Dear player: To bring you an improved gaming experience, we will undergo online maintenance on September 27 (UTC+8). Top-up and matching features may be unavailable during this time. Please note you must quit the game and download the update patch afterward to enjoy the newest additions!
NEW SEASON 19: WESTWARD LIBERATION NOW AVAILABLE
Don't resent me for bringing down gods and demons in my path as I sing on my journey to traverse the long road to the heavens! New Season 19 Battle Pass and Season Missions are here! Iori's "Ghastly Rakshasa" appearance, Michael's "Golden-Winged Peng" appearance, Tactical SMG's "Weathered Skeleton" appearance, Light Rifle's "Liu Ding Divine Fire" appearance, "Sanskrit Chanting" Entrance Call Effect, Exclusive S19 Rewards, and a ton of other amazing resources are waiting for you! New tier rewards, Premium Tickets, Exclusive Avatar Frames, and more are waiting for you! At the same time, upgrading the Battle Pass to the Advanced Premium Pass will let you try out Michael for 7 days for free! Reach Lv. 80 to get 1 Memory Algorithm Season Pass for free!
SEASON COLLECTION: DEMON EXTERMINATION AVAILABLE AT 0:00 ON SEPTEMBER 29
In this world filled with evil and falsehoods Only I am able to resist their temptations Can anyone tell me what lies at the end of the road? SS-level "Fallen Heart Ape" Westward themed appearance for Flamenco, S-level "Heart Ape Apparition" appearance for Yutong, S-level "Heavenly Marshal" appearance for Caramel, plus many other appearances for weapons and vehicles are here! The prize pool also comes with Premium Pack, Premium Rebate, and Collect for Reward promotions. After the pool launches, players of Lv. 10 or higher can get Tickets on the Premium Pack page for the first three days when you log in and play! Get the "Heart Ape Apparition" appearance for Yutong to keep collecting its skins and appearances in the Premium Store to unlock the exclusive S+ version!
DONUT HOME RUN PRIZE POOL RETURNS AT 0:00 ON OCTOBER 5
S-level "Donut Home Run" appearance for Mila, S-level "Bunny Magic" accessory for Ning, and A-level "Carnival Waltz" appearance for Andromeda are back for a limited time in this prize pool! An Avatar Pack event corresponding to the prize pool will be available at the same time. Log in and share the game to claim Tickets and purchase packs to unlock exclusive avatars! Get all prizes in this pool to get Mila: Donut Home Run's exclusive accessory Teddy Coin Purse!
NEW MECHA SKYFIRE ARRIVES IN MECHA CITY
Skyfire, the army's first mecha capable of transforming between a human and vehicle form during the Singularity War, offers high adaptability in various combat environments. Its human form provides high mobility, compensating for the vehicle form's challenges in navigating complex terrains. The tactical assault cannon that transforms into a turret in Skyfire's vehicle form enables Skyfire to launch powerful attacks that far exceed the capabilities of its human form and provide heavy fire support for allies. The "Scorching Immolation" transforming tactical assault cannon used by Skyfire has completely different forms when Skyfire is in its human and vehicle forms. In vehicle form, the tactical assault cannon transforms into a turret that launches powerful missiles one by one, dealing huge damage to enemies hit. The "Flowing Fire" multi-barreled missile cannon system mounted in its vehicle form is able to accurately detect all enemy units within a certain range and bombard selected areas with pinpoint accuracy to continuously strike enemies. In human form, Skyfire fights enemies with its tactical assault cannon that fires four bursts of missiles and splittable cluster missiles and maintains a suitable combat distance from enemies by using turbo acceleration in human form. Launching missiles that rain on enemies from the sky, Skyfire will ignite the entire battlefield and eliminate all hidden dangers with its firepower.
NEW EVENTS
1. Celebration Special Offer From September 27 to October 4, participate in the Celebration Special Offer and throw dice to win rewards and chances to get the A-level "Battlefield Camouflage" appearance for Doomlight, Premium Tickets, Chromatic Tickets, and other rewards!
2. Skyfire Special Training From September 27 to October 5, complete missions to claim the Updated Mecha Pack and a chance to directly get the new mecha Skyfire!
3. Westward Trial From September 27 to October 12, during the event, players can choose to participate in either the Kill Rankings or the Tier Advancement Rankings. Players are ranked according to player points in the Kill Rankings. The higher the ranking, the greater the rewards! It is recommended that experienced players choose this rankings to win event-exclusive limited titles and other rewards. In the Tier Advancement Rankings, players will get various rewards according to the number of tier promotion stars gained during the event, and rewards can be accumulated. It is recommended that new players choose this rankings to win an event-exclusive Mecha Card!
4. Great Sage's Trial From September 27 to October 12, complete missions to claim rewards and get the S-level "Roaring Snake" appearance for Shatterstar Shotgun!
5. Westward Reverie From September 28 to October 5, sign in for 7 days in total to claim the new Emoji: "Kikina Bomb Throw!"
6. Super Value Rebate From October 1 to October 7, top up to activate a rebate and log in during the specified time to claim corresponding rewards, including up to 2 Premium Tickets!
7. Enlightened Journey From October 1 to October 15, accumulate top ups to get "Animated Avatar: Heart Ape Apparition," Avatar Frame: "Enlightened Journey," and other exclusive rewards!
8. Ranking Gifts From October 5 to November 15, players can set a tier objective and can claim great gifts, including up to 4 Premium Tickets, after reaching the corresponding tier.
MEMORY ALGORITHM UPDATE
Starting from this season, the Memory Algorithm system will be regularly updated with past seasons, giving players opportunities to obtain season rewards that they missed out on in the past! Under this system, Memory Repair missions of past seasons must be completed in the current season. If any Memory Repair missions haven't been fully completed by the time the season ends, their current algorithm progress will be retained, and the Season Pass can be used to repair the memories of this season when it becomes available again.
MODE ADJUSTMENTS
Battle Royale - Desperate Showdown Added a new item to Desperate Showdown: Desperate Showdown Qualification Ticket. Players who have a Desperate Showdown Qualification Ticket will have additional chances to participate in the rematch. Each player can only have 1 of this item at any time. This item can be obtained by collecting supplies, opening Advanced Trophy Crates, Airdrop rewards, etc.
MECHA ADJUSTMENTS
Doomlight Reduced the "Photon Cannon" primary weapon's damage vs. mecha from 148 to 143.
Hurricane Reduced the "High-Explosive Missile" secondary weapon's damage vs. mecha from 351x2 to 321x2. Reduced the "Missile Cluster" Core Module's damage vs. mecha from 168x6 to 141x6. Reduced the homing performance of the "Missile Cluster" Core Module when equipped with the "Heat-Tracking" Power Module, reducing Maximum Homing Rotation Speed from 150°/s to 125°/s and Homing Rotation Acceleration from 120°/s to 105°/s.
Dreadwolf Increased the fuel cost of the "Tactical Leap" tactical skill from 0/time to 10/time.
JOJO Adjusted the damage reduction effect of the "Fearless Charge" Defense Module from 30%/40%/50% to 30%/35%/40%. Adjusted the Shield effect of the "Unyielding Spirit" Defense Module from 700/950/1,200 to 600/800/1,000.
Skylark Reduced the cooldown of the "Hunt" secondary weapon from 10s to 9s.
Ranger Reduced the cooldown of the "Ranger Plasma Bomb" secondary weapon from 10s to 9s.
Akashic Adjusted the Shield bonus effect of the "Link Shield" Defense Module from 100/150/200 to 130/180/230. Adjusted the Shield duration bonus of the "Efficient Motor" Defense Module from 10%/14%/18% to 13%/17%/21%. Increased the damage conversion rate of the "Charged Reflector Shield" secondary weapon by 100%.
ADJUSTMENTS & OPTIMIZATIONS
1. Added the option to disable interactions in matches to the Pet system. After enabling this, the pet interaction screen will not pop up when tapping on the pet, which prevents players from interacting with their pet by mistake. 2. Fixed an issue that caused the quality of Jiu Chong's "Resonant Chirping" appearance to be displayed incorrectly. 3. Fixed an issue that caused the quality of some appearances to be displayed abnormally.
DECLARATION OF FAIR PLAY
We're dedicated to creating and maintaining a fair, harmonious environment for competition. We prohibit hacking, scripting, cheatware, and other illegal third-party software, as well as adhering to a zero-tolerance policy regarding any behavior that could adversely affect gaming experience. We will regularly release and update list of offenders for any transgressions related to the issues above, and we welcome reports from any player so we can keep this a fair game for everyone. The regularly updated banned list will be announced at the end of every month and can be viewed on official platforms, such as the official channel or communities.
Finally, thank you for following and supporting Super Mecha Champions. We look forward to seeing you on the field!
President Studio, the developer behind Crime Scene Cleaner, extends a warm invitation to EVERYONE for an exciting round of open playtests! Join us as we kick off the playtests on September 28th, 2023, which will last until all the necessary data from the player’s feedback is collected. Just as promised, these playtests are entirely accessible to everyone, without any restrictions and for free. To sign up for playtests, go to Crime Scene Cleaner’s Steam store page and hit the “Request Access” button… and that’s it. Once the playtests are open, you may enjoy the game!
But that’s not all. Prepare for a chance to win an exclusive free Steam key for our full game. All you need to do is engage in our playtests and share your valuable feedback by filling out this form: https://forms.gle/hVqn7gUjYNk4GLYm9. Among the responses received, we'll draw some lucky participants to receive the game key. So, are you ready to dive in?
Feel free to stream our game without worrying about the soundtrack’s copyrights. There’s also no embargo on Crime Scene Cleaner’s streams, so you can start streaming right away, without waiting for its official release.
We're starting a series of developer logs to help you understand the most basic rules and mechanics behind our upcoming space citybuilder, Planetiles. The game features a tile-based gameplay similar to the likes of Dorfromantik or Tetris, but there are lots of other aspects that influence the gameplay and we decided to split into 4 pillars:
Moving and placing tiles
Completing missions
Upgrading structures
Using special actions
Moving and placing tiles
At the beginning of each run, players are presented with a barren planet and the goal to populate it with different kinds of tiles and blocks. The Pioneers Oasis is always the starting point of each new settlement and the first block we get has to always be adjacent to The Pioneers Oasis. The stellar adventure starts here!
With your first block at hand, you can move it, rotate it and place it near any adjacent tile available. For every placed tile, players get 1 point and for every tile adjacent to the same type (forest placed near a forest), players get 5 points. This is where completing missions comes into play.
Completing missions
On the right size of the screen, you can spot missions that are crucial to your success. We currently distinguish 3 types of missions that are:
to create an area with the exact number of chosen tiles
to create an area with at least the number of chosen tiles
to create an enclave with the exact number of chosen tiles
The points given for any completed mission is - contrary to just placing tiles - fixed. Each mission is valued at 100 points. At every moment, players are given 2 missions and can pick the order freely.
Evolving structures
Now that players are familiar with moving tiles and solving missions, evolving structures comes into play. It is a very important part of the gameplay - once we build 3x3 square consisting of the same tile type, the field can be evolved as shown on the screenshot below:
Above are the examples of 3 types of basic tiles - forests, plains and mountains - that are evolved to form a much bigger versions of themselves like The Forest Colony, The Mountain Observatory and The Chunks-Reloading Village. Each of these evolved structures also serve a much greater cause as they provide additional actions (perks) that are communicated on the left side:
Using special actions
With each upgraded/evolved structure, players are enabling additional actions that also heavily influence the gameplay and may be the make or break when it comes to beating your best score. These actions provide different game-changing mechanics, such as reloading chunks, producing 1x1 tiles or placing them remotely in different spots - among other, more in-depth mechanics that will be explained deeper in the next Planetiles announcements.
These gameplay elements should help players in their first runs and getting to know Planetiles better. We're always happy to see your feedback and suggestions so feel free to post them on our Discord channel or via Steam Discussions section.
We'd also like to encourage everyone to wishlist Planetiles and stay tuned to our upcoming, very exciting announcements that are right around the corner! 🚀
Bug fixes. Disabled Exit to Main Menu to prevent possible save issues. Fix bug with barricades destruction if only some barricades are destroyed before save.
My dear despots. Apologies for the radio silence. I have not checked the steam boards for a month, because I've been spending all my time on programming, and while doing so I've become more and more anxious about coming here. Of course I've been available on email and on the discord.
I'm now half-way through the next update V65, code name “water”. In reality it is more about polish, getting as many mechanics into a 1.0 state as possible.
So far each update has been about adding some new mechanics, while trying to maintain the game in some kind of playable state, but spending as little time as possible on balance and polish. Now, focus has shifted to refinement and making the mechanics that are in, good as a whole. I am happy with the raw potential the game now has.
I have now finished up the overworld mechanics into a state that I wished would have been in V64. But there was no time, (and it's always good to let things mature and collect feedback). UI reconstruction has been the focus, so that you can truly use all the mechanics present regarding AI faction management and building your realm. Manual trade agreements have been re-added. Trade in general has been the secret to expansion for very long, mostly because it's a semi-exploit. I'm now deferring trade to a later stage, and the game will play like a classic colony sim for the first part. I've completely remade the world buildings to make it more interesting and have a sense of progression. There are now many more “Special” buildings that upgrade your kingdom as a whole, meaning the more regions you have, the more specialization, and the greater the kingdom as a whole. The AI aggressiveness will of course scale according to that.
The AI also communicates with you. From time to time they will send proposals, such as trade agreements, but also requests and gifts. For instance, a disgruntled king might demand of you to give up a region or face their armies.
As for the city-builder, I'm now getting started on that part, and I have big changes in mind. For instance, I will separate services such as wells and baths, so that they will use both. Wells will have a small radius while the bath will have a huge one. That will force you to build a city centre as the city grows, and allow final results to look more organic. I will also separate the entertainment building such as the arena into “fighting pits” and Colosseum. Fighting pits you will have to spread out everywhere in your city, while a single Colosseum covers mostly your whole city. Similar to this, I'm planning shrines vs temples. Food stalls (replacing eatery) vs restaurants (replacing canteen). I also want a new building “bazaar” with all equipment and furniture for you citizens. Housing will have more precise settings, allowing you to easily set up districts that do not burn down in brawls.
As for the balance, I want a streamlined experience that lets you set your own pace and difficulty. If you want a cosy little city-builder, then you can have it by expanding carefully and slowly, and if you want a challenge worthy of 100s of hours, then you must expand and face the challenges.
As for the water, I'll keep it simple. A bridge will be needed to clear deep water. You will be able to remove/add shallow water around the natural bodies of water. For irrigation, you will need a water pump, and connect canals to it. It will in other words cost you some manpower. Water table will be scrapped, but settling close to water will be equally important.
Visually, I'm happy to announce that I've gotten help from a very talented artist, and all the icons of the game have ben redrawn to perfection.
I will also dive into battle balance this time around, and make sure its well balanced. Speaking of which, I've added a very moddable equipment system with different kinds of damage and protection. I have added slash, blunt and pierce damage types, with equipment to go with it. I will leave “magic” to the modding community.
release of the game is approaching. Apart from the 1.0 quality of existing features, I still have the following to add:
nobles (will include a whole set of posh buildings)
military (fix AI issues on the battlefield) Perhaps add commanders to divisions, more training options, royal guard)
Tutorial
Campaign
Zombies
Atrifacts
Sound overhaul
There are a pile of suggestions on top of this, and I know many of you might be waiting for this or for that. Boats and harbours for instance. Thing is, I do agree that the game would be better with boats, but the amount of work needed for this does not outweigh the benefit currently. Depending on how long I will work on the game, it might still make it into the pipeline.
With 1.0, I envision a certain degree of quality. It's not the end of the game at all, but it's a shift in my work, and I'll have to be more careful not to break things, and keep the balance of the game. Raw progress will be slower.
My plan on building and maintaining momentum for 1.0 release is you guys. I want to make the community come alive, have moderators, events, competitions, and most importantly modders. Taking advantage of you modders have been the plan from the start, as you create the best stuff. Vanilla will be as good as I can make it, but mods will make it excel. I hope to work more closely with you and guide you through the process, and hopefully present you with rewards and opportunities. I plan on opening up the entire code base for you to play around with, make changes, and finally release mods from it.
If you would be interested of helping me with the community, please let me know!
When the big 1.0 release might be, I do not know yet. It's always been 4 years now, but I do see the horizon within a year.
Meet the dev team IRL! Sacrifice a friend! Play COTL!
As a small team based in Melbourne, we're super excited to participate in celebrating all things Cult of the Lamb next week!
Cult of the Lamb: Live 🎵 Join the Lamb, Leshy and the Monsters in celebrating COTL, with a live orchestra performance! Our soundtrack designer River Boy will be on stage, and there will also be a discussion with the team afterwards on game, music and sound design! Grab tickets here!
📅6th-7th Oct, 2023. 📍ACMI, Fed Square, Melbourne
Cult of the Lamb: The Ritual🙏 Do you want to be part of a real life Cult of the Lamb ritual? We're hosting a live event and taking over the city of Melbourne! Praise the Lamb with us with a live performance, puppet light show and more! Find out more here.
📅5th-7th Oct, 2023. 📍Fed Square, Melbourne
Monster Friends Pop-Up Arcade🧑🤝🧑 We're teaming up with six of our BFF's to celebrate the one thing we all love - GAMES! We'll have a gift shop too! {LINK REMOVED}Come say hi? uwu
PAX Aus 🎮 We will be at PAX Aus with the Devolver Digital booth selling merch, playing COTL! Show up, who knows, you might meet the dev team too!
📅6th-8th Oct, 2023. 📍Booth 2240, MCEC Melbourne
Be there, or be square!
And in other news...
⛓️🐈⬛YOUTOOZ X CULT OF THE LAMB 🐈⬛⛓️
I will be watching your every move, Lamb. Do not disappoint me! The new Youtooz x Cult of the Lamb collection has dropped! Featuring an angy Lamb, and the fearsome One Who Waits. Pre-order to avoid disappointment!
Cult of the Lamb Nendoroid!🧹
Customise your little Lamb with various changeable face plates, poses and parts! Will they sweep poop? Will they brandish their sword in vengeance? It's up to you!
The Good Smile Online Shop bonus includes a special Cult of the Lamb branded round base, which you can sit the Lamb on top of, instead of the usual clear square base you can see in the product images. You still get the square base, it's just a special little present for the chosen few who pre-order. This is ONLY available during the pre-order period (and if you order from Good Smile!) so be sure you place your reservations if you want it!
Pre-orders can be placed on either the Good Smile site or from Good Smile partner shops, from 21st September 2023 (Thu) from 12:00pm JST until 2nd November 2023 (Thu) at 12:00pm JST.
Hello Rail Route enthusiasts! Another week, another update to share. The development team has been hard at work, chugging along to make your railway management experience even better. Let's jump right into the details!
New System Upgrades Structure
Gone are the days of the tree-like structure! We found it a tad too sprawling, and sometimes a little confusing. Now, upgrades are split into two categories: green and red. Green for Commuter and InterCities trains, and red for Regional, Urban, and One-off freights. Each category now boasts three tiers to unlock even cooler upgrades. This should make your upgrade path clearer and more intuitive.
Unlocking Tiers
Want to level up? You’ll need to handle enough traffic within an in-game hour. For instance, dispatch 10 green trains on time to unlock tier 2. As you pile on the upgrades and delve deeper into automation, you can easily juggle more contracts and increase train throughput per cycle.
For those who've already tasted progression, we added an option to bypass tier requirements in the 'New Game' settings. And for our creative map authors, you can set tier thresholds in the level editor.
New UI for System Upgrades
We've given the System Upgrades panel a complete makeover to accommodate the changes. Plus, there's a new Experience Points Cycle report for a snapshot of your progress.
Freight Contracts moved under Dispatcher Office
Remember to build the Dispatcher Office! It's now home to Freight contracts and regional trains.
New Configuration Panels
Goodbye right panel! We've revamped the configuration for Tracks, Signals, AutoBlocks, and Tunnels. Sensor configuration is up next on our list.
Updated Active Contracts Menu
Our active contracts menu is now more modern and spans the full screen.
Plus, with the new sortable column, you can easily refine your older contracts.
Delay Allowance on the Contracts
There's now a buffer for how much delay is acceptable before losing experience points. And guess what? It varies by train type! Commuters are more forgiving now.
Contract Types Rebalancing
For instance, commuters now have a leeway of 2 minutes delay before you miss out on those precious experience points. On the flip side, Regional trains come with a fixed reward during the intermission period, making it independent of the train speed. Dive into the numbers: the average reward for Commuters has been given a boost, while InterCity's (IC) rewards have been scaled down for better equilibrium. And for those who noticed the painstakingly slow reversing of single-head trains? We’ve upped their reverse speed to a brisk 40 km/h. This means you'll now have more gameplay time before needing to reverse those single-head trains. Also, a little cherry on top: Urban Transit now grants you access to the coach yard directly, instead of being dependent on it.
Time Speed Buttons
For those who want a change of pace, adjust the Time Speed buttons in the options. Default speeds are set at 1, 3, 10, and 25.
Changelog
Notable additions
Added option to ignore tier requirements to 'New game' settings
Added sortable column of possible contract improvements to active contracts menu
Added tier threshold configuration to the level editor
Clicking accept contract in offered contract focus view will show the next leg until all legs are shown once, clicking accept after that will accept the contract
Configuration UI for AutoBlocks
Configuration UI for Tracks & Switches
Configuration UI for Tunnels
Experience point cycle report added to display experience points statistics
Game will be auto saved each time a new cycle starts
Hint for current players explaining new progression model
Multiple hint modals are allowed to be shown on game load
Narrative chapter about giving the player red experience points to unlock freight or regional trains in the red category
Note narrative chapters that reminds the player of the importance of increasing the experience points
Offered contracts message hint
Progression notifications pop up once next tier is reached, red upgrades are affordable and star is awarded
Reach tier 2 of the green category chapter was added in the story of Jozic
Score panel now shows successfully handled trains per cycle
Stars added to endless maps in main menu to track completion of throughput goals
Stars are rewarded for throughput in endless maps
Time Speed buttons can be set configured in the options, defaults are 1, 3, 10 and 25.
Train alerts tooltips to explain their meanings
Updated active contracts menu to the new UI style and made it fullscreen
Warning tooltip about shifting all the schedule legs for the station visit view minus buttons
Notable adjustments
Active contracts toggle has been moved out of the general bottom bar
Added enter and backspace bindings to Yes and No keybind
Auto signal & Departure sensor costs halved
Automated contracts manager icon updated
Available station display under system upgrade menu made functional
Bottom bar buttons will be shown next to the time panel and the upgrades button is now next to build button instead of being above it
Building tracks, tunnel or wall is paused upon opening system upgrades or active contracts menu
Changed available station icon on system upgrades menu
CheckTimetableSubtask in the tutorial now has a subtask to select the upcoming trains and a subtask to wait for that train arrival time
Close system upgrade menu button now shows as binding instead of button with binding hint
Closing contract configuration focus view reopens active contracts screen when it was open before
Com and IC in CY detail hidden when not present on save
Com and Urban trains are allowed to be delayed up to 2 minutes without losing the experience point (was 1 minute)
Contract rejection penalty charged once contract is accepted after trial (was: after first subsequent contracted train entered game)
Create schedule of contract leg from actual visits just as each trial train finishes (was: once last leg trial train finished, causing eventual changes being lost)
Default keybind for Active Contracts changed to (I) to prevent conflicts
Improved navigation highlighter visuals
Increase system upgrade menu scrollbar width and fixed some minor graphical issues
Input field visual corner radius reduced
Keybind icons now optionally show the keyboard binding as when gamepad is active instead of always
Moved system upgrade menu context area to left of screen
Non-acting auto signal can be cleared with secondary action
One-off FR contracts are generated at Dispatcher Office
Part of Reg trains reward (compensation for intermission) is fixed, not depending on travel time & speed
Possible contract reward improvement displayed as number in Active Contracts
Prototype trains are showing real timetable in its bottom bar
Re-balancing contract types - reward for Com increased by ⅔ and reward for IC decreased by ⅖ so now IC is approx. ½ more rewarding than Com with the same speed and 2⅔ times more rewarding when both going their max speed (was: 4⅓ & 7⅕ times more rewarding respectively)
Red traffic entry - reaching 8 green points per cycle gives 3 red xp points to unlock either Freight or Regional trains
Regional trains can be stabled in the Coach Yard, only when Upgrade is installed
Replaced system upgrade hold to install with seperate click button
Reversing speed (when control post not in the front) matched to lowest track speed (40 km/h) to delay the turn-around problem solving in the gameplay (was: 30 km/h)
Secondary action now also closes system upgrades menu
Show station signs of concerned stations in Contract Configuration
System Upgrades descriptions revised
System upgrade context panel is hidden when clicking away from upgrade
System upgrade menu binding now also closes the system upgrade menu
System upgrade menu button shown on top of menu
System upgrade tier seperation lines made brighter
Train alerts do not sound & animate once train with alert clicked / hovered
Unavailable cycle report data is hidden
UnlockAutoblocksChapter will zoom out the camera back to where it was automatically after it zoomed in
Urban trains unlock Coach Yard
Waiting train icon remains selected when mouse moves out when clicked
Trains on time per cycle progress bar hidden when recorded maximum was 0
Notable Fixes
'Advanced Tracks' speed upgrade could not be installed
Auto accept and Auto reverse toggles in the station configuration view were not interactable even though there effect was applied on the trains
Available stations indicator on system upgrades menu did not update properly
Building bottom bar was not shown after closing upgrades or active contracts panel when build mode was active
Escape closed build mode before closing system upgrades menu
Main menu opened when closing system upgrades menu
Missing scroll bar in the add map page
More stations upgrade preselected already installed upgrade instead of next one when attempting to buy platform
Navigation highlighter had incorrect size on interface configuration panel
Navigation in options menu was unable to select some settings
Performance issue in the buy autoblock chapter in the tutorial
Platform icon was too small in train label
Red system upgrade point costs had incorrect color
Reject penalty appeared for a moment after rejecting an fulfilled contract in Active Contracts panel
Second leg trial was eventually shifter to earlier time than pre-set when accepting the contract
Sensors were buildable at the autoblocks' end points
Small icons of the unlocked items in rush hour on wave finished
Story subtask highlighter was shown under system upgrades menu
System upgrade locked reason was not always shown
System upgrade menu did not automaticly scroll to selected upgrade when necessary
T1 of oneway (red) traffic was not unlocked when reaching T2 of through (green) traffic
Throughput reward was shown with incorrect amount and position in system upgrade menu
Time resumed when installing upgrade but upgrades menu was still shown
Time speed multiplier allowed negative & fractional values in Options
Title and description where cut off in system upgrade context panel
Trains per cycle threshold rewards was overlapping tier indicator on system upgrade tier progression bar
Unwanted scheduling of instances of rejected contract caused errors that prevented all other instances from being scheduled. Instances were scheduled because Rejected contract was changed to Fulfilled state if it was rejected just after last mandatory instance stopped in last scheduled station but before it departed from it.
Vertical platforms had random order in Station Timeline
Walls were not created correctly when old map (level.txt) was loaded to Editor
Upcoming Price Adjustment
We found old Dispatcher Jozic scribbling some calculations on a dusty old notepad. When asked, he leaned back in his chair, pushed his glasses up his nose, and with a chuckle remarked, "Well, back in my day, a penny could get you a whole loaf of bread. Times change, values change." He paused, sipped his coffee and winked, "Seems like Rail Route's getting its own 'loaf of bread' moment."
With Jozic's quirky wisdom in the air, here's our news: As we steam ahead towards the full release of Rail Route, we'll be setting the base price for the game at $24.99 USD from the current $19.99 USD, starting October 11th.
Our journey wouldn't have been possible without the tremendous support from you all. If Jozic's words have sparked a notion, maybe it's time to board the Rail Route train before the ticket price adjusts. And if you're waiting for that full release whistle, know that every moment, twist, and turn will be worth it. Your support is our fuel, and for that, from both the Rail Route team and the legendary Dispatcher Jozic, a big thank you!
Thank you for being a part of the Rail Route journey. We value your feedback and dedication. Do hop into our community discord for lively discussions and insights.