Techtonica - lauren
Now that our v0.1.1 Update has been launched into the void of your computers, let's talk about what’s next: v0.1.2!

We’ve updated the Roadmap with a few items that we’re ready to confirm. Well, as ready as possible. The Roadmap, remember, is a living document that can and will change over time. In this week’s update, we’ll deep dive into production planning with our producer, Lexi, and explain what our current timeline looks like.

This week's video deep dives production with thoughts from our producer, Lexi, if you prefer video format!



So, how do we choose what’s in an update?
Our producer, Lexi, is the timeline overlord and in charge of planning for our entire team. Below are her thoughts on production planning (summarized and commentated by me, Lauren) and how we plan for Techtonica’s updates.

To plan production timelines and updates, there are several factors that must be balanced, both external and internal.

Before we get into that, The Roadmap



Tada! We’re really excited to (tentatively) confirm that these items (and more) will be in v0.1.2. We will have more details on the current roadmap items in the coming weeks, but for now, this is what we’ve got planned!

We're working on a fix for the HVC / Monorail bug

Oh yeah, it’s time. Fixing the HVC and Monorail bug has been high on our list for a while now, but community sentiment really pushed it to the top. Rob already detailed our process for choosing what is important in a previous blog post about this bug if you’d like to deep dive it, but the TL;DR is that it bothered everyone a lot so we decided to fix it faster.

Previously, fixing the monorail and HVC bug was slated for v0.2, but after reading all the feedback you have given us, we’ve decided to take a shot at getting it ready for v0.1.2.

Here’s the thing: We’re not putting this on the roadmap just yet. We’re not sure that we’ll be able to fix it quickly enough. We will decide in early October if it will be fixed by 0.1.2, so keep your eyes peeled then!

What are the external factors?

First, how often do players need updates so they keep playing and don’t fall off? This is a guessing game until you get data. Techtonica has not been around long enough–we’re only on our first patch!–and we have a small team, so we’re doing a bunch of guessing. We are using community cues to see if players are bored and need smaller, more frequent updates. Right now, we are listening to the community a lot to see how they feel and making guesses for the first few updates as to what our cadence should be.

We also take into account Steam sales that will increase our visibility. While we can’t always launch an update before a sale, it’s a good practice to try and time them together to capitalize on the increased visibility.

How about internal?

The big one is the content; what are we trying to put into the patch/update?

We also need to factor in team velocity–how long it takes the team to build and finalize features and bug fixes. There’s a lot that factors into team velocity.

Leads in charge of teams do planning and support for their teams, but also do work for the game. That affects the velocity of those team members, depending on the extent of their responsibilities.

When you calculate your team velocity, you have to add buffer to every timeline. You can’t say, “This is how long it is going to take us,” as there is no certainty in game development (or life, in general). You need to add more buffer the more complex an issue is. For example, the monorail and HVC bugs are super complex, so more buffer has been added to fixing those.

For small things, such as adjusting localization or adding a toggle or setting, those items are more well understood so you need less buffer. Lexi’s basic rule is to add 20% of buffer to a timeline for planning. For quick fixes that have a high level of complexity (for example, “Hey this should take me only a few hours but I don't know how to do it”), Lexi rounds up to a full day. This ensures that we aren’t constantly pushing back patches or updates, because we’ve planned for uncertainty.

QA testing timelines are another internal factor, which we deep-dived with Rob, so I’m not gonna explain it again here.

And finally, team members are humans. They have vacations, days off, holidays, and need to onboard new team members. This has to be taken into consideration when planning as well.

How far in advance do we start working on new content?

Our team is currently working on features and fixes for the end of October, but Lexi’s goal is to be working several months in advance. This allows more time to make sure everything works and to make sure it’s fun, it works really smoothly, and we have the time to put it through all of Rob’s QA cycles.

When we design a feature, we want to talk it over with all of the disciplines involved to make sure there are no hidden obstacles–such as a coding issue or a required workaround needed–so we won’t have a feature blocking implementation. We want to make sure an idea is really sound before we start working on it. After we have a prototype, we want to use it internally and play it to see if it’s fun.

For example, with base building, we want to build bases internally and make sure we have fun playing and iterate on that! We’re taking input from the entire team, artists, designers, tech and even marketing. We encourage interdisciplinary feedback to get eyes from all angles, which takes longer to generate, but it makes it fun holistically.

Once we’ve validated feedback across the team, we need to actually build the stuff. We are currently ramping up the team for base building, but we have a small team and things take time. Unless someone wants to buy us a time machine, which, hey, we’ll take it.

So, the important part, when will v0.1.2 release?

v0.1.2 is slated to release at the end of October or early November.

There are no major sales around those times, but we did, however, want to release somewhere between our planned v0.2 release and our v0.1.1 release. That time falls roughly in the month of October. We also have our company summit planned for October, which is our big internal factor in pushing to the end of the month. We want this to fall after the summit so we aren’t trying to fix bugs or help the community right before we leave. This allows more time for QA testing, more time for extra eyes, and release when we return!

Over the weeks between now and v0.1.2, we’ll pull the curtain back on what we’ll have ready for the second Quality of Life update for Techtonica, so stay tuned.

Have questions? Want to chat with us directly? Join the Discord at https://discord.gg/techtonica.

Until then, Groundbreaker, let’s get to work.

Sep 6, 2023
Voidtrain - Niko
Hello everyone,

For a long time, the demo version of VoidTrain had an outdated build because our small team was fully occupied with the main version of the game. It contained long-fixed bugs and lacked the changes we introduced through updates after the Steam release.

Finally, we've found the opportunity to address this, and the demo version has been updated and is now available on the game's Steam page.

If you decide to play the full version of the game after playing the demo version, you will be able to continue the progress you made in the demo version. In this case, it's better to uninstall the demo version to avoid any conflicts between the demo and full versions in Steam (Save files will not be deleted and will be accessible).

Thank you very much for playing VoidTrain and providing feedback!

Sep 6, 2023
Goodbye Volcano High - Vexmilk is Vegan
Patch 1.03 is here! We’ve got animation polish and bug fixes, title + menu audio, easier to read photo descriptions, and more—you can check out the full patch notes below!

We’re aware of some PlayStation trophies not unlocking, and we hope to release a hotfix ASAP. We’ve also logged issues with animation glitches when pausing or changing settings, and we’re working to address them in our upcoming patch.

In the meantime, please feel free to send us any bug reports at support@ko-op.com!

All Platforms
  • Many animation bug fixes & polish
  • Added audio to title screen & menus
  • Updated "Your Moment" trophy with Japanese localization
  • Updated epilepsy warning to include Japanese localization
  • Fixed a bug where input glyphs were missing on the stare down minigame
  • Added a scene to Battle of the Bands showing the lights turning back on
  • Fixed a bug where character barks were missing audio in the Power Pose minigame
  • Fixed missing lipsync after the spice select minigame in Episode 1
  • Fixed the title screen flashing before loading
  • Fixed a bug where reverse shots of Naser had his mouth open
  • Fixed a bug where Naser closes the laptop twice in episode 5
  • Updated inbetweens when Fang stands up in Episode 2
  • Updated photo descriptions to make them easier to read
  • Fixed inbetweens and lipsync while Fang is at their desk in episode 3
  • Fixed door disappearing in the mirror during clothing montage in episode 2
  • Fixed Fang's hair clipping in episode 3
  • Fixed "continue" prompt on music minigame tutorial extending to second line in Japanese and Russian
  • Fixed a bug which caused audio to keep playing after quitting to main menu in certain scenes
  • Fixed lighting in episode 1 music performance
  • Fixed some lipsync errors in episode 1 music performance
  • Fixed Reed's position in some shots to make sure he's hitting the cymbals in episode 2 music performance
  • Updated some missing animations in music performance in 508
  • Fixed crop beyond artwork in music performance in 508
  • Fixed pan extending past edge of artwork and missing animations in 815 performance
Steam Only
  • Fixed a bug that allowed players to select decision bubbles, combat & initiative rolls in the in-game menu
  • Fixed a bug that allowed players to hear the sound of a selection bubble being highlighted in the pause menu
  • Fixed a bug where tutorial screens blocked elements in pause menu from being clicked
  • Fixed a bug where there would be extreme zoom-in during some segments of music minigames (to be released on consoles in 1.04)
Sep 6, 2023
Spiritfall - Connor | Gentle Giant
Hello everyone,

The Herbalist has launched and that means we're updating our Roadmap.

In the Herald of Nightfall, Zavloon joins the fight which means new blessings, synergies and mask!

We've spread the new weapon into October with the Art of Combat update.

Stay tuned for more!

The Gentle Giant Team



Sep 6, 2023
Toufra - Wozy
- Added grapple color change into tutorial
- Added falling rock mechanics into tutorial
- Slightly adjusted grapple color change color

- Fixed cursor not showing in paused menu
Red Dead Redemption 2 - james.francis
Crime and chaos reign on the wilds of the frontier. Bring criminals to heel and punish the lawless as a Bounty Hunter in Red Dead Online, and you’ll benefit from increased pay and other bonuses through October 2.

Licensed Bounty Hunters who play Red Dead Online any time this month will receive 3 Hawkmoth Bolas to help them apprehend their targets without inflicting lethal harm. For those yet to partake in the Bounty Hunter Frontier Pursuit, visit the Sherrif's office in Rhodes to get started, and take advantage of 5 Gold Bars off the Bounty Huner License.



2X RDO$, GOLD AND XP ON FEATURED SERIES

Test your competitive instincts by taking part in the Featured Series at any point during this month to earn 2X RDO$, Gold, and XP.

• September 5 – 11: Contrast Series
• September 12 – 18: Explosive Series
• September 19 – 25: Blackwater Series
• September 26 – October 2: Contrast Series

See the full event details on Rockstar Newswire: http://rsg.ms/415e171
Crisis Brigade 2 reloaded - sumalab
- Improved online stability
- Minor bug fixes
Sep 6, 2023
Pool Cleaning Simulator - Muaddib
Hello gamers,

Tomorrow we have our big premiere.



Here a key information you should know about it:

1. We launch🚀 at 3 PM CEST

2. 11.99💲 is the price of the game with a 15% launch discount

3. You can experience some bugs🐛 (it's EA as you know) but we are working day and night to improve, patch, and fix everything.

4. After a launch we will post our Early Access ROAD MAP

5. Early Access consists 7 missions that should take around 5 hours to complete

6. If you want to see how the game plays out. Check some gameplays here:





7. Our development team works daily in express mode so that updates can appear even day after day. YouTubers often upload videos late. The problems that are in the video may already be fixed and the game itself updated.


For more detailed information go here: CONTENT SNEAK PEEK


Have fun,
Pool Cleaning Simulator team.
Cornucopia® - Subconscious Games
🌱 Texture & Description Fixes

📝 Revised soil texture descriptions (Poor, Good, Perfect, Godly, etc.) for clarity.

🍲 Economy Changes

💰 Tripled the value of home-cooked items compared to store-bought versions.

🔥 Bug Fixes

🛠️ Fixed a critical bug where teleporting to the Lava Crab Boss Room spawned you in lava, causing instant death.
🚪 Resolved loading issues with Grape and Blackberry Gemstone Doors to display the correct activated image.
👹 Fixed a bug that prevented the ogre boss from respawning; you can now defeat it multiple times.

🌳 Quest & NPC Improvements

📜 Improved the trigger for the Blueberry Gemstone quest in the forest.
🚶‍♂️ Fixed pathing issues for NPCs Eugene, Byron, Andre, and Rufus.

🎨 UI & Art Updates

🎨 Introduced new artwork for wedding save/load screens.
🎵 Resolved soundtrack issues for streamers and press.

❤️ Relationship Features

🎁 Added features to discover NPC favorite gifts at heart levels 2 and 4.

🎮 Gameplay Tweaks

💥 Enabled bombs to damage bosses.
🎒 Adjusted bag of sand, clay, and silt to lower other values when used. Now stored in your shed by default.

👩‍🏫 Tutorials & Help

🏠 Added a home popup tutorial.
🐄 Added a breeding popup tutorial for the barn.

🛠️ Other Fixes & Enhancements

🧰 Fixed missing crafting menu items, including the worm composter.
⚕️ Added a low-health vignette.
🌱 Fixed a bug where plants did not appear visibly watered, and a related bug with wind crystal usage in mines.
🌊 Fixed water effects turning off during screen fade while underwater.
⚙️ Adjusted settings to prevent the 'esc' key from both opening settings and dropping picked-up items.
🌦 Corrected inconsistencies in plant watering related to rain.
🎁 Implemented a holding timer for gifting.
🕹 Fixed a bug requiring the use of the analog stick for smart jumping on controller upon game start.
📈 Scene Optimizations.

💡 New Player Experience

⚡ Added an "Energy Low" reminder for new players; set to trigger at 25% energy.

🌐 UI Enhancements

❌ Integrated a feature to close all menus.
🎮 Added controller rumble functionality.
📑 Implemented dynamic detection for popup inputs.

🐾 Minor Gameplay Fixes

🛏 Fixed issues with jumping on beds and mushrooms.
🎣 Fixed the bait slot to only take one item at a time.
🌿 Labeled "Kelp," "Seaweed," "Sea Moss," "Nori," "Sea Grapes," and "Algae" as Compostable when hovering over them in inventory.

We hope you enjoy these improvements! Happy gaming! 🎮💖
Roots Need Control 3.0 - !CyberApex
Hello everyone. I'm !CyberApex.
This notice is limited to the Korean, but it is explained in English.



Roots Need Control 3.0 will participate and exhibit in the "DCCF Indie Game Special Exhibition" held in Daegu Metropolitan City!

The event will be held in Korea and will be held from October 6th to October 7th in Korean time.
Places and addresses are as follows.

  • 10, Exco-ro, Buk-gu, Daegu, Republic of Korea (Daegu EXCO)

In addition, Roots Need Control's mini project "RNC Mini" will be on display.
If you visit Daegu, Korea, for the play of RNC 3.0 and RNC Mini, welcome!

Thank you for reading it. See you in Daegu.
- 09.06, !CyberApex
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