Children of Silentown got a Daily Deal going! 🎉 So if you haven't already, consider checking it out (Or spread the news to those who still need it in their library)!
Watch Lieutenant Titus take on swarms of hundreds of Tyranids with his Ultramarine brothers Chairon and Gadriel.
Greeting Astartes!
We are thrilled to unveil the most extensive look at Warhammer 40,000: Space Marine 2’s gameplay to date. This 10-minute Extended Gameplay trailer shows Lieutenant Titus and his battle brothers Chairon and Gadriel taking on swarms of Tyranids on the Planet Avarax. The game will be released on Steam and a prestigious Collector’s Edition which is currently open for pre-orders.
The Imperium bleeds. Will you be a blade in the Emperor’s hand?
Continue the story of legendary Space Marine Lieutenant Titus - voiced by Vikings and Taken star Clive Standen - and drive back the everlasting night in Warhammer 40,000: Space Marine 2’s epic new campaign whether solo with AI or in 3-player co-op! Unleash a deadly arsenal and embody the unwavering brutality of the Emperor’s greatest warriors to protect humanity from the untold horrors of the galaxy, including the dark forces of Chaos! First teased at Summer Game Fest, the sorcerous Thousand Sons - Chaos Space Marines in thrall to the Chaos God of fate and mutation are now confirmed to appear in the game!
Pre-order the Collector’s Edition and sign up for the beta
Warhammer 40,000: Space Marine 2’s Collector’s Edition includes a hand-painted, 21-cm resin statuette of Lieutenant Titus fighting a Tyranid, a 164-page artbook, a Steelbook, the base game on the platform of your choice, as well as the Macragge’s Chosen DLC bonus in-game content. Don’t miss this Focus Entertainment Store exclusive while stocks last. Pre-order it now! Today’s trailer also marks the opening of registrations for upcoming beta access. Make sure to sign up!
Welcome, Groundbreakers, to the official patch notes for v0.1.1 of Techtonica.
This marks the first of two planned Quality of Life updates. Virtually all changes made in this patch were based on player feedback, so thank you for sharing your thoughts while playing Techtonica.
It’s our intention to ensure these patch notes are both easy to digest and as enjoyable to read as possible. We grouped the marquee changes in a featured section up top, and then we roll into the full patch notes. Items from the featured section will repeat in brief forms in the full patch notes section because they are so nice we hoped you’d read them twice.
Sorry for the bad jokes, but they’re just as much for you as they are for us.
If you want some of this in video form and didn't catch the preview video, check out this week's update.
Let’s dig into the details and complete notes for v0.1.1.
Featured updates
In-game Metrics, recipe updates, and machine balance
Perhaps the largest batch of changes comes with what we’ve done for the oft-requested in-game metrics. First, you’ll find that metrics will appear for built and placed machines in the bottom-left corner of the screen as you’re looking at said machines. We know getting these metrics in-game is a huge win for players, and it will improve over time as we enhance the UI. Until then, get optimizing!
To further help with optimization and your math (mental or paper-based), we’ve adjusted all recipes and all machine speeds to feature much friendlier numbers. You might need to take off your shoes to count in the double-digits, but at least it’ll be easier.
We also buffed the speeds for the MKI and MKII Conveyor Belts. The MKI, for instance, now moves items at 240 per minute. Whoa. Nelly.
Initial Core and Core Composer changes
We’ve heard loud and clear that Groundbreakers want changes made to the Cores and Core Composer. We won’t address all points of feedback because they sometimes stand in contrast with Techtonica’s core (heh, get it?) design. The changes in v0.1.1 are a great start for what we have planned over the long term.
To start, we’ve reduced the costs of all Tech Tree unlocks significantly. Groundbreakers will only need approximately 6,500 Cores to unlock everything in the current progression, down more than half of what’s needed now.
We’ve removed the Core Composer height limit so that Groundbreakers won’t need to build as many Core Composers. If you throw them down in a space with a high ceiling (explore more, these exist), you’ll only need two or three towers total. These towers also no longer mushroom cap when they reach a certain level. They just shoot straight up.
We also removed the giant red X from Core Composers that are full but no longer placing Cores. Instead, Core Composers will finish placing and simply hold onto 10 Cores that you can remove via Mass Collect or with Inserters.
Finally, the in-game description for Core Clustering has been rewritten for enhanced clarity.
Also. Yes! Cores were affecting performance, but not because of their animations. It was because of their sound. We’ve improved sound optimization for all machines with v0.1.1, so the Cores won’t cause big frame drops.
That said, we did receive some feedback from Groundbreakers that lots of Cores doing their worble worbles in a big tower caused motion sickness. We’re sorry about that! We’ve added a toggle in the settings menu to remove Research Core motion.
The M.O.L.E.™️: Now featuring digging down!
Digging down has been, to be honest, a pain. You either need Mining Charges or a Pickaxe and lots of patience. The M.O.L.E. has been overhauled to dig down by simply… looking… down? It works.
Let’s start with Threshers! We’ve changed the clearance pattern for Threshers from their massive scale to only 1m. That means you’ll be able to hook Threshers and other machines up with a single Inserter. Combine that with the sped-up Conveyors and you may have a fuel-balancing solution on your hands.
Speaking of fuel, we’ve moved Biobrick Technology up two tiers in PT VICTOR. Why? Groundbreakers hit this fuel source way before they actually needed it, and that led to a ton of confusion and resource mismanagement. We admit it, we went for the Biobricks early, too, but new Groundbreakers cited this as a big barrier for automation. Our bad, new Groundbreakers. Our bad.
In terms of power generation by other means, we fixed the issue that showed up when Groundbreakers combined MKI and MKII Crank Generators in the same chain. They will now provide the correct amount of combined power without telling bold-faced lies in the UI.
Finally, we simplified the introductory Monorail quests so that Groundbreakers can actually complete it and get it off of their Task lists for good (this one bugged me, too!).
AZERTY Support, Settings and UI changes
Hello, AZERTY users! You can now switch to the AZERTY layout in Techtonica. Please report any layout bugs you encounter with this one.
We’ve added some additional Audio Sliders to the Audio menu. You’ll be able to control the volume for specific stuff like UI SFX and how often music plays (whether that’s a lot or very rarely).
We found that Groundbreakers were unintentionally quitting the game during saves, especially with later factories that take more than a couple of seconds to save. Now, we have a save indicator that plays in the bottom right corner of the screen during saves. Do not quit while this indicator is playing.
We were also lying to you about game progress in multiplayer games. When you hit the escape menu, we used to tell you that progress was stopped while paused. That was never true for multiplayer. We lied, and we’re sorry.
The last of the featured updates? We’ve added a toggle for Antialising. You might see some minor perf gains or maybe you enjoy the crispy environment. Give it a tick or untick to check it out.
The Complete v0.1.1 Patch Notes
Okay, here’s the full list of every player-facing change we made to Techtonica with v0.1.1.
World Changes
Moved some of the Thresher fragments to the first floor of the Warehouse facility. Groundbreakers were previously missing the big dudes during exploration.
Added 3 more Assembler fragments on the path to the Warehouse, so Groundbreakers are more likely to scan them and get Assemblers on time.
Swapped out temporary material on the HVC fragment model. Don’t get too excited, the fragment model itself is still temporary.
Fixed some protection zones which were colliding with the player, which was rude of them.
Fixed an issue with the escape vent protection zone at the Excalibur Bridge. So, like, stop trying to clip out of the map… or don’t, I’m not your Sparks.
Adjusted small chests to no longer allow MassCollect interactions. Got ‘em.
Added layer of bedrock boundary to avoid digging through the top/bottom of the level. *Unless the player had already dug near the top/bottom previously in the save.
Balance Changes
Adjusted all recipes to have friendly, integer throughput numbers that play nicely with other recipe numbers. Happy mathing.
Adjusted all machine speeds to have friendly, integer throughput numbers. Happy mathing, again!
Adjusted Thresher recipes that enabled an exploit where Groundbreakers could get infinite ingots. Aw, RIP.
Buffed MKI and MKII Conveyor Belt speeds. Zoom zoom.
Removed Core Composer Core Limit so Groundbreakers do not need to build nearly as many Core Composers. Just find, like, a tall cave. Or make one, we dare you.
Removed Core Composer Mushroom Cap so Core Composers look more visually pleasing and take up less horizontal space in the level. If we’re being honest, we thought they were pretty as mushrooms, but we get it. We’re not crying, you’re crying.
Reduced costs of all Tech Tree technologies. Groundbreakers will need ~1500 Purple Cores and ~5000 Blue Cores to completely unlock all technology presently available in the game.
Biobrick Technology has been moved up two tiers in PT Victor to avoid tempting Groundbreakers into automating a late-game fuel source very early in the game. Don’t be deceived by its tricks, Groundbreaker.
Threshers now have a Clearance of 1m, allowing for Groundbreakers to connect Threshers to Threshers via Inserters.
Mechanics and Feature Changes
In-game Metrics added for all of the glorious factory nerds among us. Balance! Optimize!
Digging down with the M.O.L.E. added.
Removed Core Composer Height Limit, making the sky the limit. *Note: The sky is not the limit. The cavern ceilings are the limit.
Changed Core Composer to build straight up instead of mushrooming out at a certain level.
Disabled red X on Core Composer.
Restricted Inserters from loading Core Composers when they have 10 pending Cores to place.
Narrative and Quest Changes
The introductory Monorail quest has been simplified down to ‘Build 2 Depots;’ Groundbreakers should now be able to complete the quest without issue. Thank Sparks!
The 'Build 100 Assemblers' achievement will now send a partial-progress ping to Groundbreakers only once at the 50 built mark. This used to happen every 10 Assemblers, and that was annoying.
Tutorial Quests added for the Hover Pack and Railrunner. Flying and riding will make more sense now.
Item description text changed for Hover Pack and Rail Runner, also reinforcing how Groundbreakers control them, because we all know Tutorial Quests are the worst. Haha, what a silly thing for us to write!
Databank Knowledge Panels updated to reflect various machine number changes.
'MassErase' renamed to 'MassDeconstruct' to avoid confusion around its functionality where Groundbreakers thought MassErase would permanently delete the machine along with its resources. We would never do that to you.
Signal unlock quest involving the activation of an 'Unknown Technology' changed; the tech required is now 'Core Clustering.'
In-game description of Core Clustering has been rewritten for clarity. This is still mid/late-game tech, and we plan to offer even more clarity in-game as it develops. To be fair, even some of us were confused about this one.
An onscreen tip now appears after key Door Repair quests become activated which tutorialize how to turn HUD signals related to them on and off.
System Message when interacting with not-yet-activated Freight Elevator expanded to tell Groundbreakers explicitly that they need to continue upgrading PT VICTOR.
System Message line now provides an explicit hint to investigate RD-3215 when mining of Atlantum fails.
Settings, UI, and Performance Changes
Added AZERTY support.
Added an Antialiasing toggle to support crispier Techtonica.
Reworked sound to better prioritize nearby machines, helping with performance for factories with lots of Cores and Belts
Performed a slew of varied audio optimizations to negate the impact sound had on performance.
Added save in progress indicator.
Added Research Core Motion toggle to aid with motion sickness.
Added several new audio sliders for more finite sound control.
Bugfixes
Please note that this list is not exhaustive, and does not include all minor bugfixes.
Removed incorrect “PROGRESS IS STOPPED WHILE THE GAME IS PAUSED” notification from pause screen in multiplayer modes. This was a lie.
Fixed bug where errors could cause performance degradation or crashing when language was set to Polish. We’re sorry to all of Poland. This was a weird one!
Fixed multiple bugs where keyboard/controller glyphs did not appear correctly after player rebinds controls.
Fixed multiple bugs where placeholder text appeared in Tasks & Tips descriptions.
Fixed multiple bugs with power generation and consumption ratios.
Fixed bug where title crashed when quitting application via Xbox shell.
Fixed multiple errors that could lead to disconnections during multiplayer modes.
Fixed bug with “Overclocked” Steam achievement not triggering properly.
Fixed bug where "Building a Monorail System" quest did not complete properly.
Fixed bug where too many sound sources from Cores, Belts, or other machines could cause performance degradation, save file corruption, or crashing.
Fixed multiple errors with localized text not appearing in the selected language.
Removed scannable object for SML PowerTrim II tech, which is not available in current game.
Replaced incorrect upgrade icons in Tech Tree.
Fixed bug with world geometry near Warehouse facility that could result in Groundbreaker being ejected from level. Funny to hear about; horrible to experience.
Fixed bug creating power generation issues when MKI and MKII Crank Generators were combined on the same line.
Known Issues
Finally, these are the smaller or more edge-case issues that we know still exist as we bring v0.1.1 online.
We utilized Google Translate for some of the minor text changes in the update, you will likely see some odd translation errors between now and when our localization team takes care of it!
The M.O.L.E. VFX can disappear if Groundbreakers tweak super specific settings while it's still playing. If this happens to you, reload the save from the main menu.
Our new audio sliders are fancy, but! The Ambience slider does not reduce sounds specifically in facilities.
The Mining Drill Inspector Panel indicates Miners are mining resources when pointed at non-ore veins. This is false, they are not mining those resources. They still dig, though.
Fuel Stats in the Inspector Panel show consumption rates rounded to the nearest integer. We will update this in 0.1.2 to round to the nearest first decimal place.
M.O.L.E. sounds distort during Flatten Mode.
When playing in German, AZERTY is weirdly displayed as asery. Not a show-stopper, still annoying.
If Groundbreakers rebind their keys with special characters, Placeholder keys will show up instead.
Tallinn based virtual reality studio Maru VR announced their upcoming VR game Bootstrap Island, a Robinson Crusoe-style roguelike survival game set in the 17th century. Players find themselves shipwrecked on a mysterious tropical island where they must quickly learn to adapt and stay alive during intense sessions exploring for food, drink, and weapons; collecting materials to make fire; and surviving visits in the dark nights from ferocious beasts.
Bootstrap Island is designed with enthusiast VR-players in mind, focused on PCVR headsets like Valve Index and Meta (Oculus) Quest PC-link devices; the game offers a realistic survival adventure in an immersive, yet comfortable VR experience designed with minimal menus and natural feeling controls. The choices a player makes will be critical to their chances of survival, with every decision perhaps resulting in life or death consequences.
“We are designing Bootstrap Island specifically for virtual reality, and focusing on creating immersive gameplay with a compelling narrative. Players will really feel like they have found themselves washed up on the shore of a classic storybook adventure", explained the game's creative director Rein Zobel.
A few of Bootstrap Island’s features include: a mysterious and active volcano, encounters with tribal natives, realistic and detailed interactions, a dynamic day and night cycle, systems-based gameplay and randomized resources.
Players interested in previewing Bootstrap Island will be able to try a demo during the upcoming October Steam NextFest. The game will arrive on Steam Early Access in Q1 of 2024, and the full release is set for 2025.
Join our Discord for more details and a to sign up to become a play tester!
Fixed: Camera panning orientation does not update when toggling vehicle orientation modes in the VAB
Fixed: Engine shrouds are generated incorrectly when stack attaching a non-root engine above other parts
Fixed: Current anchor point and potential anchor points are not differentiated in the VAB
Fixed: Fuel bar is sometimes empty when loading a vessel in the VAB
Fixed: Undo removes the held part
Fixed: VAB and anchor points appear when they should not
Fixed: Parts Manager shows the pod icon for all categories
Reduced delay for disappearance of fairing and wing edit buttons when cursor has moved away from procedural part
Fixed: New workspace not resetting history snapshots for the Undo tool
Removed duplicate history snapshots for the Undo tool for compound parts
Fixed: Part of the LY-35 Landing Gear shakes uncontrollably when placed in the VAB
Fixed: Base size of TOOB-375 adjustable tube causes stacked tubes below to generate the wrong size fairing in the VAB
Fixed: RF-AD-B 400 does not create a copy of the part when node attaching a part
EVA
Fixed: Jetpack cannot be used on previously EVA'd Kerbals when EVAing a new Kerbal
FX & Audio
Adjusted timing of voiceover when reaching a maneuver in the burn timer
Fixed: Audio stopping under some circumstances
Fixed: Sounds based on time of day do not play correctly at KSC
Fixed: Vessel audio is not heard when throttling or staging the vessel while in map mode
Tutorials
Fixed: First time user experience confuses map view for tracking station view
Fixed: The player loses keyboard and camera control when pausing and resuming a tutorial mission while in map mode in the Training Center
Fixed: Training Center shows artifacts in the background when transitioning from VAB
Fixed: Tutorial "Deorbiting" does not detect a crash event correctly
Localization
Integrated: Localized strings for save gameplay menu
Modding
Fixed: LoadByLabel not properly respecting assets in addressables in mod asset bundles. Labelled addressables should load properly now.
Known Issues
Orbital Decay: Improvements have been made to address the issue and we continue to work on eliminating it completely.
Performance Degradation: While we have seen improved performance in many ways as noted in the Optimizations section above, some players may see issues on GPU-bound setups while in orbit around Kerbin or on the surface of other planets. We are working to resolve this issue. If you see any changes in your performance, please fill out a bug report through the link below.
Operation Heavy Mettle amps up the anticipation with new Attacker Ram and her BU-GI Auto-Breacher gadget. With an automated tank, Ram can take on the competition by destroying walls, floors, and other elements to offer new vantage points. One tank can shake up players’ strategies by destroying their gadgets and any soft surfaces in its path and Ram has four of them!
Game modes receive several updates this season, including a Quick Match rework, a redesign of Unranked (now called Standard), and a brand-new Arcade game mode. Quick Match is faster than ever, with reduced round timers, objective locations automatically revealed, and bomb sites come set up with reinforcements to let Defenders focus on strategic defenses, a welcome fast-paced environment for both new and experienced players. For Attackers, a 10-second invulnerability at the start of Action Phase will prevent spawn peeking, giving them time to approach the building. The redesigned Standard playlist offers the core Siege experience without Operator or map ban phases and will offer another option for players besides the competitive Ranked mode. Also being introduced is Weapons Roulette, an all-new fast action game mode coming to Arcade playlist, which lets all players start with the same weapon that automatically swaps to a new one after a set amount of time.
The Heavy Mettle Premium Battle Pass will run from August 29 to November 27, 2023 and cost 1200 R6 credits. Play matches, earn tokens, and get 100 rewards you want when you want them! Unlock the new Operator, Ram, instantly, plus a ton of exclusive items including 18 Bravo packs, a Bravo token, 600 R6 credits back, a neon-themed 3D set for Bandit, a historical South Korean set for Vigil, the elegant Intricate Lacquerware drone skin, a vividly colored ramen-themed Signature skin! Once you complete the Battle Pass, you can earn a Bravo Pack ticket that will enable you to choose a unique reward from the Bravo Pack Collection. Need R6 credits for the Battle Pass? Pick up the best deal on credits with the 2670 Premier Pack that includes 2670 R6 credits, an exclusive Finka set, and renown booster for the same price as a regular 2670 R6 credit pack.
Today is the first day of Dead Metal early access, over time many many many new features, enemies, bosses and more will be added. I am very excited to get the game out into the public space and am looking forward to feedback from early access players in order to make the game the best it can be.
There will be regular bug fix patches over the next few weeks for whatever is discovered during this very early period in the games life. If you come across any bugs you should feel welcome to come join the games public discord which is linked both on the steam main page and in game.
I hope you all have as much fun playing as I had and will continue to have working on it.