Since the release of the game, we have received a lot of suggestions and comments, each of your message we attach great importance to, and can be replied to as much as possible in the reply, which there are a lot of for the subsequent free updates to the inquiry, then take a look at the next update plan!
Some of the following are already in development and some have been on the agenda for a long time!
If you think the experience of "Gaia Trek" is not bad, I hope you give us a positive review to support us, and I also hope that you can recommend more to your friends around you, your support makes us the biggest power to move forward! You can also continue to Steam or other social media platforms to give us a message!
First week after release (August 26)
This week we are mainly focusing on fixing issues, fixing the issues that you have found and fed back in the first place to ensure your core gaming experience.
Content has been updated for the current version:
1. Modify the classic mode clearance time from 3 hours to 2 hours, the archive has been in 2 hours will directly trigger the settlement. 2. Standard and endless mode increase speed x5, keep 3 hours pass time unchanged. 3. Continue to adjust the melee units, for the melee attack effects to increase the range of 0.25 50% splash damage. 4. Adjust the work mechanism of the chapel, remove the value to a fixed 1 valuables + 2 tributes, reduce the number of resources of the tribute, valuables and tributes can be shown in the slot specific items can be placed in 5. The damage reduction provided by equipment has been modified to multiplication calculation. 6. 50% probability of producing an additional current when the Thunder Elemental is working in the Elemental Factory. 7. Repair the problem that the King of Technology achievement cannot be completed. 8. Repair the problem of deleting accounts without refreshing the main interface. 9. Repair the problem that controlled friendly units can be pushed. 10.Repair the problem that jerky and dried vegetables still appear in trade ships.
First month after release (September 15)
The September release will be one of our bigger releases, we'll be tweaking some of the monster attributes, as well as optimizing the characteristics of each race, and we'll be bringing the commonly requested garbage collection mechanism development online.
At the same time there will be a Race to the Top mode, in which you can go to players around the world to rank the game together.
October version
In the October version, we will add a new event system, as well as the corresponding event talent in the event system, through the event system will add more variables to the whole game process, need to be randomized by the captains.
With the addition of two new standard difficulties, captains can continue to challenge themselves!
November version
In the November version, we will add the day and night system, in fact, this gameplay itself has been designed before, only it is a bit more complicated than expected (and not just a screen light and dark change) so it took a bit longer still.
In this version, we will add new skills for elite monsters as a way to deal with more complex in-game changes.
January version
The feature that people are more interested in and is important, which we think can be realized and updated in this version, is the Steam Workshop. After the update, there may be an editor function for customized buildings and monsters, players can use the components we prepared to combine at will, or upload the models they made into the game.
Thank you very much for your support for gaia trek, we have now updated many bugs and optimizations. Feel free to leave your review on Steam, your feedback is always welcome!
Keep an eye out for the next update, we appreciate your continued support!
We appreciate all your feedback. The contents of this update are as follows: 1. Adjusted the HUD countdown display effect. 2. Slightly enlarged the UI size of the Blessing selection screen. 3. Prioritized language application on the first game launch. 4. Attempted to fix model distortion in the first chapter boss due to IK issues.
Note: To achieve the best gaming experience, please ensure that you have downloaded the latest version of the game.
Aquascape is not only a hobby for some people, but also a promising business. In Aquascape Simulator, players have two distinct Aquascape business models at their disposal: project-based and product-based approaches.
Project-Based Business Model
Let's start with the project-based approach, where you take on client orders. Imagine receiving orders for specific Aquascapes with unique requirements. Clients typically specify details like the aquascape style and the choice of hardscape. As a player, it's your responsibility to bring these visions to life.
Product-Based Business Model
Now, let's talk about the product-based model, where your creativity takes center stage. Here, you design unique aquascapes to put up for auction. Interested buyers submit bids, and your role is to evaluate these bids and choose the most suitable offer.
Your crafted Aquascapes need to stand out and catch buyers' attention. Done well, this model can lead to substantial profits from the sale of your crafted Aquascapes.
In summary, the world of Aquascape business holds promise. You can choose a business model that fits your capacity and creativity. Quality and uniqueness play a pivotal role in attracting customers in this venture.
Feel free to ask questions or share your thoughts in the discussion forum. Don't forget to add Aquascape Simulator to your wishlist to stay updated on the latest developments. Your support is invaluable, and we're going to bring you more updates soon.
Here are the development plans from early access to full release.
First, these are the high priority items that will cover the entire development process: 1. Any bugs that will affect or block your gameplay experience, I'll fix them asap; 2. New mechanics or mechanic changes that will improve the overall gameplay experience; 3. New Runes, Augments or Moves that I think would be fun to add; 4. QoL interface improvements
Milestone 1 - Improving Bosses, and Enemies
Estimate: 1-2 months
Even though right now each boss has their own skills and move sets, I'm still not quite satisfied with it. Their skills is a bit too random and their mechanics can be more fun. My goal is to make each of them unique in their own way. (At least for unique that realm). And each realm's enemies can have a bit more skill variants other than buffs and debuffs. These will be what I intent to improve in the following month.
Milestone 2 - New Difficulty
Estimate: 1-2 months
Not just improving enemies' Health and Strength, this mode will include: No Potions, Less HP, Hardcore Mode, and possibly a leaderboard that only exists in this mode. Also I'm thinking about only allowing 4 units in this mode, and whether or not to increase card's rune slot to 5 (only in this mode).
Depending on how easy hard difficulty really is, I might move this milestone forward.
Milestone 3 - A New Game Mode
Estimate: 2-3 months
I already have a few ideas, but I'm not ready to say anything until they are finalized.
Once the three milestones have completed, I'll switch the game to full release.
We read the reviews that you left today and made conclusions from them. We will direct our efforts to improve optimization! Also, I want to remind you that we will be glad to any reviews, so do not be shy to leave them :)
・Fixed an issue where the crew compartment door would remain open when the view switching setting was set to "Instant". ・Fixed a bug that the opposite 782C entered the pull-up line with passengers on board during the 771 train. ・Fixed the problem that characters were cut off when changing to 1280x800. ・Fixed the destination of 3744B. ・Fixed a bug where passengers disappeared after transferring. ・Fixed a bug that the penalty may become excessive when hitting the buzzer repeatedly during time attack in conductor mode. ・Fixed an issue where transfer passengers from 1282C semi-express could not board the trains at each stop. ・Fixed the bug that the time of 1261_short is different. ・Fixed the calling of the light relay signal when changing from caution to deceleration.
🗺️ A brand new Discover tab that allows you to browse & download workshop items right within Warudo!
There's even more coming soon to this tab, so stay tuned!
📈 Editor UI enhancements! This includes a new "Add Asset" dialog, info cards instead of dropdowns, new fluid animations, tips, and subtle improvements.
You can now selectively toggle rendering of characters/props/environment in camera settings
You can now turn off gravity for props thrown by the "Throw Prop At Character" node
"Play Sound" node now comes with fade in, fade out, and trim options
New Vector2/Vector4 literals and decompose nodes
Fixed issues:
"Get Audio Device Input" node does not work with mono microphones
NDI global output not working
NDI outputs incorrectly displaying HDR colors
When editing an existing workshop item, the item description is trimmed
Camera position/rotation cannot be set with "Set Asset Position/Rotation" nodes when control mode is not None