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- (Bug) Highway mode tally was not properly disabled after finishing a run. This caused it to appear simultaneously during arcade mode tally sequences.
B-17 Flying Fortress : The Mighty 8th Redux - Sérgio Costa (MicroProse)
Welcome aboard followers, new and old.
In this devblog we will show you some comparison shots between the original and the redux and let you know a little more about the team that is working on the Project and the planned early access release date.
Comparison Shots Office
Each update we will share some comparison shots with an original as reference. One of the first things you will notice is a change in aspect ratio from 4:3 to 16:9, the next thing you will be able to appreciate is the additional detail the artists are putting into the new scenes. Below are a few comparison shots of the current work-in-progress for you to soak in.
First up is the “Corridor”. From here you can go into the Briefing Room, Bomber Commander’s Office – and if you have permission, the Squadron Commanders Office and the Operation’s Room.
Original
Redux
Next up is the Bomber Commander Office, where you can check in on your crew files.
Original
Redux
The Squadron Commander’s office is a little more organised and contains files for the crews and bombers along with an in and out tray for your messages.
Original
Redux
The final image we are sharing from the base in this update is the Operations Room. Here a Squadron commander can carefully plan bombing missions.
Original
Redux
Comparison Shot B-17 Interior
In the original game the interiors of the B-17 where a mixture of the B-17 Type G and Type F. So, whilst we are striving for authenticity there are still some concessions, we are making to ensure the game remains true to the original.
The first interior from B-17 we are sharing is the Nose, where you will see the famous Norden Bombsight, Navigation table, you will notice the cheek turrets are missing in the redux image, but rest assured they will be there in the final game.
Original
Redux
Team Updates
The other piece of exciting news and that we are happy to announce is that two members of the original development team at Wayward Designs have joined us on this journey. Chris Keegan, who was the programming director on the original game and Ken Hall, who assisted with many roles within the art, technical art, and research department for the original game. They also worked on many features which did not make it into the final game, and we are hoping to share those features with you in future updates.
Q4 Early Access Release
The game will be entering Early Access in the fourth quarter of 2023. The goal is to have the main campaigns playable with continued improvements and additional new features and campaigns to be added during the Early Access period.
The Regensburg Raid Part 1:
This week we are sharing the first three pages of a comic that we are working as a companion piece to the B-17 games, check future dev blogs for more pages.
Thanks for your support so far…
If you’ve read this far. Thanks for sticking with it. Don’t forget to Wishlist the game and follow us to see future devblogs. If you have any friends and family who were fans of the original, please feel free to spread the world. We’d love to see them in skies at the end of the year too.
Initially Smeene and Elroy were the prized sons of the SSC. Twins beloved by their mother Cynthia, the future of the SSC looked bright in their bureaucratic hands. Unfortunately, during a headstrong dare-gone-wrong, Elroy got himself entangled with a mysterious extra-terrestrial slug that chose to irreversibly attach itself to his psyche. Despite this, the brothers have remained an effective force for management at the top of the SSC, although Elroy's ideation now requires some translation from his enthusiastic twin.
More Cosmetics
We have even more pod skins to show off! All based on corporations throughout the Space Salvage world. Instead of talking about each one separately, why not just have a peek at what your pod could look like! Which one would you choose?
Voice Lines
All voice lines are in! Do you want to hear how a few of the characters sound? I know you want to, so here are voice lines from the 3 faction leaders. Did you recognize the 2nd one? Trust me, you have already met this person, while the third one you might see next month! Don’t miss out on this golden opportunity!
We’re on the last stretch! Tidying up a few things, squashing bugs, you name it! With that said our coming soon page is available on Meta Quest! So head on over and wishlist Space Salvage to get notified when it's released!
Still unsure if you want to wishlist? Why not try out our demo? There has been an update! Better pod, better physics, better lighting!
Thank you so much for tuning in to our Devlog #23. Please let us know what you think and don’t forget to follow us on our Social Media Platforms. Stay tuned for the next devlog!
Roguelike inspiration meets Real-Time Strategy in Homeworld 3’s new co-op mode, War Games.
Commanders will need to manage fleet strength across waves of enemies and claim powerful artifacts that augment ships with each completed objective. Based on the results, players will unlock additional artifacts and starting fleets that keep the challenge fresh.
Who doesn't like stories? Us devs from Snowcastle believe in the power of immersive storylines in our games. One of our Narrative Designers, Cathal, even said:
"Stories are incredibly important to the world like love, peace, or banana bread. They are essential to life" - Cathal or Cal (nobody in the studio knows how to say their name)
So, it was an easy choice to add voiceovers to our beautiful island. But how was recording it for the voice actors? Check out below!
🦅 English Language Voice Actors
Meet Amelia Borella (Sariel), Sara Secora (Captain Rustbristle), and Tiffany Morgan Baker (Fiola). Nicki Rapp (Frogboy) and Joe Zieja (Milas) were also part of the English voice actors team ♥
❄️ Norwegian Language Voice Actors
As a Norwegian company, we are very proud of our rich culture and want to share it with the world! With our most recent Story Update 0.4, we added a Norwegian voice-over. Meet Turid Rivertz Vatne (Frogboy), Marianne Lindbeck (Sariel), Katrine Lovise Øpstad Fredriksen (Captain Rustbristle), Amalie Mikkelsen Vere (Fiola), Christopher Jørgensen (Milas) and Per Bogstad Gulliksen (C.A.T.) ♥ Feel free to check some fun facts we put together while you are watching! Which ones have you completed? What other stats would be interesting to see?
💙 Join Our Discord Island
Join our community on Discord! We've got contests, and channels where you can share feedback, report bugs, get help with the game, and find friends to play with. Aside from the magnanimous presence of your favorite Frogboy!
We'll croak you on the island! 🏝️ Snowcastle Games
From now on until Friday 1st September, 9:00:00 UTC, compete in a variant of Spoils of War and get rewarded for your courage!
In Plunder, Gold Carriers do not respawn. However, both teams can risk daring heists as gold can be stolen directly from the enemy coffers.
Manage to secure a place in the leaderboard to receive extra prizes.
Good luck Dragoneers!
Double XP event
It’s time to get back into the arena and focus on your progression through all the available game modes with a new Double XP Event!
Double XP is now live on ALL game modes, and will last until Monday 9th May at 13:00 UTC.
The rules are pretty simple: starting now until the end of the event, all the experience you will gain at the end of your matches will count as double. This x2 counter applies to your final count of XP on the summary screen visible at the end of your matches.
This also means all the XP Boosters you activate during this period will activate at the same rate on your scores, but grant you double the experience.
It's the best time to make your way to the top in no time, so keep your riding skills sharp and see you in the skies!
Where there is damage, there also must be fixes. This is how rallying works. As we talked about the prior in the last devlog, it’s time for the latter. And you’ll be spending a lot of time doing just that. Getting your (virtual hand dirty and making your team’s car run as well as possible. Let’s move on to some details, shall we?
In-game mechanics
There will be a number of ways to repair the damage. Major of them are: Changing the part to a new one if we took the car to our tent in the service park or if we bought the new part in the store via our garage.
Fixing the parts in separate workstations. The workstations, due to their cumbersome nature, will have two forms - the basic one, available in the service park and the full one, present in the garage. The garage will also present some exclusive methods of fixing.
Replacing a particular part when you work on a set of parts.
What does it mean in practice? We analysed how fixing parts worked in our previous game, Motorcycle Mechanic Simulator, took the best ideas and added a slew of new ones. So, you can expect a lot of tinkering with screws, painting, connecting and disconnecting electronics, removing and attaching parts to the car and so on. All of this will be as user-friendly and enjoyable as fixing a battered rally car can get.
Getting around to it
One of the most important parts of getting your car race-ready will be identifying damaged parts. Then, you’ll need to figure out what is going to get fixed… And what will have to wait. In the garage, you’ll have all the time in the world. Rebuilding a car from scratch would take something like 40 minutes. However, you will have time limits during rallies. Time’s a limited amount of time in real life and we aim to emulate it. You can expect 5-15 minutes of time to make the car ready to go somehow. You’ll be able to cross the imposed limits, but it will result in a penalty.
When dealing with more serious damage and restoring parts, you’ll have to schedule that to be done in the garage. You won’t be able to, say, rebuild a transmission or get your rims unbent during a rally - just like in real life. The best, but also costly, way of going around it would be to have spare parts. It all depends on the money. If you have enough funds won in races - no problem. If not, and you probably won’t for a while, then you’re in a pickle. There will also be other avenues for earning, so don’t worry (too overly) about it.
There’s this mechanic in the game that we currently call “the danger limit”. You’ll be able to release a car that’s not entirely fixed, but if the danger limit’s broken, you won’t be allowed to partake in the next race. This provides another layer of strategic complexity and a challenge to tackle.
Real life vs the game
As Rally Mechanic Simulator is, obviously, a simulator, it’s heavily inspired by real-life know-how. However, we need to make the game fun. And, honestly, there’s a lot of mundanity to the process. So, we decided to take the most boring parts away and “hide” them behind fun minigames. It’s all done in order to make a more playable and enjoyable game and we believe it’s the right call to make.
While we may slightly deviate from accuracy in the aforementioned aspect, we want to be as accurate as it gets in terms of presentation. All of the audio and graphic assets will be realistic and there’s a ton of work we’ve already done (and still have to do) to deliver that. One of the things scheduled to be done is to make the aftermath of fixes actually visible on salvaged and restored parts.
An interesting aspect is… Washing the car. It’s a factor in the real world, too.
There will be tuning
Everyone looks fondly at the old games that allowed you to customise your car and rip on the tarmac. We’re not exactly building that, as you won’t be able to drive the car or fit neons under it and audio in the booth. Still, some forms of modification and tuning will be present in the game.
As per aftermarket body parts, you will be able to modify how the car looks. It probably won’t have an awful lot of influence on performance (if any), but you’ll be able to turn the visuals of your car into something that screams “It’s a purpose-built machine and it’s mean”. By this, we mean that some parts like bumpers and spoilers will be swappable. Additionally, there will be an ability to paint and slap sponsor stickers onto the vehicle.
The next thing is mechanical modifications. Let’s be honest - pretty much nobody runs stock cars in rallies. You’ll have a slew of performance parts at your disposal (for the right price). The investment may be sensible - the more money you put into your car, the faster it will be, and the higher your place in the standings will be, so you’ll have money for better parts yatta yatta yatta.
Conclusion
As you can see, the repairing work that you’ll encounter will invest you in many levels. From battling against time constraints through prioritising crucial fixes to dealing with limited equipment at times - all with budget management and performance undertones. Simply put, we’re already proud. It’s gonna bun fun, engaging and challenging at once. How will you fare in that environment? We’ll do our best to make Rally Mechanic Simulator as good as it gets and hopefully, you’ll appreciate it!
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