We have released a small update to the demo, adding fixes for some known issues, and adding some logging functionality to help us track down bugs that are preventing players from launching the game.
If the game does not launch for you (or the game is stuck at the loading screen), please check the %AppData%/folklands/logs folder and forward any logs to help@bromanticgames.com
Because of the changes introduced in this version, it is not compatible with existing save files.
Changelog
Added more prominent road tiles to all buildings
Added right-click-to-cancel building roads and buildings
Improved pathfinding for all folks except Gunther
Taught all folks new stacking techniques for wood and planks
Fixed an issue that could cause players to get stuck on the game loading screen
Fixed an issue that could prevent players from launching the game
Changed phaser dependency from 3.61-beta to 3.60 in an attempt to fix flickering issues for players on linux systems
If you've ever wanted to see your favorite creature added to ARK, now's your chance! There are only a few days left to submit an idea for The Center on ARK: Survival Ascended. Take a look and upvote your favorite creature submissions from the community before the top 10 vote takes place on Monday, August 14th! Although there's been a brief pause on ARK: Survival Ascended comparisons, we'll have more to show soon!
Let's take a trip down memory lane as we embark on our journey to The Center for our next Community Creature Contest. What will be the fan-voted real-world creature that will launch with the map for ARK: Survival Ascended?
Please note that this creature will be released for The Center, so make sure your real-world submissions are in theme with that map! As previously stated, we’ll add an additional real-world creature for each expansion pack map release on ARK: Survival Ascended.
Check out the Creature Submission Guidelines for more information on the submission process, and hop over to the Creature Submission Forum to see the current entries. We are looking forward to seeing your ideas come to life!
The entry period will end at 1 PM Pacific on August 14th.
The voting will begin immediately after and end on August 21st at 1PM Pacific.
The winner will be announced in the Crunch of August 25th.
Make sure to check our Twitter on August 14th for the RankedVote link!
*Note that the proposed features for the creatures from the submission entry are meant to inspire their design, but certain aspects may still be modified.
Survivors on all platforms will be receiving an EVO Event! It will be active until Monday, August 14th. All Official Servers across each platform will be undergoing this evolutionary change which includes:
*Note that these bonuses are multiplicative of the game's standard 1x rates.
Official Servers: 2x XP, Harvesting, Taming and Breeding (imprint, maturation, hatch/gestation), 0.5x Mating Interval, 2x hexagon
Small Tribe Servers: 4.5x XP, Harvesting, Taming and Breeding (imprint, maturation, hatch/gestation), 0.5x Mating Interval, 2x hexagon
Creator: Jimbob Jimbob plays around with ARK Additions' newest creature, Ceratoraurus. Take a look at the magnificent mutations and abilities this bipedal menace has!
Creator: TBF Gaming feat. TaruHunter TBF Gaming and TaruHunter travel to the desert searching for Veneficus Thorny Dragon from the mod ARK: Corruption Overloaded, but they find much more than that.
Hyaenodon by gvttermutt
Collection of Portraits by dvinia
Survivors of Nublar by mireyadc
Sleeping Tempest by Leashedragon
Ice Wyvern by TheN4STYR4BBiT
Chibi by Dr-Rnar
Ark Aberration lore gang family trope by @laind004
Thank you for your continued support of Idol Showdown.
We are happy to introduce Patch 2.0; the Pekora update! This update focuses mostly on improving our multiplayer experience; both by extending our online features, and through the addition of training tools to help you improve offline as well.
The patch also includes major changes to Coco. Changes to other characters are mainly intended to resolve bugs and ensure more consistency between characters. This patch also includes balance changes to collabs.
We intend on adding additional features to the single-player experience in future updates.
New Features
**New Character: Usada Pekora Usada Construction’s Maniacal CEO
Pekora is an opportunistic prankster who traps the opponent in her deadly ordnance of explosives, peko. Win hard or lose hard; the tide of battle swings with perfect comedic timing for this carrot-loving girl, peko.
New Collab: AZKi AZKi can restrict the opponent's ability to use resources or prevent them from moving freely, opening up offensive opportunities.
Off Collab - ERROR A corrupted version of AZKi glitches through her various forms. If the opponent makes contact, they will temporarily be unable to perform STAR specials or Super STAR Specials.
STAR Call-in - ZeroGuessr AZKi pulls off a zero-meter guess on the opponent's location and drops a map pin on them. Pinned opponents are briefly rendered stunned but cannot be hit.
New Collab: Moona Hoshinova Both of Moona’s abilities can help the user with repositioning and gaining control over the stage.
Off Collab - Gravity Moona invokes her divine lunar presence, producing a powerful gravitational force that pulls opponents in.
STAR Call-in - High Tide Moona performs a far reaching axe slash on the ground. On hit, she traps them in a lengthy onslaught of aerial slashes.
Training Mode: Expanded and Updated We’ve expanded the features of the training mode; this will hopefully help out the many players hard at work labbing their characters.
New pause menu with multiple panels for each option
New frame meter feature added to help with testing frame advantage.
New hitbox/hurtbox display feature in training mode.
Training AI can now be set to play individual moves in addition to a pre-recorded demo. This can be used to better test reversal options.
New Stages: The Aquamarine, Eternity Bright (updated) - A brand new stage, “The AquaMarine” has been added! The stage takes place aboard Houshou Marine’s (totally real, not virtual) pirate ship, and features multiple variations depending on the selected audio track.
The unlockable stage “Eternity Bright” now has more varied art between its different versions. In addition, the stage borders for each variant now have a visual marker to address readability concerns in high level play.
Online Expansion We’ve expanded our system to include various quality-of-life features that we hope will make playing online more enjoyable.
Added support for spectator mode. This should provide players with the ability to view their peers’ matches, and make streaming tournaments and similar events less cumbersome. Currently, hosts cannot be spectators in their own lobbies. That is an option slated for a future update.
Online now includes support for multiplayer lobbies. The lobby owner can rotate who is spectating and playing in each match.
Implemented the Elo rating system as a means for players to track their relative experience level against lobby opponents.
Added icons to indicate network type.
Updated Arcade Mode The arcade mode has been expanded to allow for more replayability. While there haven’t been as many changes to single player modes in recent patches, we are planning on releasing updates in a future patch.
In addition to its ‘classic’ mode, we’ve added difficulty selection options to Arcade Mode which allow you to fix the AI opponents’ difficulty levels.
Pekora has been added to the pool of opponents.
There are now some diverging paths where you can select your next opponent.
Character icons have been added to the Arcade Mode “overworld” screen.
Scoring logic has been adjusted.
Match Settings Added editable match settings for Local PvP and VS AI. Players can now set the following:
Round Count
Match Timer
Health
Star Meter
Super Chat
Controller Support Added support for additional controllers. However, this will require steam controller input to be disabled. Please check your steam controller settings.
Audio Added 3 new audio tracks to the new stage The AquaMarine.
Fugue in R♭ (Iris)
Ahoy! (Ahoy)
WAHoy! (Ahoy, Violet)
Changes to Existing Content
Universal System Changes and Tweaks
Improved performance of both offline and online matches.
Frames of grab invulnerability after blockstun increased 4f -> 6f.
Grab Tech window has been increased to cover 6f before getting grabbed.
Grab invulnerability after knockdown has been increased 5f -> 6f.
If a grab is a punish or a counterhit, the grab will not be able to be teched.
Jumping after running will preserve a small portion of your momentum.
All collabs can now be destroyed by a burst.
Scaling logic for multi-hit moves has been adjusted. The final damage of all multi-hit attacks should be the same, but the distribution of damage between the hits should be more even. Certain moves may have minor adjustments in damage as a result of the change (between 1-5 dmg change)
Punishing an opponent with a grab will now properly be counted as a punish and reward the player with 15 superchats.
All standard grabs now have identical frame data.
Controller support has been extended to additional controllers.
Implemented various general networking improvements.
Most Collab call-ins should now apply 85% combo scaling.
Visual Changes
Added a visual indicator for when a character is hit while in super armor.
Added a visual indicator for Fubuki’s Kon’ter.
Updated Fubuki’s RateUP VFX.
Updated the color scheme for the in-match notifications (Reversal, Invulnerable, Counter, Punish) to align better with the games overall palette.
Updated in-match player names to be displayed properly for online matches.
Updated the CSS sprite animation to happen after the character is selected as opposed to after the collab being selected.
Audio Changes
Updated various UI and Menu SFX.
Updated misc voice lines and SFX for various characters and collabs.
Bugfixes
Fixed issue where moves would have 1 less frame of hitstun and blockstun than intended due to the opponent being able to interrupt the final frame of blockstun/hitstun with an attack. As a result of this change, the frame advantage for all grounded moves should now reflect the value indicated for “Frame Advantage” in training mode.
Resolved issue where the combo counter would count things as combos that were not actually true combos / were blockable.
Resolved issue where collabs (and other projectiles) would hit multiple times during a superfreeze animation.
Fixed Issue where after a knockdown you could option select a block and an attack at the same time upon wakeup.
Fixed issue where you would be pushed back from hitting an opponent in a corner even when they were not actually in the corner.
Fixed issue where summoning a collab near a corner would cause the user to be pushed backwards.
Fixed issue when two characters grabbed each other at the same time. Some characters would recover faster.
Fixed issue where you could cancel your knockdown with an attack if you landed an attack with a projectile while knocked down.
Fixed issue where landing a killing blow with a ground-bounce could result in the opponent being stuck in midair at the start of the next round.
Fixed issue where players would remain colored a bit darker after a grab break.
Fixed issue where pressing the “Use Item” button after a dash while performing an attack could result in you circumventing the move limit during combos. In addition, it could result in you being unable to cancel from that attack for the rest of the round.
Fixed issue where the Main Menu and Stage Select stage videos loading would cause some players to crash.
Fixed issues with command list previews where sometimes objects and animations would remain on the screen after selecting a different animation.
Character Changes
Coco We felt that Coco’s kit did not mesh together. To help resolve this, we added a new mechanic to help Coco use more of her kit. These changes were made to emphasize Coco’s role as a grappler and to incentivize her to use her command grabs.
New Mechanic - Burn Effect - Coco can use her fire attacks to build up "burn damage", which is converted to true damage when she lands her “dragon drop” command grab.
NEW Jumping H - This new jump-in normal was added to help with Coco’s approach.
NEW Jumping Down H - Hip Drop - Has the same animation and frame data as her previous Jumping Heavy.
Grab - Recovery increased (19f -> 21f).
QCF L - Acrobatic Array - Now provides the option for the user to perform a cartwheel without the grab follow-up. Coco will now only execute the grab if the Light button is held down.
QCF H - Essence of Advancing Assault - This move now transitions into Coco’s “meme” grab instead of her “dragon drop” grab.
QCB L/M - Verbal Roasting (Orange/Blue) - Although the animation may be similar to its previous version, this is effectively a new move, with its frame data and hitboxes drastically changed.
NEW QCB H - Essence of Verbal Roasting - The previous version of this EX move was generally underused. It’s now a quick, multi-hitting fireball that can be used by Coco as a counter-zoning tool.
DD H - Essence of Insertion: Tail Slam - Increased damage 155 -> 180
Jumping Special - Dragon Glide - BUGFIX - You can now only perform one jumping special per jump.
Super - Essence of True Form: Just Like a Dragon - BUGFIX - Armor frames will no longer be active during the recovery animation.
All other character changes are bugfixes or changes added to ensure more character consistency.
Aki
Crouching H - Aki will now be head invulnerable during the startup of the attack.
Grab - Recovery increased (14f -> 21f).
QCB H - Muki Knock-Up! - As a result of the universal changes to hitstun, both hits of Muki will now properly connect. Muki will now move further forward when performing the attack.
Botan
Standing Medium - BUGFIX - Fixed issue where interrupting the cancellable recovery animation would result in the next move not being cancellable.
Standing Medium - BUGFIX - Fixed issue where later hits of 5M could not be canceled into crouching Medium.
Air Grab - BUGFIX - Fixed issue where landing the Heavy followup to 22M would result in the air grab being unable to be canceled into a normal attack.
Jumping Special - Bulelt Rain - Will now deal chip damage.
QCF H - S.S.R.B. - is now head invulnerable and air unblockable. Explosion is now untechable.
Ayame
Crouching H - BUGFIX - Fixed issue where only hitting the 2nd hit will result in the 2nd hitbox hitting twice.
Grab - Recovery increased (19f -> 21f).
Down-Down S - Fixed physics issues with projectiles.
Suisei
Down-Forward M - Kakero - Hitstun increased (13f -> 14f). In the initial release of the game, this move was able to link into QCF L. However, a subsequent patch unintentionally removed this link. This will add it back in.
Grab - Recovery increased (14f -> 21f).
Down-Down H - Psycho Hoshispin - No longer has superfreeze frames on activation.
Super - SPACE for Virtual GHOST - Changed animation when attempting to perform the attack with insufficient STAR meter. Suisei will now perform her command grab (Tetromino Transhumanism).
Super - SPACE for Virtual GHOST - command grab followup no longer has superfreeze frames on activation. Extended invul on command grab by 2f. This should prevent Suisei’s super from trading as often.
Super - SPACE for Virtual GHOST - BUGFIX - Resolved issue where Suisei was able to act early out of the command grab followup.
Super - SPACE for Virtual GHOST - BUGFIX - Suisei can now cancel into the activation animation from a special move without needing to spend superchats.
Suisei is cute in this update too. すいちゃんはこのアップデートでもかわいい!
Fubuki
Jumping Heavy - The late hit is now considered an overhead.
b]QCB Light -
[/b] The SSR version will now be a unique move and no longer be identical to the Medium SSR variant.
Idol Skill - Resolved issue where the guaranteed SSR after a Burger would sometimes not come out, but the Burger buff would still be consumed.
[/list]
Korone
Grab - Active frames reduced (4f -> 2f). Recovery increased to compensate for active frame reduction (19f -> 21f).
Air Special - DOOG From Above - Inconsistencies with the move interacting with attacks that have head invulnerability have been fixed.
Sora
Grab - Recovery increased (19f -> 21f).
Down Down Special - Rakka-Chan - Shockwave hitbox is now a low.
Collab Changes
Roboco
-Call-In - High-Spec Beam - The beam’s active visual will now extend to match the active hitbox. Its total duration is not changed.
- Off-collab - High-Spec Missiles - Can no longer summon Roboco’s call-in while this remains active. Cooldown frames have been extended such that Roboco takes longer to disappear, making it infeasible to summon her call-in while her missiles are still active.
Amelia
Call-In - Ground Pound - Added 0.75x combo scaling. This is 0.1x higher than the now standard combo scaling of 0.85x for other call-ins.
Off-collab - Time Slow - Effect duration reduced from ~8 seconds to ~6 seconds.
Marine
Call-in - The AquaMarine - Cannon shots will now connect more consistently.
Mio
Call-in - Full Power Flaming Punch- BUGFIX- The move used to apply 1.2x combo scaling, but the scaling was inconsistent. This change makes the combo scaling application more consistent.
Iroha
Call-In - Eggplant Slash - Iroha spawns further back and covers an area closer to the player. Will now wallbounce when hitting an aerial opponent.
Off-Collab - NinNinjanai - Has been significantly reworked. The patterns of the ninjas are now at fixed positions. On hit, the ninjas will now send the opponent downward, resulting in a ground bounce.
- New clothing items added - Added freestanding wood door - Added open and close sound to doors - Increased the radius for movement while building - Added more feedback when landing a melee hit - Fixed bug from dying while placing/setting down - Fixed bug with pain calculations to not apply before it should - Removed the test scope off of the SCAR-L
Players who pre-purchase Madden NFL 24 can start pre-loading the game now. Pre-purchase the Deluxe Edition to play 3 days early and get 4600 Madden Points, a 2023 Hall of Fame player item, and more.
DISCOUNT: Dream Catcher came out a month ago and as a result was not able to participate in the summer sales. However, here is the next best thing. Dream Catcher will be 10% off until August 23rd (About 2 weeks).
PROGRESS: Some eagle eyed readers might have noticed there hasn't been an update in a while. This is because I've been working on redoing the entire way terrain is rendered and loaded. The original plan was to update at the beginning of the sale but this proved to be a much bigger update than i thought and it is still not ready and probably won't be ready before the sale ends. Another thing, the next update will have the new terrain loading and rendering but the world map will still not be finalized. The plan is to release an update that looks and plays about as good as the current version with a map about the same size AND THEN start doing regular updates again, patching in a new zone every now and then. Note that not every currently available monsters will be available right away after the next update, but your current team should not be affected.
WHAT HAS ALREADY BEEN DONE: - Fog, lighting and shadows are a lot more consistent. - New maps have trigger points that allow for more interesting puzzles. - Objects are no longer locked to the grid (In fact the new maps are no longer grid-based) - There are now different types of cameras for different kinds of maps. So expect more dynamic camera angles. - Your camera zoom level is now saved so you don't have to keep scrolling all the way out every time you start the game. - Battle arenas now have an actual unique 3D model based on the zone you are in. They are no longer just different textures for the same sumo wrestling circle. - Monsters spawn a lot more consistently and won't result in rooms being sometimes empty and sometimes completely full.
WHAT IS LEFT TO DO: - Fix some pathfinding issues related to the new system that allows for slopes and irregular shapes. - Fix some rendering issues related to the new way monsters are rendered (You probably won't see a difference but it was necessary to change for the new shadows and cameras). - Improve your follower to not get stuck on slopes and other similar issues. - Make a map that is at least as large as the current one. - Fix bugs related to the error handler (Ironic).
Overall, expect the new update to come out before the end of the month.
Well folks, it's about time I did one of these. The voyage to early access continues, and I've been so busy with it that I've been neglecting devlogs here on Steam. But let's start fixing that with a quick look at where things are so far!
- Environments
Tilesets, tilesets, tilesets. I wanted Voidseekers to have its own unique look, which means no asset packs. That's a lot of work for a one-man dev team, so to help with efficiency everything is built into tilesets. These tilesets are broken down into ship "zones" which include hallways/utility areas (done), cargo (done), crew quarters (done), engineering (almost done), and the all-important helm/instrumentation areas (coming up).
Next up will be fleshing all these areas out with props and such, which should be a lot of fun. Post-launch I hope to add more areas to continue expanding the environmental variety. Eventually, I'd also love to make a procedural map generator, but those are later on the to-do list.
- Enemies
Next up, the all-important mooks; the void-corrupted remnants of lost crews. These are the generic enemies you'll see the most of while playing. If the ship is powered down, they'll begin the mission dormantly staring off into the stars. They aren't much of a threat individually, but the real problem comes if you start waking too many of them up with lights, activity, gunfire, movement, or basically anything else that disturbs the stillness of deep space.
Conveniently, player customization is something I already planned for, so armor pieces are modular. This means our not-so-friendly enemies here can spawn with an assortment of different armor pieces that can make for a more challenging target. Helmet? Going to have to break that before you can get that rewarding headshot. Chestpiece? Take a lesson from a certain other sci-fi horror game and aim for the limbs!
- The Spaceman
Last but not least, we can't forget our heroes themselves, the brave astronauts who will strip every copper wire, scrap every piece of titanium, and grab every last nuclear catalytic converter in the abandoned ships they find. These guys have gone through a bit of a rework since their iteration as my own 3d modeling skills have improved.
Customization is already in the works as well, and I'll talk about that in-depth more in a later devlog. Unlockable skins and visor colors are the first step, but options will eventually include some armor parts and helmets as well. I'm a sucker for sci-fi armor customization, so I hope you are too. Everyone needs to look their best when they're fighting for their lives in deep space.
In the meantime, if you'd like to follow along with more development posts you can find Voidseekers on Twitter at @VoidseekersDev and Tiktok at @VoidseekersGame. And of course, if you want to keep updated through steam give it a Wishlist!