Bug fix: Repeated game with incorrect character positions. Bug fix: The enemy jumped off the train with incorrect posture. Correction: The dropped gemstone has changed its material.
With recent community reports, we identified an issue causing reduced flashlight efficiency. This update addressed this issue, restoring flashlight brightness in both interiors and exteriors. Patch 0.2.1.2 is available now on Steam!
Please restart the Steam client to download the latest build.
BUG FIXES
Fixed an issue in which flashlights were not lighting interiors and exteriors correctly
For a full list of bugs we're currently tracking, please see our Known Issues.
Join the community conversation and offer us feedback on our official Discord server!
Spooklets may be bugged on old saves before I implemented them. Unfortunately, I won’t be able to address these issues but it does not affect new games from that version onwards.
Gameplay
New Mini Boss rooms, which contain 1 giant enemy surrounded by complimentary minions. 3 peppered throughout each dungeon level.. These rooms lock automatically when you enter (can escape via teleport). Once defeated, does not respawn. Always drops 1 random equipment with min quality based on dungeon level.
Complete rework of dungeon enemy stats
Glass ring changed from 1,2,3 stats to 1,2,6 (normal superior, majestic).
Damage text is now colored Red for damage to player, yellow for enemies. Critical is denoted by larger font size
CARD UI IMPROVEMENTS:
When viewing card to eat, you will see the next level stats instead of current
When viewing card in card collection, you will see your current eaten levels as well.
You can eat a card that has been boosted past max with items without unequipping to reduce levels first
Bugs Fixed
Water ball was increasing damage on bounce instead of decreasing
Holding trigger buttons no longer continuously scrolls inventory even after you’ve released it.
Pet no longer disappears
Harvest drone will no longer trigger skill sound (only the visual icon)
Greater health potion max stack changed to 10.
Fixed Edgar walking on water and also Tobias (Thanks Epic!)
Chests no longer regenerate in rooms that have previously been looted
Pet no longer stops at base of penguin post when leaving
Known Issues:
Water drone having issues and not watering animation in greenhouse.
Reported instances of farm animals disappearing and only reappearing on restart
Tobias pathing walking across water/cliffs
Animal random disappearance until restart
Bed sheets aren’t showing up for sale
Critter Terrarium has issues with correct insect spawning from juvenile form
Almost a week has passed since 1.0.0 launch and it was exhilarating! After so long in the Early Access tunnel the release and tons of new players experiencing the game for the first time were the light at the end of the tunnel.
Development isn't over though - we want to "unlock" the intended Sipho experience for everyone. After watching many new Let'splays and collecting players' feedback we noticed that onboarding to the game needs more work. It is something you can develop a blind eye on - the playerbase was experienced, you, as a developer know how things work - so nobody notices the missing first steps as they've already passed them.
One of the things we can immediately fix are certain moments where players can't get up on their feet anymore: Losses at the end of levels sometimes put players in soft-lock state, where there is no more nutrition left and only large enemies. Our solution - spawn some "snacks" so if player has lost any nutrition they will be able to regain before having the courage to dive deeper.
Other things were obvious quality issues - stability, problems with input and polish in general. We will continue to improve new player experiences, controller support and add more polish to the game. As well as new in-game languages.
Sipho is now also available in Brazilian Portuguese language!
We had a good friend to help us and translate to Brazilian Portuguese language. The language can be accessed through Options -> Player Settings menu. New players, who have their Steam client set to available and fully translated language will have it selected automatically. Divirta-se!
Changenotes:
Version 1.0.0f7
Fix Leech and Polyp teleporting their tentacles around
Deep Zooid Layer no longer collides with Ignore Raycast layer - fixes Flail Chain Links connector colliding with Deep Zooids
Fix second Advena zone to no longer spawn food into walls
Peapod distance stiffness when relaxed is a bit higher
Expand player vision under top level decortaions if siphonophore is covered
Optimize Environment Settings shader property upload by using property name hashes
Projectiles that carryover buffs check for null colliders - fixes rare error
Apply tint to Saenus whirlpool sprites
Enemies properly spread out
Spawn snacks when player is below expected progression to help with soft-locks when a level ends but there's no nutrition left
Tweak Piston stats - increase mass to 5 (up from 1) to allow better deformation stability when many heavier zooids connect to it. Increase angular connection stiffness to 0.5 (up from 0.1) to prevent oscillations
When changing constraint values also lerp angular constraints - reduces physics overshoots even more
Fix wrong distance constraint stiffness step amount when undeforming - that caused overshoots and sipho mangling-up
Auto-set languages that have marked as fully translated when first launching the game. Set Brazilian language as fully translated
Add Translators credits
Separate different environment depth layer gradients to ensure that they are selected properly for their depth layer. Fixes rare occurences when certain objets appeared uncollidable when they were
Tweak Buginis boss 1 arena to have smoother outer walls
Fix that UI toggle button didn't toggle off certain parts of UI
Change Frakir minion value range from 200-400 to 150-250 - less broken layouts to fight against
Previous hotfixes contained:
Version 1.0.0f6
Caltrops penetrate things one frame ahead of time which prevents them getting physics reaction forces and bouncing off penetrated objects
Caltrops do not immediately die when penetration expires
Skin Flower has more accurate colliders
Add DPad defaults for growth mode picking zooid category to grow - those were unused and are kind of nice. Always rebindable in Options menu
Add input detection mode to allow overriding automatic input type
Do not unparent objects when they're about to be destroyed as part of scene unloading - just some game-log santiziation
Clamp caltrop pull force after 5 seconds - fixes some crazy scenarios where caltrops no longer collide due to huge forces acting on them
Version 1.0.0f5
Enemies after first boss are bit more chill
Final boss now enrages properly and does a bit more to survive
Reschedule path if Sipho radius changes
Slow down time earlier in transition effects so the game doesn't play while while is about to be chomped on
Fix respawning in Aquarium sometimes setting overshot values to transition and time effects
Make relaxed peapod a bit stiffer in distance constraining
Buginis Guard doesn't aggro immediately when passing by
Greatly reduce number of unintentionally destroyed poolables - a slight performance improvement
Puffer projectiles are not containable in Voider
Fix deep rocks showing up in growth mode incorrectly - various boss arenas had weird black shadows from deep decorations that were close to the surface
Add cursor lock to window option to gameplay options
Append extra zooid info when hovering grown zooid and holding Alt key
Don't destroy on load Time Master
Version 1.0.0f4
Add Full Screen Mode option to Graphics menu - using Fullscreen Exclusive could help improve performance on low-end machines
Reduce overall music volume just a tiny bit
Fix memory leak in deformable jobs
Fix memory leak and improve performance of pathfinding clearance calculations
Fix Grabber erroring out in rare occasions and do not exert firing force if it stayed connected
Version 1.0.0f3
Add translations incomplete disclaimer
Fix polyp not attaching correctly
Tidy up music playing and play it in Aquarium
Upload to Workshop with Public visibility by default
Fix layouts marked in layout Browser as Do Not Spawn were still spawned
Things that do not want to be held are no longer held - fixes Polyp attaching to Zooid unlock consumables
Correctly request for Depth texture rendering when depth blur is on - fixes the game being super blurry if Ambient Occlusion is off, but Depth Effect is on
This week, the experimental branch will transition to the standard branch. There are some major changes to this as well:
the assistance system has been kicked out (but all positive effects have remained)
the workstations are automatically assigned as soon as you hire someone
the camera can be locked in orbit mode or outdoor mode
the flowing resources have got overviews
the languages in the game are now loaded via csv files and can be changed more easily this way
There are also two minor things that have been changed. In the patch notes to the update you can find the corresponding entries.
Regarding the flowing resources overviews, let's say that this is not the final version yet. In any case, we will add numbers to the overviews so that it is easier to see how much is flowing where and whether the tubes are at capacity or not.
In the next week there will probably be no news, because we are not in the office that week.
the batteries do not show negative remaining capacities anymore
in build mode the selected station part can be changed
Changes
the living quarters got a bigger heater
a "credits" menu was introduced and the splash screen was shortened by one logo
the assistance system has been kicked out
the languages are now read in via a CSV file (is now easier to edit)
the water for the inhabitants is now mixed directly into the food
some UI performance tweeks (with many station inhabitants the UI could pull a lot of processing power under some circumstances)
the temperature behavior of the station parts has been reworked
New features
new station inhabitants are now automatically assigned to workstations, priorities can be assigned to the workstations, but manual assignment is also still possible
the camera can be locked in orbit or free mode
the flowing resources like water or carbon dioxide got overviews, so that one gets an impression where what flows along
We are introducing something new. From now on we will be introducing extra chapters and assets into the game independent of the DLCs that will be included in the future. The first addition will be an introductory chapter that will help expand the world of "The Garden of Earthly Delights."
Soon, we will introduce DLCs that will present a more complex development of the adventure. Each DLC will have a new story to enrich our universe. I hope you like it.