This time, let's explore the structures. We'll talk about the magnificent buildings of Ishtar that embody the grandeur of architecture, history, and culture. These impressive structures are not just engineering marvels, but also symbols of the legacy of ancient civilizations that have left their mark in history.
Disney Speedstorm will soon race out of Early Access on September 28th, and the opportunity to take advantage of valuable Founder’s Packs exclusives is nearly gone too!
Let's explore the top reasons why purchasing a Founder's Pack now while they are still available can allow you to stand apart in style at the starting line.
Founder's Packs offer outstanding value, not available later Founder's Packs provide access to the base game and unlock racers like Donald Duck, Mulan, and Jack Sparrow from the start that you can deck out in exclusive Founding Member cosmetics. Each pack includes thousands of Tokens for future upgrades and vanity items.
This level of value is available only during Early Access, ending soon.
Follow Disney Speedstorm on social media to find out ahead of time about platform discounts that will further help you maximize your savings while getting you on the racing track in founding member glory.
Access to premium Seasonal Content for months and months Founder's Packs are the only place you can obtain Golden Pass Credits, which grant access to premium Golden Pass rewards throughout the year, with exclusive liveries, suits, currencies, and racers.
Every Founder’s Pack offers at minimum 2 Golden Pass credits, which will have you covered for the first two seasons of full game release. Each new season offers all-new Disney and Pixar racers, track environments and more.
Of course, that is not the only way to get access to the Premium tier of the Golden Pass Rewards. If you were to buy the Golden Pass Premium tier with the in-game currency, it would require 990 tokens. Given that token amounts start at 4,000 for the Standard Founder’s Pack, with any of the Packs you are set to get access to Golden Pass premium rewards for many seasons to come!
Exclusive Cosmetics to wear as a badge of honor Stand out in style with unique racing suits and kart liveries for Mickey Mouse, Donald Duck, and your chosen racer, exclusively available to Founder's Pack owners. The Founding Member racing suits and liveries will not be available again after the game ends Early Access on September 28th.
Instant access to iconic racers Founders can immediately start their adrenaline-filled adventure with a collection of up to six racers, depending on the Founder’s Pack of choice. Once the game ends Early Access, there will be only one starting racer.
Get the Founder’s Pack of your choice today, and see you at the starting line, SpeedStars!
I've always been a gameplay-first guy. I've button mashed my way through many a cutscene. My development of Cleared Hot has followed the same principle: Gameplay first. Find out what's fun, fill in the blanks later.
However, I reached a point where I needed a more specific visual style. What should the enemies look like? Where are these battles taking place?
I want the game to be reminiscent and nostalgic for people like me who grew up playing the Strike series, Battlefield, etc, but offer something new. I didn't want to make another "war in the middle east" game, for so many reasons. But I didn't want to lose that nostalgia.
Then one day I was talking to a friend and we had an idea. It has been 30 years since Desert Strike came out. What would the pilot from that game look like 30 years later?
We started imagining him as a grizzled, dusty old pilot, living in West Texas. Retired, but getting pulled back in to his old life.
Suddenly we both felt inspired. This felt like the right combination of grit, dry humor, and 90s action movie tropes. The main character's situation in life could mirror some parts of ours: we're revisiting our Desert Strike memories 30 years later. A bit older, a bit grayer (in my case) but maybe we still got it...
As far as how he gets pulled back in to the action, and what the specifics are, I won't spoil that yet.
Visual Style
As part of this theme, we created a new level, basing it on rural Texas / Arizona. Thankfully this coincided with hiring a 3D artist, which was a huge milestone. I've been using pre-made 3D assets for the game up until this point, just in interest of faster development. But now I had an idea of the theme I really wanted.
Luckily, I took part in a game jam with some friends a few months back and met Eron. After the jam we talked a bit and he decided to join the team. We have very complementary skillsets and he's helping me a ton on all kinds of visual aspects of the game.
New Level - West Texas
This level is still a work in progress, but we have a functional level we are building new missions for.
We also built a new homebase, pictured earlier, which is where you'll upgrade your helicopter and choose missions. It's a safe area that will change as the game progresses.
New Vehicles
What's a new level without some new vehicles?
Unmarked Sprinter Van
This beast-of-utlity serves to drop off enemies around the map. They roll up, screech to a stop, and 5+ enemy NPCs get out.
Quad Bike / ATV
Fast and nimble, but has low health.
It comes with 2 NPCs onboard: a driver and a gunner.
This is the first vehicle to feature NPCs using their own logic + decision making while onboard. The gunner runs through their standard behavior tree and decides if and when to fire their weapon.
This is the first step to having NPCs that can decide to enter vehicles and control them on their own. Imagiine seeing a bunch of NPCs run to get into a parked tank...
You can actually shoot the NPCs off the vehicle as it's driving. You have no idea how happy I was to get this working.
Thank You!
Thanks again for all of your support! There's a lot more content coming soon. This re-theme was a ton of work and will allow us to really get the feel we're going for. I can't wait to share more about the direction of the missions and story.
At CLOUT, we're always searching for innovative ways to help our valued Mars Leets to engage in the CLOUT consumer experience. Mars was built by CLOUT thanks to its customers, and we have successfully achieved the peace that has always eluded Earth, by replacing the controversial and troublesome concepts such as politics, art, and religion, with The Brand.
There's no longer any need to argue or fight over differences in opinion anymore, all you need to do is follow and support The Brand through purchase power to gain status and the respect of your friends, families, and neighbours!
There are already SO many ways to increase your Brand Loyalty XP, but now the quickest way to make big gains is by purchasing Merch from our new CLOUT Plunderships!
Each CLOUT Plundership will be selling authentic Merch from Broke Earth - Merch made infinitely more valuable by being IMPOSSIBLE to find anywhere else! CLOUT guarantees that ALL Merch sold on our Plunderships will be incredibly expensive, rare and of no practical use to ensure their standing as luxury items.
The first Plundership is on route to arrive on August 31 and we can’t wait to see you board. We are aware of rumours of Hyena attacks but we’re pleased to inform you that the ships are guarded by the finest MURF forces – nobody would dare attempt such a thing!
I’m super excited to announce that Mercury Fallen is no longer in Early Access and the 1.0 version is now available. It’s been a long road as a solo developer, but I couldn’t have done it without the amazing feedback and support from all of you.
A huge thank you to all the testers, supporters and everyone who has provided feedback along the way. Mercury Fallen is only as good as the amazing feedback and support. Thank you!
It is exciting to watch so many people play and enjoy my game. The Planetary Repairs update has a lot of new content. Let’s take a look at some of the additions and changes.
Story Campaign
The conclusion of the primary campaign is now available and has several new missions and POI locations that will lead to the final goal of the game.
New Resources & Production Machines
A new resource, surface building and production machines have been added. This includes new research and discoveries.
Alex Kenner Data Logs
The final chapter of Alex Kenner data logs are now available for purchase from passing traders.
Planet Map UI Improvements
The plant map has been updated and now has an inventory list, mission specific icons and a new filter for mission specific POIs.
Achievements
18 in-game achievements have been added and can be viewed from the in-game menu. These achievements can also be earned on Steam.
Decorations
Several new decorative objects can be unlocked including the new windowed wall. Windowed walls do not provide any additional decor bonus over regular walls, but can be used to spruce up various spaces.
Decorative display objects such as plants, holograms and items in the new display case have their own decor bonus in addition to the display container. Discover what objects provide the best decor.
Resource Management
The crop and ore management stations were added in the previous update. In this update I’ve added more feedback for colonists and vehicles when they aren’t performing their duties due to assigned resource limits.
You can now only place one of each resource management station and if they are unpowered or disabled, then their defined limits are no long in affect.
Notifications
Notifications have been visually overhauled and several new notifications have been added to provide more in-game feedback. Non-critical notifications now stay on screen for less time, but have new animations for when they appear and disappear.
Added final chapter missions. If you have the wait for reply mission then the follow-up story mission will appear 12-24 in-game hours after loading up your save game.
Added xeno processing research.
Added xeno fabrication research.
Added excavation center surface structure.
Added ancient ruins surface resource. Requires an excavation center to extract resources.
Added 10 new Alex Kenner logs that can be purchased from traders.
Added notification when trader arrives at trade platform.
New icons for mission-specific POIs.
New map display filter for mission POIs.
Added pop icon over colonists when they level up (in addition to other existing visuals).
Added credits button to main menu screen.
Achievements
Added achievement system with 18 in-game and Steam achievements.
Added achievements window that can be accessed via the game menu.
New Items
Added xeno scrap item.
Added xeno alloy item + recipe.
Added quantum processor item + recipe.
Added 12 new colonist equipment items that boost job levels. Related blueprint discoveries to unlock recipe research are available from the tech trader.
Added Display Case. Additional display objects unlocked via research/discoveries.
Added several new display object decoration discoveries that can be found via surface expeditions.
UI Tweaks/Changes
Crop Field, Aeroponics Bay, Algae Farm and Aquarium now show notice text if the crop is at or above the resource limit defined in the crop manager.
Colonist job role buttons will show a warning icon if an action related to that job role can’t be performed due to resource limits set in the crop or ore manager. Tooltip provides additional details.
Mining vehicles will show warning text in the info section of their info panel if unable to mine selected target due to resource limits set in the ore manager.
Transport vehicles will show warning text in the info section of their info panel if unable to collect resources due to resource limits set in the ore manager.
Minor change to the look of vehicle list items in the vehicle list interface to improve readability.
HUD inventory now visible on map screen.
HUD inventory settings saved data stored via the inventory manager instead of the hud inventory itself. Upon loading a save game from the previous version, your settings will reset to default until your next save/load.
Surface resources info panel now shows what it can be harvested by.
Changed trade window buy/sell header text to provide more clarity.
Reviewed and removed usage of older text rendering system to improve text clarity in various interfaces.
Research project info window will now show costs in red if research is not currently affordable.
Updated the look of notifications that appear on the right side of the screen.
Reduced the amount of time notifications stay in the notification list before disappearing.
Updated the look of many object icons.
Updated the look of the colonist level notification icon.
Opening the construction queue no longer changes camera overlay mode back to default.
Hologram emitter interface now uses icons to set hologram instead of a drop down. This is consistent with other objects that use a similar selection process.
Misc Changes
Reduced biome scan audio volume and range.
Planet map camera zoom gradually gets faster as you zoom out instead of being the same speed regardless of distance. This results in a smoother zoom when closer to the planet’s surface.
Tweaked visuals for the main menu background.
Adjusted job role experience gain to better balance progression for less utilized job roles.
Mouse cursor is now a different color depending on selection modes such as harvest, mine and deconstruction.
Decreased load time of new and saved games by ~30%.
Updated the look of all visual effects when a mining tile is destroyed.
Tweaks and changes to various item/object descriptions.
Updated the look of the hologram emitter material effect.
Display objects such as plants in the plant pot and holograms for the hologram emitter provide their own decor bonus in addition to the display container. The base decor of the plant pots and hologram display have been rebalanced.
Colonists are more likely to use recreation items during scheduled recreation time.
Colonist stress change rate now paused while stress.
Surface power line connection lines are now thicker when zoomed out to increase their visibility.
Drop Off Items vehicle action will now automatically move the vehicle to the facility or nearest resource depot instead of having to be directly adjacent. Action tooltip also updated to reflect the change.
Fish chunks recipe now unlocked with food processor research.
Can now only construct a maximum of one ore manager.
Can now only construct a maximum of one crop manager.
Crop and ore managers resource limits are disabled if the relevant machine is disabled or unpowered.
Modding/Data Changes
CSurfaceHarvestable component now has a harvestable_by tag which is used to determine what buildings/vehicles can harvest the surface resource.
Added CObjectDisplay component which replaces CPlanter and CHologramEmitter components. CObjectDisplay component can only display EDisplayObject type by matching tags.
Fixes :: Vehicles
Fixed: Vehicle biome scan visual effect not always showing.
Fixed: Vehicle biome scanning visual and audio continues even after canceling the vehicles related action.
Fixed: Vehicle preview path not showing when hovering over a valid mining target for mining vehicle mining action selection.
Fixed: Vehicle preview path for expeditions and mining vehicles not showing after selecting destination without having to deselect and re-select the vehicle.
Fixed: Vehicle inventory contents not reflected in HUD inventory counts.
Fixed: Mining vehicle stuck in mining animation if mining action is canceled while the game is paused.
Fixed: Soft lock if clicking vehicle mine action multiple times without setting a mining target.
Fixed: Embarked surface vehicles loaded from save game not appearing on minimap in some instances.
Fixed: Vehicle actions not correctly reaching their destination when arriving from an adjacent tile of a different height in some instances. This causes the action to re-plan its movement and will eventually ping-pong between two points repeatedly.
Fixed :: UI & Language
Fixed: Spelling mistakes.
Fixed: Resource amount number in mining platform UI incorrectly formatted.
Fixed: Incorrect icons for some missions.
Fixed: Incorrect tooltip text for trade window buy/sell items.
Fixed: Missing display name for Fetid Knob plant.
Fixed: Craft queue inventory item count doesn’t match item count in hud inventory view in some instances.
Fixed: Receiving inventory contents not reflected in HUD inventory quantities.
Fixed: Object placement cursor object appearing in the construction queue.
Fixed: Construction queue list not actually showing items in the queue for construction in some instances. You had one job construction queue!
Fixes :: Misc
Fixed: Game crashes when saving game due to expedition missing vehicle entity in some instances.
Fixed: Expedition data not loading correctly in some instances. Expeditions may still not work correctly in existing saves until the expedition is docked/canceled and embarked again.
Fixed: Unable to move map table object.
Fixed: Mineable underground resources missing visual effect when destroyed.
Fixed: Object move button not available for crop manager object.
Fixed: Object move button not available for ore manager object.
Fixed: Solid rocket fuel recipe research missing research requirements.
Magnetron Rebellion: Fully Loaded is live on Steam! This is such a huge day for me personally. I have been working on this game in my spare time for about 9 months and to finally have it done and on Steam for people to download and play is... quite honestly amazing. I was never quite sure I would get to this point and to be able to say that I have a video game on Steam is an awesome feeling.
Thank you to everyone who has supported the development of this game, everyone who downloaded or played the demo, everyone who gave feedback on the early prototype. I would not have gotten to this point without your help.