The engine will remain in BETA for the whole month. This will allow Patrons to test the changes from previous version and give me their feedback in order to fix bigger bugs and prepare changes for subsequent updates.
This also mean that FINALLY the new update will be published, and available to all users, the next month.
I apologize for the long wait. I know this has caused a big inconvenience for all of you. Step by step the development is returning back to normal activity and I guarantee that, from the next month, updates will be much much more frequent.
Join our PLAYTIME on Friday, September 8 at 2 PM EST / 11 AM PST / 7 PM GMT to unlock your Passes before the Tournament hits on Saturday and be fully prepared!⚡⚡⚡
Jorel’s Brother and The Most Important Game of the Galaxy - Complete Edition - Leo Thurler
Hi Guys!
Thank you very much for all the feedback you sent to improve the game! We've made some improvements, and we're also aware of issues we're working to fix!
BUG FIX
Crash bugs of the credit screen and the game not opening
Bugs in the gym screen and the space ship parking mini-game
Treatment to prevent softlocks that happen in-game conversations
IMPROVEMENTS
Improved UX for buying chapters
Some people have problems opening the game, so we've uploaded a possible solution.
We're proud to say that our second map-building contest on Mod.io generated quite a buzz! With 250 entries, picking the winners was a difficult task, but thanks to the people’s vote held within the studio, we managed to narrow the selection with some extra insight from our Game Designer Adrian!
The three maps we liked most will earn their makers 1000 EUR each (as well as an eternal place in the game's credits). The competition was fierce, with single votes deciding victors, so we’ll also have three honorable mentions in each category.
On top of the usual criteria of originality, visuals, and gameplay value, this competition had a theme of verticality. We opened that to interpretation and saw the creators develop many different approaches. We’ve seen height jumps that required investing in stairs, the verticality revealing itself after water levels dropped, steep hills that encouraged building on platforms, and all kinds of narrow valleys with cascading rivers where stacking buildings helps expand across limited space.
This map creator has taken verticality to their heart, filling the limited map area with extreme height differences and allowing for interesting water circulation using the aqueduct-like walls. We have seen several similar designs across all map sizes, but this one came ahead in the team's voting session with its varied, semi-symmetrical setup that turns out to be quite a challenge with weak water sources.
Small maps (128x128 and below) - honorable mentions
Described by its author as simply as "the map I've always wanted to play", the canyon features a flat oasis-like starting area and a waterfall that leaves a trough behind when all else dries out. The relaxed vertical expansion will be rewarded aplenty, however, with metal deposits, irrigated farmlands, and more.
Images of the Colosseum spring to mind here, with the round central structure surrounded by columns and slopes that resemble seats for the audience (and roofs outside). It's great to see in-game objects used in such a creative way, especially when it's more than just for looks.
This is one of the best Diorama-like creations from the contest - we really like how the water spirals down over an uneven riverbed, covering a wide area. The metal sources are also on elevated areas, requiring some climbing.
After being placed on the list honorably mentioned in the previous contest, Aniqua88 returned to conquer our studio's hearts with this rectangular map of unusual dimensions. With limited room at the start, your beavers must climb upstream and push forward, immediately prioritizing green land for crops and placing buildings on the raised parts. Just don't break the barriers to guarantee your beavers are being fed!
Medium maps (129x129 through 255x255) - honorable mentions
The Pit Cave's "get yourself out of this pit you dug" scenario splits the playthrough into two stages. First, you must stack the buildings and stairs to escape the chasm with limited access to arable areas. This opens up access to multiple more beaver-friendly sections of the map, with extra challenges from reaching new metal sources.
We love this highly detailed setup inspired by a real-life national park in China. The meticulously placed plant life, the deep canyons, and rivers cascading down over dead trees toward the open water area at the far end enable city building with a massive dose of exploration (and deforestation).
Beavers will indeed test their climbing skills here. The contained starting area with a small spring opens up to several possible expansion routes. The narrow, deep, and walled riverbed behind the hills becomes a prime target, leading to an even more tempting set of underground sites in the desert.
Like in the previous contest, the biggest challenge on the large maps proved to be using the space to its fullest potential - this time, with the need to go vertical. Terrace Valley shined here by offering a landscape with multiple spread-out points of interest and enchanted us with different takes on the titular terraces. You will start in a reasonably peaceful corner where you can set up your settlement before exploring further, naturally gravitating towards the eye-catching ruined isle in the center.
Large maps (256x256 and above) - honorable mentions
Pillars upon pillars with dried trees are scattered across this map, one acting as the starting area. On top of encouraging some hardcore bridge-building, Vargares has managed to build a rich, realistic landscape with rocky riverbeds and naturally formed stairs not just for descending.
We appreciate the concept behind this map (be sure to read the description!). Instead of going for a typical river starting at the map's edge, totrider opens up with three adjacent wells in the starting area. They're dammable at different heights, gradually " unlocking" further sectors of an otherwise dry map. By demolishing barriers scattered around, you can control the otherwise natural navigation across the varied landscape.
With a name like this, we expected three giant pillars with a forest of Fangorn between them. The "towers" however are the elevated areas that freely spill water onto the areas below, leading to an exciting challenge. Once you take care of the initial area, the further damming business should require some clever planning/
--- Once again, congratulations to the winners and the honorably mentioned, and big THANK YOU to everyone who participated in the contest. There will be more in the future, that's for sure, but in the meantime, https://mod.io/g/timberborn/r/build-a-map-contest-2 to check the full selection of participating entries.
Get ready to light up the dance floor with the Disco Room & Furniture Set DLC for Hotel Renovator! Watch our electrifying ad featuring a hotel guest of few words but a lot of killer dance moves. This DLC introduces special items and an additional room that you can transform into a vibrant discotheque!
Step into the world of glittering lights, funky music, and non-stop dancing. With the Disco Room & Furniture Set DLC, you'll have access to a range of disco-themed furniture, dazzling lighting fixtures, and pulsating sound systems. Create an atmosphere that will make your guests want to put on their dancing shoes and groove the night away!
Let your creativity shine as you design a discotheque like no other. Transform an extra room into a hotspot for fun and entertainment. It's time to turn up the volume, unleash your moves, and create an unforgettable experience with the Disco Room & Furniture Set DLC.
Get the DLC today and let the rhythm guide you as you transform your hotel into the ultimate disco destination!
A little chirp here and a little chirp there! 🎚️Where does a sound designer take inspiration from?🎧
The latest Dev Insights goes more into the emotion and everything that goes into replicating everyday soundscapes for Cities Skylines II from a Sound Designer at Colossal Order. 🌆
Happy anniversary of the release of Trail Out! ːMihalychː
Thank you for being with us this year. We have supported the game for exactly one year and today we are releasing the latest update of the game with 2 new cross maps "Älgskogen" and "Triumph", the biggest derby map Construction, a new car "Bullet GG" and a skin for Mihalych "Driver"! ːMihalychRageː c
We say goodbye to the active support of the game and are fully focused on the release of the game for Xbox Series S/X and PlayStation 5. Also the last DLC will be released soon and that's all.
P.S. Multiplayer is still in the long-range plans, but the chances of it remain slim as development on consoles is delayed too.