Automation games are not complete without some kind of motivation to keep playing forever. 0.16.1.18 adds infinite techs and black hole research to add some meat to the end game, and give players a reason to endlessly build their factory.
Black Hole Research
Black Hole Research has been added. After successfully launching a Singularity Vessel into a black hole, you will be rewarded with 5,000 Black Hole research, and 5,000 new research points.
Infinite Techs
The infrastructure to add infinite techs has been added to the game along with 2 new infinite techs.
Mining Productivity
Researching this will reduce the time it takes for Advanced Mining Stations to produce additional ore while it has miners operating at it.
Fleet Command
Researching this will add 5 additional capacity to your fleet. Assuming infinite time, players can now reach infinite fleet capacity!
Full 0.16.1.18 Patch Notes
Research and Technology
Added Black Hole research to the game.
Launching a Singularity Vessel now yields 5,000 Black Hole research and 5,000 new research points.
Added infinite technologies to the game
Added Mining Productivity Infinite tech
Added Fleet Command Infinite tech
The technology panel will now show available techs before unavailable techs (finally)
Added Laser Turret damage technologies
Dyson Spheres
Fixed a bug where the Dyson power receiver was not aimed correctly when loading a game
Fixed a bug where Dyson Bots were not being counted towards the Dyson Bots objective
Increased the radius of the dyson spheres, because it looks cooler
Hotfixes
Fixed a bug where ships may never get requested due to a bug in the shortest distance algorithm used to pull units from shipyards
Do you read me, Dead Echo? We’ve been working hard with Incuvo to bring Bulletstorm into virtual reality. We’re proud to announce that we’re launching on January 18 2024! Today we'll tell you a little more about how we’ve adapted the game’s frenetic combat especially for virtual reality.
In Bulletstorm VR, you’ll embark on an ultraviolent journey of survival and revenge as you and your squad battle across the abandoned resort planet of Stygia. Get ready to step into the boots of Grayson Hunt and settle his vendetta against the corrupt General Sarrano once and for all. As you cut a swathe of destruction through badlands, terror domes, and derelict ruins you’ll collect a veritable arsenal of high-tech weaponry.
Combat in Bulletstorm gets the blood flowing: between the hail of projectiles, hordes of enemies, and dangerous environments, there’s so many different options for you to unleash destruction! Experiencing all of this in virtual reality levels up the gunplay and melee combat to a completely new heights. Haptic feedback adds an intense sense of immersion, especially during a tough fight when you’re not sure who will still be left standing. When you’re hanging on by the skin of your teeth, the vibrations remind you of what’s on the line and that you’re living life dangerously close to the edge. But nothing beats the feeling of finishing off that last pesky mutant!
As a rogue ex-assassin driven by blind revenge, Grayson Hunt is familiar with death in all its gory forms. Turn his vengeance into an artform with the skillshot system that put Bulletstorm on the map, now lovingly adapted for VR. The more mayhem you cause, the bigger the reward. You can use your energy leash to literally fling enemies into their friend’s bullets, give your foes the shock of their lives by kicking them into exposed wiring, or launch enemies helplessly into the air with your thumper and turn their worlds upside down with its stasis explosion.
Switch from melee and ranged combat seamlessly and use the environment to get an edge over your foes. The power is in your hands to unleash the most creative and deadly kills possible! Get inventive as you destroy anyone - and anything - that dares to stand between you and your crew’s survival.
We’ve been working hard to make sure Bulletstorm roars in this new format. This time when you crash land on Stygia, you’ll feel the heart-pounding, frenetic combat like never before - especially when you feel the vibrations of a big ass explosion. Bulletstorm VR comes out this January 18 2024. Get ready to lace up your boots, kick the doors down, and unleash destruction with your energy leash in one hand and a gun in the other.
CONTEST ANNOUNCEMENT! Write in Comments what would be the wildest combination of TWO animals? Myself and two other judges will choose two winners. Both winners will have their animal animated to be in my upcoming game Apocalypse Blitz. This Contest begins 9/20/2023-10/04/2023. Winners will be announced on 10/07/2023. Now get to Splicing!
- improved quest handling and dialogue of priest quests around New Delphi - updated mutant runner behavior: two charges instead of three, added cooldown, prevent multiple charging runners - set shotgun and automatic weapon bullet speeds to the same value as rifle bullets - quest inventory has unlimited space now (and added UI for handling this) - improved perma-death mode: on death directly restart at gameplay start of game, keeping original character creation decisions - make 'Usable Parts' stackable
Usability improvements
- overview map: mouse click on exit will lead to character using that exit after having walked over - overview map: allow click to walk commands also for control schemes using keyboard movement exclusively - improved handling of point and click commands in combat - fixed point and click commands with some destructible objects - keyboard input only: fixed usage of charge up weapons - keyboard input only: fixed abilities using mouse cursor for direction - co-op: fixed issues on mouse / controller combination while having multiple controller connected - fixed default button prompts for DualSense controller - fixed player character stopping movement when drag and drop equipping - fixed comparison tooltip being cut off at screen border - disabled character looking towards hovered combat target when using direct movement - deassigned default ranged and melee selection keys (used in manual mouse input mode) due to conflicts; updated related tutorial messages
Bug fixes
- fixed issues with infection and puking in non-physical worlds - fixed issue with blocking - fixed animation issue with flying robots - fixed turrets salvo visuals and actual shooting direction diverging - fixed mutants being able to open door in some situations - fixed some other issues with NPCs investigating doors - fixed some NPC behavior issues - fixes UI and other feedback issues with weapons like Flamethrower and Automatic Rifle - fixed "Lock Mouse Cursor" setting not getting applied - fixed potential issues in Titans Heart - fixed some animation issues - fixed NPC wait command (which fixes a few issues with NPC behaviors) - fixed NPC potentially getting pushed through walls from explosions - fixed a few potential crashes with mod loading - fixed rare crash on NPC investigating something - fixed a rare crash that would happen when loading save games - fixed more rare crashes - minor text changes
Technical improvements and changes
- improved loading times - updated spawning NPCs: prefer level design values over values in savegame - added "combat" playtest entry - added missing font support for some community translations on some systems - additional minor bug fixes, improvements and framework additions
Current state of things
1. Version numbers
Since years we followed a certain pattern of versioning the game: 0.7 being the first demo release, 0.8 the Early Access release, and 0.9 would be the feature complete version shortly before the final release, and 1.0 would be the finished game leaving Early Access. That means that Early Access updates so far followed a scheme of being something like 0.8.?.?.
I witnessed often enough now people measuring Early Access development progress by these numbers. But these numbers don't signify any kind of percentage of completion. Version numbers are just there to differentiate different game versions. And in some cases to differentiate a hotfix from a previous regular update. That's their only purpose. No percentage indicator.
To avoid this confusion we will from now on simplify these numbers and set our updates version numbers from 0.9 (this one) to 0.10, to 0.11, then 0.12, and so on. Until, someday, there's a 1.0, when the game leaves Early Access. (And there's probably be 1.1, but that is a different story.) Hotfixes following the updates will have minor number increases, for example 0.9.1.
2. Unity
Death Trash is made with the Unity engine. A few days ago Unity announced a future runtime fee that got heavily criticized (rightfully so) and in the follow-up days the exact details of it are still not clear. Some people were interested how this might affect the development of Death Trash, so here are a few thoughts about the topic:
For now at least there's no impact on the development of Death Trash. If the runtime fee will be established there might be a financial impact in the future which would impact sustainability and the budget of future projects. But it would not stop this game from getting finished.
What's really damaged though is our trust in the future and the makers of this game engine. We'll be keeping an eye on how this develops and won't be making any decisions right now, but longterm we'll be looking at a range of game engine options for our next game.
3. Beta branch
I would like to mention again that we have a beta branch where we update the game more frequently. This is how it works: We update the game on the beta branch on average once per week and after a few updates when we see that all is working out fine, that last version is pushed as an official update. You'll find more info about the beta branch and about testing in general over here: https://steamcommunity.com/app/941460/discussions/0/3427823001996731965/
4. Next Update
The next update will be ready on October 24th.
Conclusion
Thank you for your continued support. I appreciate your interest and patience.