Note: ๐ข indicates a change that reflects the feedbacks of the community!
A New Mini-game
Step It Up
[/h3] Between our main characters and the Princess, there're only few stairs! Maybe..tons of..? [/list]
Updates
The development team determined that players who are not familiar with the rules of the game yet were eliminated early and deprived of the opportunity to learn the game would give them a negative experience. The next time you play the game again, you should go through the learning process from the beginning!
Therefore, starting with mini-games "Do Not Feed" and "Robot Factory," we will modify games that no longer give players a chance when the game is over. The changes are as follows.
Do Not Feed
[/h3] ๐ข Players who have been game over due to ducks touching the line will be revived.
Robot Factory
[/h3] ๐ฌ Players who have been game over due to blocks touching the ceiling will be revived. [/list]
Bug Fixes and Improvements
๐ฌ Modified the intro of the mini-game "Dino Safari".๐ฌ Fixed an issue where the bottom of the screen was obscured in the bonus game.๐ฌ Fixed an issue where the effects of the minimi in the boss battle were not displayed normally.
Your comments and attention are encouraging to the development team. Please leave your opinions on this update, or on the Steam community.
I've made some fixes and improvements based on community feedback.
[Quality of Life] Survivors can now pause and resume study inside the library.
[Balance] Survivors are now equipped with mostly tier 1 items when starting a new game.
[Bug] Fixed a bug where cancelling a study session would not correctly restore survivor abilities in some cases.
[Bug] Fixed a bug where loading a study session would not correctly restore survivor abilities in some cases.
[Input] Updated controller support status on Steam to show that Undeadly supports DualShock and DualSense PlayStation controllers.
[Input] Added controller rumble when using guns, grenades and melee weapons. The option to toggle this feature can be found under 'Options => Controls => Controller Rumble'
[Input] Added a setting in the options menu to automatically change controller icons based on the type of controller used. This can be overridden with the existing controller icon dropdown.
[Input] Left and right triggers on controllers now cycle tabs alongside left and right bumpers.
[Input] Increased the max speed of the controller cursor.
[Input] Prevented the mouse from highlighting items when navigating using directional buttons. This previously caused navigation issues in some menus.
The moment you've been eagerly awaiting is almost upon us! This November 2023, "Forbidden Art!" will be available for all of you to experience. In this title, elements of escape room, puzzle, thriller, and horror meld seamlessly, offering a gaming experience like none you've ever had before.
What's more, we've incorporated Nvidia's state-of-the-art DLSS technology, ensuring you'll experience graphics that are both sharper and smoother. Our team has poured endless effort and dedication into ensuring the highest quality and polish for the game.
Thanks to your love and interest, the final polishing stages of "Forbidden Art!" are now in progress. Expect great things!
See you soon on Steam. Your interest and anticipation mean the world to us!
Teaser #4
Warm regards, AIXLAB Games ๐๐ ๐ Stay updated and share your valuable feedback with us on social media!
ไธ็ไนๆ 3ZENTREE - 3D NODE BASED INFORMATION SYSTEM - 1kvoidstudio
3ZENTREE - v0.2b1 Released
v0.2b1 Update Content Customizable cover for article nodes Webpage adaptability Center alignment for node title text Auto rotation/closure for placement perspectives New node surrounding mode Spatial grid options to enhance the feeling of space Optimized node module performance Support for touch interaction of windows tablets
Also, we are pushing experimental content (still under improvement, not publicly disclosed): Mobile interaction CHATGPT integration
The trouble with making a game inspired by Finnic prehistory is, quite simply, that we just don't know that much about it. As we saw with Finnic paganism, this is certainly true of what people thought and believed, because quite often they've left no traces whatsoever. When it comes to how people in the past lived, archeology can usually tell us quite a lot about their everyday existence. But even this isn't as straightforward as it may seem. A particular problem in Finland is that the soil is quite acidic. This means that most organic substances decay quite quickly and totally. So when it comes to something like wooden tools or even entire buildings, they almost literally vanish without a trace. Prehistoric and even historic villages are reconstructed based on stones, bone remains and depressions in the ground, because these are all that's left of entire settlements.
This simple archeological reality is why so much of what we're doing in Goblin Camp is necessarily speculative. Sure, we know some things about our ancestors, but from a game development perspective, we don't even know what their houses looked like. With very few exceptions, the wood is completely gone. When it comes to weapons for hunting and warfare, archeologists have found some spear- and arrowheads made of bone, stone and later metal, so we certainly think they had bows and spears.
But did they wear armor?
We know they hunted, so they probably made clothes from the pelts of animals they caught, maybe even processing them to tougher leather; most traces of leather-crafting would have vanished. Some leather armors also make use of bone or metal plates. Later, we have traces of metal armors. But there's also an interesting third option: wood armor.
Even though wood rarely appears in classic fantasy as an armor material, it's far from useless as protection. In fact, most shields tended to be made of wood, with metal only present in the shield boss and possibly the rims. The trouble with wood is that it's quite inflexible, and in order to reliably deflect heavy blows, wooden armor needs to be thick. So a wooden coat of armor would be fairly bulky and probably difficult to move around in.
Despite these disadvantages, some of the native people of Siberia and Alaska are known to have used wood armor. The Chukchi and Yupik people of Siberia had a kind of laminar wood armor that they used: coats of heavy leather with bone and wood plates attached. The Tlingit of Alaska took this even further, with some spectacular wooden coats of armor. Some examples survive in museums, and they really are wooden body armor.
So could the ancestors of the Finns have used wooden armor? There's no evidence that they did, but then again, there wouldn't be. We know that metal armor was introduced later, and it would have made wooden armors obsolete very quickly. Prehistoric wooden armor would only have survived in very exceptional conditions. Since both Finnic paganism and the Finnic languages have clear signs of Siberian influence, it certainly doesn't seem impossible that Siberian armor styles might also have made their way to these parts. Barring an incredibly lucky archeological find, we'll probably never know.
In the spirit of speculation, and also because it looks kind of cool, Goblin Camp will feature wooden armor. We'll look at laminar and similar armor technologies when we get around to leather production, but the first coat of armor available to our goblins will be what we're calling plank armor: a suit of armor and helmet built from wooden planks. It'll be bulky, so it will slow down anyone wearing it, but it will provide some protection, especially against attacks from animals and wooden or stone weapons.
Do you want something more fresh? Have a look at our unstable version!
1.15.11 brings:
UPDATE: Localizations (de: research, tutorials, ui; no: ui)
UPDATE: Non-acting auto signal can be cleared with secondary action
FIX: Accept train task description has no localization
FIX: Autoblock & Platform sensors considered also signals acting from opposite direction valid
FIX: FPS drop in the unlock automatic routing chapter in the tutorial
FIX: Penalization for entering occupied segment was charged when reusing a train that would enter occupied segment if it were reversed
FIX: Rush Hour Challenge initiated from Story of Jozic did not conclude if reloaded from save
FIX: Sensors on Autoblocks & Platforms did not recognise signals built later
FIX: Signal built in Autoblock endpoint in Play mode (i.e. outside Editor) was locked (not removable) once built
Changed shroom harvesting count to count individual shrooms instead per batch picked. Shroom harvesting job requirements increased accordingly for balance.
Increased Support drone attack per laser from โ x your Attack Power to ยฝ x Attack Power
Add click and drag to Dungeon Teleport map UI
Polished up teleporting between dungeon Teleportation rooms
Critter terrarium poster now display how to pick up button
Bugs
Greenhouse now properly allows you to plant crops from any season
Bug Net and hammock interaction no longer locks player in hammock
Job status Notification now correctly triggers when you do an action completing a job
Fixed where if a cutscene is queued at the end of day but you are captured by spooklets, screen stays black
Beehive and Silkworm farm locked behind community gate can no longer be picked with from outside the fence
Some JOBS were bugged no longer bugged/incompletable. Iโve implemented a fix going forward but may not be fixed for old jobs so If you have one that you canโt complete, you have to let it expire and pick up new ones. sorry!
Those who previously had the weather contraption quest active can now continue to complete the quest as workshop shouldn'tโ be under repairs anymore.
House upgrade level 1 no longer shows up after completing it
Known Issues:
Graphic bug Pixies bound on Objects are sometimes invisible (but still there)
Pixies disappearing intermittently
Catching a pigeon can cause crash - cannot reproduce