After upgrading in recent days, the latest version of MetaSudoku has arrived!
The new version is updated as follows:
Lobby interface:
1. Fix a major bug: When you enter the game for the second time and stay on the lobby page, the game becomes invalid. The temporary solution is to close the Steam cloud archive. Now, there is no need for this operation, and the bug has been perfectly fixed! You can continue to use Steam Cloud Archive.
2. The lobby interface tab can be directly clicked to improve interface efficiency.
3. Partial font synchronization updates.
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Sudoku level option interface:
1. The redrawn setup logo prevents some players from ignoring this significant feature.
3. Level progress focuses more on the percentage of completion you have achieved.
4. Adjust the color, animation, and font size for each mode section, and display the progress of that section.
6. Add shadows and animations to each level option to enhance stereoscopic and interactive effects.
7. Added 25 new Pack mode levels.
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Level page:
1. Add 3 new background themes and 3 new theme colors.
Now you only need to do three things:
1. Follow the Matrix Science account immediately to get the latest news! 2. Leave your views, opinions, and suggestions on this game on the store page! 3. Enjoy the joy of the new version immediately!
Dear fans of Matrix Science, thank you for your continued support. Matrix Science will continue to improve and upgrade the game, enhancing your Sudoku experience!
Preview:
Next update content:
1. A brand new translation. 2. More achievements to be achieved. 3. Confidentiality! 4. Confidentiality!
Hello Everyone, this time it's an ACTUAL Blog post, instead of a Usual "Incoming" and a hint at what's to come.
We're going to talk about PLAYTESTING and DEVELOPMENT CYCLES Today.
--- Testing Builds ---
Dear Playtesters (Looking at you Zeno)
I would like to Present what Different versions of the game Mean, and how you should take into account their features.
- PRE-ALPHA -
- Environment Build / A Build that focuses on the Environment and Atmosphere, A Very Common one, will not have many puzzles involved, and will focus on designing the levels first.
Critique how the levels look, if there's too much stuff in one area, or too little in another area, send all these in BUG REPORTS in the Community Hub. In the current version of the game, what would you like me to improve or change?
- Lighting Build / Usually a Lighting test given to the Public to see how well we could Improve the Lighting (Sunlight, Fluorolights, etc)
Send some info on how the Lighting looks for these builds, if anything is wrong, like the fog is clipping into the wrong places, or the lighting is too strong or too Red or Yellow, please. Let me know.
- Debug Build / Usually for testing Game Mechanics, nothing much more to explain here.
These Builds will all be Available soon in the Properties Tab of SCP:Daybreak A "BUILD CHANGE" Update will be published here to Signal that there has been a new Testing Build Ready to test. (Instructions: Open your Steam Library. Right click the game's title and select. Properties. Then, Locate "BETAS", and Open the tab, there you will find the Beta Section with the Special Builds)
--- Development Cycles ---
Previously, We Focused on the Entire Update, Multiple Days at a time, that was a mistake.
We are now switching to a more Iterative Development Cycle, Let me explain;
We work on the game small bits at a time, we get updates quicker, on a bit of a longer period, something close to at least 2 weeks each update, or for big updates, a month.
Meaning; Expect smaller updates with a medium amount of content, Big Updates will still happen, but Patches and Medium updates will be more common.
- Squiffy, Lead Developer from Sweden.
(ALSO, Swedish gamers, please stop review bombing the game and raiding our discord server, I don't want to deal with this shit still.)
(ALSOO, To anyone with a negative Review, PLEASE SPECIFY WHAT YOU DO NOT LIKE instead of Single Word Reviews, I can't fix the game and make it better if you don't give an un-biased opinion.)
A lot has happened since the last devlog and we have a lot of new content to present! We are more ambitious than ever and are super thankful for the feedback we get with the constantly updated demo. Here's what we've been working on:
Less computers and tasks
We decided to have fewer computers spawning so that you are also forced to explore the building a bit instead of running from desk to desk. Fewer computers are also needed to complete the mission. To make hacking more interesting at the same time and not so monotonous, we have added tasks. There will be more tasks as development progresses. With these changes, the gameplay feels more complete than it was before.
Level System
To improve the long-term gameplay of Midnight Heist and to represent personal experience, we have included a level system that will also be encountered after each mission played. Depending on your success or failure, you will collect experience points and level up. Your deeds will reflect how much experience you get. In the future, there may be more content related to the leveling system, such as skill points that you can distribute to get special bonuses. Feel free to send us your ideas!
Black Market
The Black Market is an app on your computer in the Hideout that you can use between heists. In the Black Market you will have access to your special Black Market items that you have stolen in the missions. The special thing here is that the value of the items changes every (real) day. These values can vary greatly from up to -25% or even up to +75% and can be viewed directly using the history. It is up to you whether you want to wait for the right price or sell the things directly.
New hacker gadget and cameras
We have added a new tool for you hackers and thieves - The Tablet! With this tablet you will get access to hacked cameras, which can be found on every floor in the office buildings. You can hack the cameras with your smartphone and then get a view of them with the tablet. You can also zoom in and change cameras if you have hacked more than one. The quality of the video from the cameras is not the best, but you will be able to recognize power sources and "unusual things" very quickly. The tablet will also get a guide with tips and tricks in the near future, which you can always access in the game if you feel lost.
New UV light for the flashlight and safes
We've given the flashlight a very special UV light that allows you to find codes on left behind notes hidden somewhere in the building. These codes lead to a safe that contains more loot than usual. Sometimes you can even find very unusual, suspicious traces with the UV light.
New horror and more events
We've added a lot of new sounds and events to make the game even more fun. Also your environment will now want to interact with you, for example by throwing small objects around. Special events are also available, but to keep them special, we'll let you figure them out for yourself! We also changed the look of the ghost to make it look more ghosty.
Locked doors inside buildings
To make being a thief a bit more realistic and difficult, we have provided a small number of rooms inside the building with classic or electronic locks. So you always have to be careful which door you can use at the moment without ending up in a dead end e.g. during an escape.
Release and further content
We are looking to release Midnight Heist towards the end of October. We are more than satisfied with the base components and have even added more unplanned content on top, which only developed through the ideas of you, our community. Now we are focusing on the multiplayer aspect, which will be followed by the operations, the store and other side tasks as well as challenges. This will be far from everything we have planned for Midnight Heist, but once these things are through in development, we are ready to send Midnight Heist into Early Access and work on more content.
We hope we could give you another good insight into the development of Midnight Heist with this devlog. As always, feel free to send us feedback and ideas!
Until then, see you in Midnight City Dan and Andreas
Hey everyone, this weekly update adds a new defensive item, the Cap of Resilience. Many players have suggested that the Piggybank could be destroyed for gold. This is now possible by placing a Hammer next to it. It works similarly to recipes, but here, the Hammer is a catalyst and will not be used up.
Soon, an exciting multiplayer game called Hand Simulator: Aliens will be released! In this space battle for survival, you will experience all the delights of thrilling dynamics, sharp sensations, and frightening chaos.
You will face cunning alien life forms that will ambush you at every step! In all this turmoil, you must lead your team to victory and save the ship to successfully reach Earth!
Choose your role and act together with your allies. Conduct investigations or engage in sabotage on the ship, disable its systems, or repair them to complete the mission.
The game supports 4 to 16 players, so invite your friends to join you in this exciting battle for survival. Become the hero of your team or a skilled lone saboteur - the choice is yours.
The release of Hand Simulator: Aliens is coming soon - do not miss the chance for an exciting space journey! Stay tuned for more information and get ready for the game's release!