We deeply appreciate your ongoing support. We want to share some insights about Space Salvage, so we are performing a live stream later today at 7PM BST / 1pm CDT ⏰
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Hello everyone. I’ve got a major content update for Gearbits. This update adds a whole new game mode, the wave survival mode. After the game launched, several people suggested adding a wave survival mode. Well, here it is! I hope you’ll like it.
Here’s how you play:
Start the wave mode by going to "Extra missions" in the main menu. Here you can select a map or change the game parameters. You unlock more maps as you progress through the story.
Each new wave spawns in an escalating number of enemies. Defeating enemies earns you credits. You can use credits to buy new weapons and equipment in between waves. Then you use the weapons to defeat enemies in the next wave to earn more credits.
This goes on until you clear the set amount of waves. You can also set the wave count to “infinite” to go on until you’re shot down or exit to menu.
I’ve also added in three new achievements. I was kinda surprised by how many people go out of their way to collect achievements, so here’s a little something for you sickos. Wave motion energy: Clear 15 or more waves with any parameters.
Eight minutes of death: Clear 8 or more waves with "100% bug" and "Catastrophic escalation" parameters.
Mass production miracle: Complete all missions with the Mirabilis regular type.
Some of you might have noticed that the wave mode was already patched in to the public branch yesterday. I uploaded a patch yesterday, but I didn’t want to make a big announcement yet, in case some game breaking bug managed to sneak in. Nothing game breaking has been reported, but I’ve made some other small adjustments. Here’s a list:
Enemies give slightly more credits.
Resupply, repair and support drops now cost less.
Jammer drones produce correctly coloured wrecks when destroyed.
Fixed a bug where starting a new game and exiting before defeating any enemies caused the previous games enemies to be displayed in the score total.
The shop platform now randomly moves to a new location between waves.
I also wanted to get yesterdays patch out as soon as possible, because it contained a ton of bug fixes unrelated to the wave mode. Now that the game has released, a lot of new people have played it and in doing so, they’ve discovered a lot of bugs. Here’s a list of what has changed:
Charged weapons no longer play their charge effects if no ammo is left.
Fixed running animations not playing if the players moves the analog stick very slightly.
It is no longer possible to hold movement keys when loading into mission 4 and avoid getting equipped with the tag gun, making the mission unwinnable.
The animated sample in mission 12 no longer randomly disables its collider and allows the player to walk through it.
Mission 13 no longer randomly spawns the player below the map. This one was really nasty, because it only seemed to happen randomly, and it basically ruined a story set piece for those who encountered it.
Mission 17 bosses no longer stay behind to attack the ground if no suitable targets are in range.
The last cutscene can now be paused.
The game is made by one person and tested by a few volunteers, so I appreciate the leniency you’ve shown me with accepting the bugs. Even so, I am very disappointed to have allowed them through.
Luckily, patching builds on Steam is very easy and I’ve been able to patch these out. Still, I dislike the mentality of releasing an unfinished game and then fixing it later. Or selling a game with half the content and adding the rest later. Gearbits is not a live service game. If I ever try to sell you a “Gearbits battle pass” it will be your job to hunt me down.
I won’t sell a battle pass, but I do have ideas for more Gearbits related content. I’d like to do more if the game becomes successful enough to warrant expansions or maybe even a sequel. Maybe with the addition of the wave mode, the game takes off and becomes the first installment of the long running Gearbits franchise. You can always hope, right?
Next, I’ll try to take some distance from the project and do something else besides game development on my free time. I’ve got a ton of ideas for games, Gearbits related and otherwise, so I’ll be back. But I think I’ll be better equipped to make those ideas a reality, after I take a small break from game development.
We've recently been sharing a few pieces of TerraTech Worlds concept art over on our social channels, and we thought we'd post them here in case you might have missed them!
2m Off-Road Wheels
Puffball Hazard
Fungus Trees
We'll be sure to share more concept art in the coming weeks and months, so let us know if there's anything in particular that you'd like to see! Otherwise you'll just get the stuff that the Community Manager thinks looks the coolest, and you probably have better taste than her.
* On MacOS: Added native Apple Silicon support, so players with M1 and M2 Macs will see much better CPU performance. (GPU performance is unchanged, so this will be noticeable only when the game simulation is the determining factor on FPS.) * Lost River: Reduced odds of feral dog packs. * A few more Halloween decorations in Lost River DLC map.
BUGS FIXED:
* Typing an "x" in game name closes the Save panel. * Lost River: Poisoned cattle carcass contains no poison. * In multiplayer games, in certain circumstances, rival wolf pack groups are at maximum size for eight players, regardless of number of players actually in the game. * When player sends mate home, mate stops just short of den and doesn't let pups out of den. * Achievement "Look what the wolf dragged in" can be unlocked with antlers and skulls, rather than only human objects. * Achievement "Portable Picnic" cannot be unlocked with pronghorn fawn carcass.
- The statistic 'Times Played' for each stage is now being properly recorded and loaded (PRACTICE plays don't count but I will enable this is people request it) - Achievement status should be properly showing up in career mode now (not tested, wanted to push asap, feedback is welcome!)
Learn more about two of the big new additions arriving as part of the Update 40 base-game patch.
Dive deep into Update 40’s two major base-game additions with two members of the development team responsible for the upcoming Group Finder tool and Grand Master Crafting Stations. These changes, along with everything else coming in Update 40, will be free for all players!
Group Finder Tool
“Group content can be difficult to break into when you don't have a social circle or are just stepping into it,” says Bobby Weir, ESO’s Lead UI Designer. “We aimed to create a tool that would help bridge that gap and make it easier for folks to meet others with similar goals. This is especially true for content that requires a group but doesn't have an easy way to find one.”
Arriving in Update 40, the new Group Finder tool allows you to quickly jump into ESO’s various activities, from Trial or Dungeon runs, World Boss zone tours, or social events like roleplaying or fashion contests. Group up to take on almost any challenge
To ensure the Group Finder covered as many needs as possible, the team started with major content categories that typically require a group, such as Dungeons and Trials, but they did not stop there. They also included content where players generally group together, even if it’s not required.
“Cyrodiil and the Imperial City are good examples of activities where there's safety in numbers, as are the game’s world bosses and world events,” explains Bobby. “We also looked at activities that may have only small gameplay benefits while grouped, but potentially strong social benefits. You may not strictly need someone to quest or explore with for example, but it can be more enjoyable with a friend. We also added a Custom category to fill in any of the gaps.”
Because the tool needed to cover these many different activities, the development of the Group Finder proved to be a complex process for the team.
“It can be difficult to strike a balance between usability and a wide variety of functionality,” says Bobby. “With most new features, we look back at similar things we've done in the past, either for learnings or to leverage UI paradigms from it. Guild Finder was a common reference point for this feature, since a lot of components are similar. With our UI, we focus on consistency across features so that if you learn it in one place, you have a good idea of how it'll work in this new place.” Group Finder helps you find like-minded adventurers
“The trickiest part was finding ways to fit all of the niche requirements for each content category together in a way that flowed well,” explains Bobby. “The UI design consisted of over 260 mockup screenshots!”
All that hard work has translated into a new tool for players to come together and explore Tamriel in any way they choose.
Grand Master Crafting Stations
Since their introduction in 2017, Attunable Crafting Stations have been highly sought-after by Tamriel’s master crafters. Perhaps even too sought after—as new sets have been added to the game over time, the space required for a full set of these desirable furnishings has ballooned. Now, with Update 40, a new feature resolves the issue for good.
“Grand Master Crafting Stations build on our prior Attunable Crafting Stations and help to solve a fundamental problem with the way they expand over time,” says Senior Systems Designer Cullen Lee. “If you’ve got 75+ sets for four different professions, that’s 300+ crafting stations to organize. They also eat up a huge chunk of your home’s furnishing budget, and that problem gets bigger with every zone. With Grand Master Crafting Stations, you can squish all those sets down into a single station per trade skill, so instead of 300+ stations, it’s just four, forever.” Grand Master Crafting Stations distill the essence of a craft
Players can feed their Attunable Crafting Stations to Grand Master Crafting Stations, giving them access to the function of any consumed station. Of course, getting your hands on these new stations won’t be easy, as they require the Unsurpassed Crafter Achievement* and significant resources.
“Grand Master Crafting Stations represent the top end of crafting mastery. As such, they have a significant cost associated with them while still making up a relatively small fraction of the overall cost of building a collection of set stations,” Cullen notes. “These are something really special, and they’re not something most folks should feel pressured to spend Vouchers on early in their Master Writ career.”
For those who do make the journey as a Grand Master crafter, the new stations appear visually distinct from regular Attunable ones.
“We wanted people with a large collection of set stations to feel proud when they looked at their station,” says Cullen. “After some iteration, we landed on a design where the station grows physically more complex at certain thresholds as you add sets. There's also a visual projection of the tradeskill symbol above the station once you’ve unlocked every set.” Refined designs for refined work
These exciting new features should be a great boon to the ESO community, with one assisting in forging new bonds in battle, and the other with forging new gear with which to undertake those challenges! Which Update 40 feature are you looking forward to the most? Let us know via X (formerly Twitter), Instagram, or Facebook!
Update 40 arrives free for all players on October 30 for PC/Mac and November 14 for Xbox and PlayStation consoles.
*Requiring the completion of 100 Master Writs to unlock—no easy task!
While Chubi was out scouting the universe he found a familiar comet headed this way... An icy comet that had appeared once before! That can only be a Halloween omen. Get ready and prepare to fight the zombies and skeletons once more!
- Brand new landing page - Leaderboards on landing page - Profiles on landing page - Status page on landing page - News tab on landing page
We hope everyone enjoys the event and is looking forward to our next updates, the Halloween event will last 3~ weeks until the 8th of November, see you in the Galaxy chief!
The following game, a stunning masterpiece of combination play performed by a boy of 13 against a formidable opponent, matches the finest on record in the history of chess prodigies.
IM Donald Byrne vs 13 year old Bobby Fischer.
This is The Game of the Century.
We all know Bobby Fischer's story - he would become one of the best to play the game, playing in historical matches numerous times.
This was one of his, if not THE first historical match in his repertoire. He was only 13 years old.
Donald Byrne was a university professor and international master chess player. He shared the same coach as his brother, GM Robert Byrne and Bobby Fischer.
With the help of Be6!! - the move that was heard around the world - Fischer chooses to sacrifice the Queen and gained a Rook, two Bishops and a Pawn from the move.
The Game of the Century is one of the greatest chess games in all of chess history.
Today's setup comes from the 1956 match between Byrne and Fischer.