Con everyone! :)
This weeks update is a bit shorter, but we'll also be having a small release stream today, where we show the new blueprint system we are bringing with this update!
So if you are interested, you can join our developer here and see him fail my horribly designed difficulty ramp ups in the TD levels ːsteamhappyː
Features
Added a new Blueprint system
Recipe Modification Save Button now shows a Tooltip for Errors
(Community Request) The name of the current level is now shown above the current Wave Progress. (Which also had a small redesign)
Bugfixes & Misc.
Fixed tutorial steps for modifying an Iron Ingot
Fixed some typos
Increased the size of some Loadingscreen elements
Added an Info to press Space, to close the "Paused" Screen and resume the TD mode
Fixed Victory Screen overlapping text on drop amounts > 99999
Fixed Recipe Modification stopped working after deleting previous Recipe Modifications
Fixed Copy/Paste a Smelter/Assembler without selecting a recipe didn't work
As always thank you for all your feedback and join us in the steam discussions or on our discord and let us know what you think of these changes!
Time Bandit is a real-time adventure game where everything at your new resource management job seems to take longer than it should. Uncover a dark conspiracy behind the company you work for and fight back by sneaking around your workplace and stealing back the time crystals.
To celebrate the release, Time Bandit is receiving a 10% launch discount and will be featured in the Steam Stealth Fest and Indie Live Expo.
Feel free to join us in Time Bandit’s Discord community to talk about the game. I appreciate your support as the game moves into launch!
Fixed some trouble with the UI, with focus on the minimap. Added a box to show the player's location in the minimap. Also fixed a bug where the new boss always had a maximum health of half it's actual maximum.
This will be the final patch, for now. We made 2 more than initially anticipated, but there is no harm in more stuff!
New Feature
This patch improves various crash issues in the editor and two in the game as well, it also adds some new features to the custom levels menu. One of the more significant ones being the ability to see if there are new updates to levels, new levels, or even if you have lost one of your top spots on a levels leaderboard. All straight from the main menu. If the marker is:
Blue, it means there are subscribed levels with updates on them.
Green, means there are newly updated levels you have yet to subscribe to. (The levels are newer than the last time you opened the subscribe menu.)
Orange, means you have gone down a position on a leaderboard on a level where you previously had a top position when you viewed or played it last time. Top positions means top 3, but if there are many entries on the leaderboard, what is counted as the top will gradually increase to include the top 10 positions if at 50 entries.
Purple, means you have made good progress in the main game, like beating an ending, and you have yet to check out or open the custom levels menu. Just a small nudge to help players remember there is fun to be had in here too. Will never come back once you have opened the menu.
This will hopefully make it easier to know when there are new things to play, and help players who try to stay on top of the leaderboards be aware of changes without having to individually check a hundred different levels.
Viewing Levels
There is also one more thing to help find the hard competition/popular levels; being able to sort levels based on the number of entries they have in the leaderboards. In fact, this will be the default sorting mode, if you have yet to beat 3 custom levels. We figured that when you haven't played much, it doesn't really matter what level was updated recently, so instead of sorting by update date, we try to show you what might be the most interesting content for you to check out first.
On that topic, we also added a new subscription option, that just gets all the levels with the tutorial tag on them. Wehope this will help players struggling with the hard content, and help them get better at the game in various ways.
Skin
Last but not least, the newly added skin is meant to encourage players experimenting a bit, and will be rewarded to those who play non curated levels and rate them. This willhopefully help creators unlock the creator related skins easier as well. (The skin in the picture is one of the other new skins, the new new skin is still locked here)
Fixes
When it comes to bug fixes, there are a few.
Finishing a Rush Mode no longer brings you to the hospital room, it takes you back to the main menu, where you came from.
Some looping sounds that had fade-outs on them, like the slide sound, didn't get handled correctly in the recent resource reuse optimization. That should now be fixed.
There was an issue where if you placed a checkpoint down, then took a regular checkpoint and went back to take up the placed checkpoint, it caused a bug. You can no longer pick up an old peaceable checkpoint when you have taken another checkpoint. Just like if you place one checkpoint after placing another. It should be more consistent, and without bugs now.
Fixed some issues where local data for your interactions with custom levels didn't save properly.
A minor access bug which caused a crash on access of some custom levels is now fixed.
Another level index bug causing crashes on reloading custom levels is now fixed.
Fixed various crash issues in the level editor, and fixed texture filtering as well.
There might be a few more fixes, but this should be most of it, or at least all the significant stuff.