The game has received a new update with a new gameplay we would like you to test ! In the new version, the shurikens are replaced by small planets that you have to slice with your katana.
We would love to have you try this version and let us know what you think about it, compared to the old gameplay, and your ideas or if you have other suggestions in general !
Changelog: - Fixed the bug where the leaderboard was not showing if we haven't played the song yet + add loading animation and a lil message if the song was never played - More music to play :) - Fixed and cleaned the score display in the songs' menu (score was overflowing + showed decimals while it shouldn't) - Fixed a bug where musical elements were not disappearing at the end of the game
It’s time for another Realm Rework Public Testing session! This week you’ll get your first look at one of the new maps along with their enemies, all the biome UTs, and a handful of new setpieces and encounters! Just a reminder, everything you see this weekend is still a WIP and may be using placeholder sprites and/or change over time.
As mentioned in a previous blog post, Biome UTs are powerful items that can only be found by fighting normal enemies within a specific biome. This time you’ll actually be able to try out all of them in game! Head to the shop on testing to receive these items.
Additionally, it wouldn’t be a realm rework without showing you the new realm! This weekend we are prepared to show you one of the new realm maps that is still in progress. Within them you may find a load of new enemies as well as a handful of new encounters and set pieces. Let's see if you can discover them all.
Lastly I would like to thank you all for your patience with this project, please continue to leave your feedback on the official discord so that we can improve the realm further!
A deadly bug has been fixed, causing many players to not be able to host or join any game. This was an oversight when I went from the playtest over to the demo. It should work properly now!
PATCH NOTES
Temperatures close to the POD now read lower, around 16-18 degrees. This allows you to find the apporoximation of the POD and then find the centre of it.
Made the range of radiation larger, so it's easier to spot radioactive items while looking for them.
Added localization to more of the in-game text, making most of the game translatable.
With the help of Gaming Blanket, Italian translation has been improved! I might have missed a few lines, so there may still be some missing/not updated.
Moved the living room swan to the bathroom, to more easily separate it from the nearby kettle.
Made the computer windows larger to fix more text.
BUG FIXES
Fixed a bug preventing ghost orbs from despawning after each match.
The thermometer should no longer shoot a laser through floors.
We added so much, but in the end, it doesn't even stop us from adding even more! And we did exactly that! More tech, more decor, more mechanics, just ... more!
How to join?
Find "Join the Time to Morp Playtest" on the main page of the game, and press "Request Access" (you will get it immediately).
Where to send feedback?
Start a discussion here on Steam, or join our Discord Server to discuss your experience directly with us in #playtest channel. We will be waiting!
For how long the Playtest will last?
We will close the playtest on Aug 11th to go through your feedback and then shift our focus back to development.
Patch Notes (v0.9)
Idea behind this patch is to simplify the early game, giving simple and understandable tools at first, and then replacing them with more advanced technology later in the game. Another goal is to go more in the direction of “building a town”, adding more NPCs, Housing mechanics and fully reworking how Decor looks and works.
NOTE: Old save files (from v0.8) won't work with the new patch (v0.9)!
New Features:
New Mechanic: Reputation (Players can complete Quests to increase reputation with Morps and the Crew to get rewards)
New Mechanic: Cooking (Players can cook complex dishes to feed Morps and the Crew)
New Mechanic: Housing (Crew members now require a House to stay at. This mechanic will be expanded in future patches)
New Mechanic: Player Emotes (Players can now use emotes and even Play with Morps!)
New Mechanic: Bowls (Simple version to move specific items between Areas without dealing with Conditions)
New Progression: All early technology is simplified (Added simpler versions for all buildings to ensure a smoother learning curve)
New Research Tree: +50% more nodes to unlock (bloat, bloat, BLOAT)
New Decor: around 40 new items to decorate with (Decor mechanic was simplified, allowing easier access and building)
New NPCs: Meet 3 new Crew members! (they're useless right now, but they're there!)
Improvements:
New Building: Roads (increases Player movement speed)
New Quests (to teach new mechanics)
New Building: Well (fast and easy access to water)
Some Morps are simplified (to prevent unnecessary morphing)
Updated Map (More verticality)
Updated Plant (more visible, animated)
Updated Ground (better colors, smoother edges, more noticeable levels)
The legendary Everdell is back! One of the most popular games on our platform gets two newesr expansions: Everdell: Newleaf and Everdell: Mistwood.
Deep within the twisting branches of Mistwood, many secrets lie hidden. The Monks of Mistwood have recorded the tales of heroes past and present, including stories of Everdell’s founder, Corrin Evertail, and other legendary figures from the Emerald Valley’s timeline. Through every season, the monks help to watch over and shepherd the fair citizens of the valley.
But deeper within the wood, a mysterious threat has been patiently waiting, making plans and sinister plots…. Will the fair valley survive the webbed takeover of the clever spider Nightweave and her army of spiderlings?
Everdell’s bustling city Newleaf has just opened its first train station, and many new critters and big ideas are rolling in. Newleaf introduces brand new critters, constructions, and exciting events to draw Visitor cards to your blossoming city! It also features the Train Station Board, resource-delivering Train Cars, travel- worthy Tickets, and Reservation Tokens!
On the 4th of August, exactly a year ago, Love, Money, Rock'n'Roll was finally released on Steam. Looking back, sometimes it appears as if that happened mere moments ago, and sometimes as if a lifetime has passed. Human memory is fickle like that, changing and shifting depending on your perspective and context.
Nevertheless, we aren't just resting our oars — in the very near future, we will be releasing Steam workshop support! We know many people have been waiting for it, and we ask you to wait a little longer — just a few days. Besides that, we will soon start sending out physical artbooks to those who have preordered them. Plus, a certain, very limited, number of artbooks will become available for purchase.
Naturally, we have plans for the future besides LMR as well, and you will definitely learn of them when the time is right. Stay tuned!
We've got more patches here than an old blanket! We'll have some big updates real soon :)
Pathfinding improvements:
Employees who are not assigned to a room group will try to avoid potentially dangerous production rooms (such as meth production rooms)
Customers will not path through employee rooms at businesses.
Employees much prefer to walk along corridors now.
Employees who are assigned a room group will do their best to avoid any rooms that aren’t in their group even during pathfinding between rooms in their group.
Fixes:
A change to prevent controls input whilst typing a room group name in the input field.
Added missing keybindings to the key-bindings menu.
Added a binding to open the map (defaulted to the ‘M’ key).
Fixed keybindings reset function in the menu.
Vending machines, coffee machines, and bins added to the corridor object options.
Adjusted the room logo to try and make it clearer employees now prefer to walk along corridors.
Improved performance and fewer frame drops (although this issue is still a work in progress).
AOEs going through walls when placed too close to a door.
Rewards menu getting stuck on the screen the first time it’s opened.
After using the steam overlay the camera would continuously follow the mouse movements even when not panning.
Moved robot factory gates out of the way of vehicles so they don’t clip through.
Tutorial painting indicators disappear too early if the area was erased over instead of painted.
Tutorial indicators staying at the top of the UI so they cannot be obscured behind another panel.
Vomit and urine being invisible upon reloading the game.
Notifications for non-employees appearing in the notifications panel.
Stopped a black screen soft lock during the tutorial under certain circumstances.
Addressed various ‘translation key not found’ errors and some spelling errors.
Black and red door frame offset has been adjusted.
NPC vehicles no longer drive through client delivery areas.
Washing machine Mk1 cost has been fixed.
Fire extinguisher particle effect continues to play when time is paused.
Prevent funds from being deducted when trying to build over a road + if a road is placed over an existing building the building cost is now refunded.
Deliveries not all being collected when multiple deliveries are made at once.
Boxes sometimes dropped at clients when multiple deliveries are made at once.
Redundant customer thought bubbles have been removed.
Traps firing when a target walks past (even when a wall is in the way).
Notifications persisting between play sessions even when the game wasn’t saved.
Selling a machine while an employee is using will continue to have the employee hold the item associated with the machine removed (e.g. a watering can).
Side-table and lockers have been removed as they were causing issues and are functionally useless.
Added all doors to all plot types.
Engineer getting stuck in a fixing animation if a machine was removed whilst they were fixing it.
Products getting dropped en-route to a vehicle could not be picked up unless there was a shelf to take them to (even if a vehicle was still available for loading).
Attackers could clip through locked doors and get stuck there even after the attack has ended.
Sometimes characters killed by attackers would only die after the attackers had left.
Load button still active if all save files have been deleted.
Business type name not immediately updated after assigning a new business type.
Notification filters are not saved after closing the panel.
Only able to select outer edge sub plots after exiting a new game and loading a previous save.
Sometimes an employee would not use a machine if it was already being used by another employee (even if there were multiple free use spaces).
Remove fullscreen window option as that is not a feature on windows.
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