We can’t believe it’s Mini Metro’s 10th Birthday! And to celebrate 10 years of Mini with our amazing community, we’ve released a massive Miniversary Update across both Mini Metro and Mini Motorways to fill your days with brand-new transport strategy fun!
New to Mini Metro in this update, we’ve brought over three of our favourite maps from Mini Motorways and their colourful palettes to Mini Metro. Introducing: Tokyo, Lisbon and Warsaw!
From this map’s gorgeous pastel hues to its iconic island geography, take Tokyo’s iconic Metro lines in your own direction with this new map!
Cross the River Vistula and take a turn delivering the Polish capital’s 1.7 million passengers to their destinations in the historic city of Warsaw.
Take a trip to the European coast of Portugal’s capital city, Lisbon. Bordering the brilliant blue waters of the Tagus, how will you reimagine the Metropolitano de Lisboa in this tricky five-line map?
The Miniversary Update also introduces a brand-new photo mode where you can export screenshots of your own metro networks with decorative frames to show off your metro masterpieces. This is also joined by a new GIF capture feature coming to Mini Metro. Export colourful animations of your unique metro networks at any stage in the game to share with friends or just for bragging rights. This update also features various improvements and bug fixes.
But that’s not all! If you’re a fan of both games, or have been waiting for an opportunity to take Mini Motorways for a spin, the Miniversary Update might just be the perfect time to join the ride.
With three new crossover maps coming to Mini Motorways, direct from Mini Metro, you can reimagine the experience of creating the Metro lines of London, Mumbai and our player-voted map winner New York City. And to make things even more fun, these new maps will also require you to build around an existing railroad network with train stations!
It has been an honour and a joy to celebrate the last 10 years of Mini with such an amazing community of players. No matter where you jumped on board, we hope you’ve enjoyed this decade long-journey with us! Who knows where our next destination might take us, but with you there, it’s made the trip well worth it!
We’re thrilled to commemorate 10 Years of Mini at Dinosaur Polo Club with a massive Miniversary Update across both Mini Metro and Mini Motorways!
New to Mini Motorways, we’ve brought over three of your favourite maps from Mini Metro: London, Mumbai, and the winner of our player-voted map competition, New York City! Our three new maps will add an additional piece to the Mini Motorways puzzle as you must plot your roads around their cities’ railway lines.
From the East River to Central Park. Redesign the roads of New York City’s concrete jungle!
Labelled as India’s own ‘City of Dreams’, how will you control the traffic in the bustling metropolis of Mumbai?
Traverse the River Thames or recreate Trafalgar Square; London’s traffic is now in your hands in this brand-new map!
For the first time in Mini Motorways’ history, The Miniversary Update also introduces a brand-new building type: train stations. With careful planning and attention, you will need to keep up with the demands of these new challenges as you draw your roads around unique existing railroads in these three new maps. This update also features various improvements and bug fixes.
But that’s not all folks; why not cross the tracks to where it all began, as the Miniversary Update also introduces three crossover maps from Mini Motorways to Mini Metro. Now stopping in Tokyo, Lisbon and Warsaw, Mini Metro has never looked this colourful on its 10th Birthday! Capture your stylish Metro networks in-game with our new screenshot frames and GIF capture feature, too.
It has been an honour and a joy to celebrate the last 10 years of Mini with such an amazing community of players. No matter where you jumped on board, we hope you’ve enjoyed this decade long-journey with us! Who knows where our next destination might take us, but with you there, it’s made the trip well worth it!
Adjusted matchmaking rules so that players are restricted to matches in their level range. This will ensure that high level players with high level weapons and armor will not fight against much lower level players. It will also ensure that players will find the right level of loot for their level.
Current levels are: 1-9 minimum security, 10-19 low security, 20-34 medium security, 35-49 high security,50+ max security ,65+ (not active) ultra max security
Added a feature that scales base health and shield up to the minimums for a security level in a scenario where low and high level players are partied. This will allow higher level players to bring low level players and give them a chance to compete.
They are as follows:
Low - 159/159 HP/Shields
Medium - 168/168
High - 186/186
Max - 204/204
UltraMax - 222/222
Weapons:
Fixed hit registration for weapons!
Weapon emissives (glowing parts) no longer show while in match
Added capability for Knives to deal damage to lights
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Weapon Balancing:
Assault Rifle
Base Damage changed from 22 to 24
Magazine Size changed from 24 to 30
Headshot Modifier changed from 1.75 to 1.5
Auto Pistol
Base Damage changed from 13 to 14
Double Barrel Shotgun
Base Damage changed from 18 to 19
LMG
Headshot Modifier changed from 1.5 to 1.65
Pulse Rifle
Reload Time changed from 4s to 3.85s
Silenced Pistol
Base Damage changed from 45 to 40
Spinfusor
Cybrid Damage Modifier changed from x2 to x3
SMG
Headshot Modifier changed from 1.5 to 1.25
Abilities:
Temporarily disabled and removed proximity mine (we believe is a source for a crash)
Stealth deactivate when a player uses a consumable
Masteries
Heavy Armor rank 2 health contribution reduced from 30 to 20
Heavy Armor rank 4 shield contribution reduced from 30 to 20
Gameplay:
Max FOV can be set to 100
Re-enabled outgoing damage on combat report
Updated assist time to 30s
Changed revive invulnerability time from 5s to 2s
Once the whole team is eliminated you can now spectate enemy teams
Bug Fixes:
Fix for shop suits and/or weapons sometimes not showing
Fixed some conditions in which the ready up button was not working as intended causing players in teams to have to toggle ready up status.
Closed the loophole that allowed death crates to be duplicated
It's been a long time coming- but Almastriga is now playable in Steam Early Access! The team has been working hard since the first demos and alpha builds, and we're very excited to show off the current state of the game!
There's still a long road ahead of us, and we plan to release regular updates including additional content such as new locations, new sex scenes, new enemies, etc. On top of that of course, we hope to work on quashing any bugs that might pop up, as well as add more polish to aspects of the game as we go.
If you run into any issues while playing the game, make sure to hop into either the discussion forums or our Discord and let us know, we'll endeavor to resolve any reported issues as soon as possible!
It's been one full week since Toing's Pops released. The current rating on Steam is mostly positive, and I could not thank you all enough. I want to make this more of a weekly thing maybe, just giving updates about Toing's Pops and the development of future content in the series and current game. So to start this off, let's discuss the game's stability and some of the loading issues.
Since the release of the game, there's been 4 hotfixes. I'm really happy with the fact that I've been able to fix all of the problems within this week, but I'm not happy about the fact that I let the game release with as many bugs as it did. I understand now why games have bugs because there are so many factors to consider. I'm certainly trying though, remember that this is the first game I have ever made and released. I'm glad to see people are enjoying the game despite the bugs this week. I have also received a lot of feedback about the gameplay, and how it can be very confusing, so I added in a tutorial when you first put on your glasses that tells you how to use them. A lot of the feedback I got was about how people didn't know where to go after you activated the monitor, so I added symbols to follow as well as text that tells you to follow them. I don't want the game to be confusing, but I also don't want it to hold your hand. I'll continue to listen to feedback, and will continue to make changes to improve the experience of the game.
Next I want to talk about an issue that I've heard a lot about: falling through the map. I've encountered this bug a lot during development, but never quite understood how to fix it. The issue is that the player loads before the world does, as does Toing and Bink. I've tried to mitigate this with a loading screen plugin, removing the ability to skip the first and second cutscenes, but I'm still hearing people say that they are falling through the world. I'm still learning, and I originally thought this was only an in-engine problem, but it's now apparent it's a large problem no matter if it's in engine or packaged. I have a few more solutions to try, I'll give updates on this as it goes!
Finally, I want to say thank you. No matter what you think of the game, you've contributed to it's development post-release. Development for a free DLC to expand apon the story is being planned, and development for the second game has begun. I don't have an exact timeline of when the DLC will release, that's something that won't take super long I don't think. As for the second game, I don't have any idea for that either, it's something that's really far out as I want to make it the best it can possibly be. Something completely different and unique from most horror nowadays. I won't give out too much about it though, you'll hear about it when you hear about it. I do not want it to be the same thing in a different location with a number slapped on the cover, like so much of horror is nowadays.
I'm extremely excited for everything to come, thank you all. I'll keep y'all updated on the upcoming changes and fixes, as well as the DLC.
Just rolled out a hotfix to get some of the bugs reported during the first 2 days of launch out of the way!
Also want to thank you all for the awesome feedback and oportunity you gave me to improve the game! ❤️
Bug Fixes
Fixed bug when opening game settings (ingame)
Fixed bug that disconnected clients when slowing down time during tutorial.
Fixed bug that disconnected clients when some tutorial event was triggered.
Fixed bug that disconnected clients when other player grabs more than 30 items from the ground (should help with some dropped bags stuck in the ground).
Game Improvements
Improved the networking system. This should fix some bugs related to syncing between clients and also some disconnections.
Reduced chance of customer dirt (25% => 10%)
Reduced chance of client contamination during rain (75% => 50%)
Lowered customer spawn rate and wallet money at earlier stages. This should avoid getting out of stock in a single day when you are still around 10~20 reputation.
Removed controller inputs by default, this way no controller key should be shown by default. Currently the game doesn't officially support game controllers, but will be able to in future versions without major problems.
Death messages were something I just added as a way to give hints and help struggling players, but I thought why not add in some easter eggs as well? Should make dying more fun.
So I hope you have fun dying in the game when it releases!
On another note, I'm going to be adding a couple new features to the game. If you want to know what those are, you'll just have to follow to find out!
The graphics patch. - Several new tiles have been replaced and redone. - Four new marriage candidates have been finished and implemented; Astia Lemonds, Elessia Elfebrand, Alaria Mercatio, and Lorsephone Ramoran. Husbands will be coming soon! - Several new quests in Chayden and Blackmark. - Find the ruined town of Havelin, where a piper brought back a plague of wicked rats to punish the inhabitants for their treachery...