The end of the year is almost upon us, but we’ve still got news to share. In this Developer Update, we’ll cover some of the new features and balance changes making their way to the game in our next update, including a new customization option, a sizeable update to an existing Killer, and gameplay passes for two Realms.
Player Cards
A new customization option has arrived! Player Cards are decorative banners and badges which appear in the top right corner of various menus. Your Player Card will also be featured in the post-match scoreboard so other players can see them as well.
Banners and badges can be mixed and matched as you please, and higher rarity ones will be more detailed with some even being animated. Like other cosmetics, you’ll be able to be earn them in various ways, such as events, the Rift, through login rewards or promocodes, and so on.
With this update, we’ve also cleaned up the menus and moved your player level and grades to a new Player Profile screen, accessible by clicking on your badge.
A small selection of Player Card options will be available starting with this update, but you can expect to see a wider range of choices appearing over time.
The Trickster
When he’s not working on his next album, he’s following his other passion: Throwing a boatload of knives at Survivors. In this update, we’re aiming to address points of frustration for both sides. For Killers, many feel like The Trickster doesn’t quite stack up to the other ranged options. For Survivors, dodging Blades could feel inconsequential since so few would injure you, making it feel unavoidable. We’ll be making a series of balance and quality of life changes to our resident rapid fire ranged Killer.
Rapid Fire
The Trickster’s fast-paced attacks are what set him apart from other ranged Killers, so we wanted to focus on this rapid fire ‘machine gun’ gameplay for this update. We asked ourselves: What’s better than throwing a bunch of knives? Answer: Throwing even more knives.
The Trickster now throws 4 Blades per second (was 3 Blades per second) by default, and his throw rate no longer increases with each Blade thrown.
To keep this feeling fair for Survivors, we have also increased the laceration meter to 8 hits (was 6), as well as decreased the time before it decays to 10 seconds (was 15). This means that the laceration meter will fill at the same rate as before, but successfully dodging Blades will be a little more rewarding.
Lastly, recoil when rapidly throwing Blades can be tricky to deal with, particularly for those playing with a controller. Therefore, we have removed recoil entirely.
This will make your Blades easier to control, making them more skill dependent. The downside: You won’t be able to blame the recoil for that Blade you missed.
Fast Paced
To compliment his quicker throws, we have also reviewed The Trickster’s movement speed. The Trickster now moves at 4.6m/s by default (was 4.4m/s). This puts him on par with other fast Killers, and as a result, The Trickster’s Terror Radius has been increased to 32m (was 24m).
This will not only help him close the gap during a chase, but also spend less time traversing the map looking for his next target.
Combined, these changes will leave The Trickster feeling much more agile and fast paced.
Main Event
Main Event allows you to throw even more Blades even faster. However, this required you to hit quite a few Blades to activate first, taking several chases to charge up. This made it feel fairly rare for the Killer, but also made it a little frustrating if you happened to be the unlucky Survivor to be caught when it was finally activated. As a result, we are making the following changes:
Main Event now requires 6 Blades to charge (was 30).
Main Event’s duration has been reduced to 5 seconds (was 10).
These changes will make Main Event available much more often but require the Killer to use it strategically to take advantage of it.
Add-ons
Lastly, we have reviewed the effects of a handful of his Add-ons:
Memento Blades: New Effect – Decreases time between Blade throws by 5%.
Inferno Wires: Increases duration of Main Event by 40% (was 25%).
Ji-Woon’s Autograph: New Effect - Decreases the number of Blades required to charge Main Event by 1.
Tequila Moonrock: Increases duration of Main Event by 60% (was 50%).
Fizz-Spin Soda: New Effect - Decreases the number of Blades required to reach Main Event by 2.
Waiting for You Watch: Increases the duration of Main Event by 0.25 seconds for each Blade hit while it is active (was 0.4 seconds).
Iridescent Photocard: New Effect - For each consecutive Blade hit, gain a stackable 1% Haste effect, up to a maximum of 7%. This bonus is lost when missing a Blade or putting a Survivor into the dying state.
Made For This
Even a small speed boost can make a big difference in the right hands, making some Survivors very difficult to catch. Since Made For This would activate as soon as a Survivor became injured, this Perk would often be unavoidable. To make this fairer and create opportunities for Killers to play around it, we have added an additional condition to the Haste effect.
After healing another Survivor, gain the Endurance Status Effect for 6/8/10 seconds (unchanged). While you are affected by Deep Wounds, you run 3% faster. Since this is much more situational, this effect now applies while Exhausted as well.
With this change, the Killer can potentially prevent Made For This’ speed boost from activating entirely by avoiding inflicting Deep Wounds on that Survivor. This also ties both of Made For This’ effects together, granting a way to gain Deep Wounds in order to make use of the Haste effect.
Garden of Joy
Joy for some, at least. We have gathered and reviewed feedback for the Garden of Joy map, and in this update, we’ll be making a series of changes to improve gameplay.
First, we turned our attention to the windows of the large house. Previously there were several strong windows which granted Survivors plenty of distance each time they were vaulted, making some chases drag on. We have reviewed the layouts of these windows & breakable walls to make chases in this building fairer.
Second, we have rebalanced several pallet loops to bring them closer to the sweet spot where they are both useful to Survivors and have the potential for Killers to play around them. We have also cleaned up certain loops and removed some small objects which players might bump into by mistake.
Lastly, we have made a few art changes throughout the map to both improve visibility of objects which block your path and introduce small pieces of lore throughout the environment.
Red Forest
The Red Forest is home to both Mother’s Dwelling and the Temple of Purgation. We have similarly reviewed feedback for both maps and are making a series of changes to improve gameplay on them as well.
First and foremost, size: These two maps are some of the largest in the game. This can cause some gameplay issues, costing the Killer a lot of time to cross from one end to the other in search of Survivors. We are reducing the size of both maps to bring them more in line with the rest of the Realms.
Second, we’ve reviewed various pallets loops and reduced the amount of vegetation surrounding them, making it easier to identify loops at a glance.
With that, we’ve reached the end of this Developer Update. Everything mentioned in this post will be available to try in the Public Test Build, planned to start November 8, with the update going live on all platforms in the weeks following. We look forward to hearing what you think!
After a year and a half of Early Access, the moment has finally arrived - Sandrock's Full Release is here!
This is a very important moment for us here at Pathea Games. We've spend the last four years trying to make this into something we'd be proud of. We took everything we learned from My Time at Portia and tried to make them better. We took all the player feedback seriously and tried to incorporate as much of it as we can. In the end, we're very happy with how My Time at Sandrock ended up. We're happy with the story of redemption for Sandrock and how the player played a part in it. We're happy with how all the characters have growth of their own. We're happy that you'll be able to run this game on a laptop at a stable framerate. Heck, we're even happy with how multiplayer turned out, even after all the turns and twists in development. We got here because of the hard work of the development team, the massive help from the beta and KS players, and players like you, who were with us every step of the way! Thank you all and please enjoy your time at Sandrock!
Below is the changelist:
Singleplayer
Added new side quests
1.Added new quests for Fang, Logan, Nia, Qi, Grace, Amirah, Owen, Ernest, Catori, Jane, Unsuur, Pablo, Venti, Burgess, and Elsie. 2.Added home placement feature 3.Added Northern Starship Hazardous Ruins 4.Added Greenhouse and Factory features 5.Added NPC outfitting 6.Added post-wedding quests 7.Added post-wedding following features 8.Added sandpit in the upgraded museum 9.Added wardrobe function 10.Added children feature
Adjusted & Optimized:
11.Optimized the camera for some missions 12.Optimized how we display items when required by both mission and assembly station 13.Optimized the Mahjong mini-game 14.Optimized how the map displays information 15.More beard options for beardy players and face options for facey players 16.More options for increasing NPC favor 17.More NPC wishes 18.More photo and interaction options with NPCs 19.More photo options with mounts 20.More rewards for museum donations 21.Adjusted display size of some assembly items 22.Adjusted the buttons in credits interface 23.Adjusted direction of outside sofas and chairs during placement 24.Adjusted jumping and dismounting 25.Adjusted not being able to ride cable cars while mounted 26.Adjusted the difficulty of the battle with Haru. 27.Increased the disengagement distance of NPCs in the following state.
Fixed:
28.Fixed the issue where the circle was not be able to be removed before the completion of Pet Detective 29.Fixes issue where the school could not be accessed when New Teacher is started 30.Fixed the issue that quest "Leaving the Nest" would conflict with other missions in the clinic 31.Fixed the issue in Eagles in the Oasis where Fang created a new trend with two hats 32.Fixed the issue where the main quest wouldn't trigger after Buckin' Bronco 33.Fixed the issue that Quali-tea over Quanti-tea would get stuck 34.Fixed the issue that in Who Heals the Healers Fang would be sleeping in a weird position 35.Fixed the issue that special effects wouldn't be removed after completing Buckin' Bronco. 36.Fixed the issue where Fightin' 'Round the World would have a disappearing kangaroo 37.Fixed the issue where the Magic Mirror attended Haru's trial 38.Fixed the issue where the player's face had unexpected shadows 39.Fixed the issue where the NPCs won't take off their sandhats properly 40.Fixed the issue where some posters would be blurred 41.Fixed the issue where the cable on the wreckage wasn't there 42.Fixed the issue where maximum frame rate limit and v sync wouldn't work properly 43.Fixed the issue where curing healtyh didn't owrk properly 44.Fixed the issue where the door to the home is slightly higher than the ground. 45.Fixed the problem that some ponytails will appear as molded hats. 46.Fixed the issue that frequently switching whether the appearance is displayed or not will lead to an abnormal effect. 47.Fixed the issue that the player's movement is ghostly when going up and down the stairs. 48.Fixed the problem that the guidelines in the upper left corner may be stacked. 49.Fixed the problem that the player's mom and dad don't have daily conversations. 50.Fixed the issue where the player's movement does not behave as expected when blocking with the shield. 51.Fixed the issue where Matilda's mech was blocked by obstacles when firing lasers in the second stage 52.Fixed the issue where shooting can still be fired when the camera is switched by the storyline when aiming 53.Fixed the issue where the tracking icon is incorrectly displayed on the map. 54.Fixed the issue where NPCs sleeping on the bed would cause clipping problem after load saves. 55.Fixed the problem that some map icons are not controlled by map options. 56.Fixed the issue where some plants in the town were moving around abnormally. 57.Fixed the problem that the queue will disappear abnormally when using the Recycling Machine or Raw Stone Sifter. 58.Fixed invisible models in the Inspection mini-game. 59.Fixed the issue of abnormal light sources in the abandoned ruins of the salvage company. 60.Fixed the issue that there are no hidden item descriptions option when viewing Sandstone's character icon in controller mode. 61.Fixed the issue that the art effect of the cutscene "Welcome to Sandrock!" is not as expected. 62.Fixed the issue that other missions may be triggered incorrectly when switching scenes. 63.Fixed the issue that NPCs turn back into hiding objects after being found in the day of memories event. 64.Fixed the issue that there is no footsteps sound when players wear goggles. 65.Fixed the issue that some minerals' model display distances are not as expected. 66.Fixed the issue where the knowledge points can be added over the limit. 67.Fixed the issue where the trigger of the Haru in the scene- Logan's camp was not as expected 68.Fixed the issue where giving gifts on festivals or NPC birthdays didn't get extra favor rewards 69.Fixed the issue where textures may not scroll after changing them in the home edit screen in controller mode 70.Fixed the problem that the art effect of shadows in various scenes was not as expected. 71.Fixed the issue where Catori would be incorrectly hidden in certain situations when taking a picture with her. 72.Fixed the issue where NPCs are blocked when the train stops on the platform. 73.Fixed the issue where the boulders on the way to the Undersea Laboratory were incorrectly refreshed. 74.Fixed the issue where non-participating NPCs appeared on stage during the dance competition. 75.Fixed the issue where show/hide item descriptions may not work in some cases. 76.Fixed the issue where there may not be chairs and instruments when Hugo is playing. 77.Fixed the issue that the meeting date of Trudy's letter does not correspond to the calendar. 78.Fixed the issue where the sword aura of Altair RX-67 is skewed. 79.Fixed the issue that the connections in the social interface are displayed abnormally. 80.Fixed the problem that some NPCs cannot get married 81.Fixed the issue that voice play may be terminated accidentally. 82.Fixed the problem that Jane's post-wedding petname sound is wrong. 83.Fixed the problem that wedding preparation may still be a wedding preparation on the wedding day after the wedding preparation. 84.Fixed the problem of Cooper not being able to walk to the designated place when he sings. 85.Fixed the issue that Mi-an's seat is incorrect when reading at home 86.Fixed the issue that the indoor home editing screen in controller mode can't choose to change materials 87.Fixed the issue where the Recycler could not be assembled successfully after retrieving all the materials. 88.Fixed the issue that Elsie's animation is abnormal during battle. 89.Fixed the issue that the Undersea Laboratory area loses materials at night. 90.Fixed the issue that the mounts that have been ridden do not follow correctly. 91.Fixed the problem with some monster skill effects 92.Fixed the issue that the yakmel station (greenhouse) could not be selected because it was covered by the map mask. 93.Fixed the issue where the highlight stroke would disappear after switching items in the item bar 94.Fixed the issue that Grace's sleeping amination is abnormal. 95.Fixed the problem of not getting props when you talk to Fang for the first time. 96.Fixed the problem of incorrect display when opening the donation interface 97.Fixed the problem that the page direction of the refining result is not as expected. 98.Fixed the problem that the snow cover position of some buildings is wrong in winter. 99.Fixed the problem that there is no pathfinding data in the deep desert. 100.Fixed the issue that choosing not using player voice does not work when entering the game for the first time. 101.Fixed the issue that when equipping some of the hats, the appearance without the hats will appear bald. 102.Fixed the issue where the lack of lizards in the Undersea Laboratory Ruins prevented the opening of the trapdoor. 103.Fixed the issue where the quest could not be completed due to cleaning up the pollution in advance in the quest "Clear the Air". 104.Fixed the issue where the NPCs did not move after the quest - Dan-bi and Rian had their child was triggered 105.Fixed the issue where NPCs that were not in the town appeared at the wedding site. 106.Fixed the issue of not gaining favor points after resolving a child's needs 107.Corrected Nia's inappropriate marriage gifts 108.Fixed the issue where pet items may not be available for sale. 109.Modified interaction for the Adventure Machine bottom icon 110.Resolved issues where Sandrunning dates were shown on the map before built the Sandrunning place 111.Fixed the issue that player can talk to the Sandrunning Admin again during preparation time 112.Fixed screen tearing/shaking problems 113.Addressed display problems with certain chairs and plants in the town 114.Fixed the issue where after placing the show room, continuing operations could result in items floating in mid-air. 115.Fixed configuration errors in favorability levels influenced by NPC relationships. 116.Fixed the issue where the camel doesn't move when riding with Nia. 117.Fixed the achievement "Sandrunning Master" not unlocking. 118.Fixed the problem where sparring with NPCs would not be judged as a draw when the time exceeded. 119.Fixed the issue where talking to Jasmine after the "Fall from Grace" mission could cause a freeze. 120.Fixed the problem where changing NPC outfits in a mission could lead to abnormal unlocking of equipment slots. 121.Fixed conflicts caused by having too many missions at the City Hall entrance. 122.Fixed the issue where giving Qi a Heart Knot resulted in one extra being returned. 123.Fixed the problem where Logan's Hideout could not be freely entered after the "One Flew Over the Bandit Nest" quest 124.Fixed missing receipes in the factory. 125.Fixed the issue where during the quest of "Class Reunion", Ginger would not lie down. 126.Fixed the disappearance of the barbecue grill during the Winter Solstice 127.Fixed the issue where during the quest "Away from It All", getting stuck on the road. 128.Fixed the problem where after leaving home, the effects on the home fence would appear every time. 129.Fixed the issue where items wouldn't drop out of the chest after opening it. 130.Fixed the problem with object display distances not meeting expectations in the Paradise Lost. 131.Fixed the issue where during the Winter Solstice, both Matilda and Trudy would go on stage to speak. 132.Fixed the problem where sitting in a chair while holding a home item wouldn't hide the item. 133.Fixed the issue where the prompt icon for the Fire Generator could be easily obscured. 134.Fixed the issue where switching languages would temporarily display other images. 135.Fixed the issue where some accessories would not fit the head properly when the player is bald. 136.Fixed the strange controller vibration issue during the battle with the Cat monster BOSS. 137.Fixed the abnormal behavior of the vulture after leaving combat. 138.Fixed the issue where monster gathering points disappeared from the map. 139.Fixed the issue where some speech bubbles for married NPCs lacked voice acting. 140.Fixed the issue where some NPCs might not be visible in the Churnch on Sunday weddings. 141.Fixed the issue of female players exhibiting abnormal behavior in some cutscenes. 142.Fixed some effects in the combat knowledge system that didn't meet expectations 143.Fixed the strange shadow of the desert snake. 144.Fixed the issue where Penny did not stay at the inn on the day he arrived in town. 145.Fixed the issue where the Burgess freeze caused by the Geegler story. 146.Fixed the issue where the countdown disappeared during the event the Bright of Sun. 147.Fixed the mainline freeze issue caused by Alo not coming during the reunion event. 148.Fixed the issue where Grace still carried the Fresh Keeping Backpack after the Funnel. 149.Fixed the issue where Elsie returned early after the mission Buried Secrets. 150.Fixed the issue where the display distance of collectible objects did not meet expectations. 151.Fixed the issue where loading non-sleeping autosaves resulted in different weather. 152.Fixed the level requirement error for the vanguard pants. 153.Fixed the issue where following objects could prevent the progression of some mission 154.Fixed the issue where some ponytails caused the player to appear bald in cutscenes. 155.Fixed the issue in controller mode where scrolling down was not possible in the museum reward interface. 156.Fixed the issue where the mission 'The Six Star Commission' had an extra icon that wasn't removed. 157.Fixed the issue of abnormal model display Penny during CGs. 158.Fixed the problem where the kids sitting issue after picked up and put down. 159.Fixed the potential repeated triggering issue in The Quest for the Panacea. 160.Fixed the issue where the Musa letter triggered the Arivo's quest twice after replies. 161.Fixed the problem with Logan successfully proposing without completing the mission True Love's Treasure. 162.Fixed the incorrect name for during the Inspection. 163.Adjusted the presentation of NPCs visiting for play. 164.Fixed the problem of object distance display in the Catori World. 165.Fixed the some NPCs' pathfinding issues when their path was blocked. 166.Fixed the issue where X may stand in a wrong position on Fang's shoulders. 167.Fixed the problem of triggering dialogues twice when end the date. 168.Fixed the issue of lack the Stage recipe 169.Fixed the problem that players can't move after Justice's side quest 170.Fixed the potential black screen issue when holding a wedding at the Church 171.Fixed the issue of missing wheat fields in the Moist Farm 172.Fixed the observation mode. 173.Fixed the issue of no music at the entrance of the station in the mission One Night in Sandrock 174.Fixed the issue of abnormal disappearance of the interaction prompt outside Logan's house. 175.Fixed the issue of triggering romantic plots even after marrying Amirah. 176.Fixed the dialogue option mismatch issue in the mission Trial by Kiln. 177.Fixed the problem of monsters still appearing in the desert cave after Larry and Xena moved in. 178.Fixed the issue of Owen possibly exhibiting incorrect behavior after the fireside meeting ends. 179.Fixed the issue where compressed cookies appeared in adventure machine rewards. 180.Fixed the issue where using a Pickhammer to mine ores was not affected by the basic knowledge of stone resources. 181.Fixed the issue with missing sound effects for golden treasure chests. 182.Fixed the issue where Elsie would revert to her initial appearance after completing Fashion Show mission. 183.Fixed the issue where NPC's call to the player's child would not display correctly. 184.Fixed the issue where it was possible to continue triggering romance plotlines after breaking up. 185.Fixed a prompt error when the baby's needs were unresolved. 186.Fixed the issue where receiving congratulations from Haru after rejecting Logan's proposal. 187.Fixed the issue where inappropriate dialogues would occur after Grace's return. 188.Fixed the issue with duplicate delivery of letters from Ginger. 189.Fixed the issue where the quest "Sunrise" would trigger during a sandstorm. 190.Fixed the issue where the audience positions for the child during a date would overlap. 191.Fixed the issue where the animation for carrying a baby and interacting with an NPC would have incorrect actions upon exiting. 192.Fixed the issue where the marriage lock status of NPCs did not match expectations. 193.Fixed the issue with the child-related prompts that was caused by incorrect displayed or player name. 194.Fixed the display of the source of Chromium Steel tools. 195.Fixed the issue where monsters would stutter when approaching the player during an attack. 196.Fixed the issue where a date with Logan could turn into play event. 197.Fixed the issue where the special effects on the train chimney were misaligned. 198.Fixed the issue where the end-game summary in non-Chinese languages displayed incorrect months. 199.Fixed the issue with the dialogue where the name of the item was missing after giving a wish item. 200.Fixed the issue where the bed placement did not gray out when it did not meet the requirements. 201.Fixed the issue where the icons for sandrunning/sand drawing during play/dates did not match expectations. 202.Fixed missing facial expressions on Magic Mirror. 203.Fixed the issue where the crossbow of Geegler Associate did not have a hit sound. 204.Fixed the issue where Ginger and Gust did not have daily conversations. 205.Fixed the issue where not setting a voice would result in incorrect initial options under settings. 206.Fixed the issue where exiting the game would incorrectly trigger automatic plant recycling & receive exp logic. 207.Fixed the issue where the Six Star Commision could not be triggered. 208.Fixed the issue where the quest "Spread Your Wings" had unexpected behavior after failing. 209.Fixed the issue where the color palette was not visible when selecting a skin color. 210.Fixed the issue where the quest: Diego's Mask, Epilogue would freeze after triggering the cutscene. 211.Fixed some art inconsistencies during certain cutscenes. 212.Fixed the issue where player'll find the school unfinished during the quest: First Day of School. 213.Fixed the issue where NPCs would continue celebrating even after the Winter Solstice. 214.Fixed the issue where deleting a selfie from the album the actual file still remains. 215.Fixed the abnormal behavior when NPCs rode together with the player. 216.Fixed the issue that the mole abandoned ruins were too dark. 217.Fixed the issue that the game will stuck when player rides mobile suit on Planting Mode after 3:00AM. 218.Fixed the issue that NPCs will visit player's home without considering weathers. 219.Fixed the issue that the game will stuck during Justice's romance quest. 220.Fixed the issue when Lupita's eyes are blinking hereyelids don't close.
Multiplayer
1.Added a massive number of Urban Planner quests. 2.Added some special storylines. 3.Added some bounty quests. 4.Added some NPC Commissions. 5.Unlocked new playable areas: The Bend; Mt. Rocksand; Areas surrounding the train track leading to the Highwind; Northern Plateau; Deep in the Eufaula Desert. Also added new monsters, resources, and treasure chests in corresponding areas. 6.Optimized the acceptance conditions, requirements, and rewards for some tasks. 7.Introduced new NPCs: Jane, Pen, Haru, Andy, Coco, Daisy. They will be unlocked after completing specified quests. 8.Enabled more NPC play and dating functions. 9.Increased NPC favorability gained through social interactions. 10.Optimized NPC workshop ranking. 11.Added Northern Starship Ruins and Block World Dangerous Ruins. 12.Optimized dungeon difficulty; now solo players can enter multiplayer dungeons. 13.Optimized Boss tracking logic in dungeons. 14.Adjusted the merchandise in the relic shop; opened sales of ancient fragments. 15.Balanced various weapon attributes, greatly improving combat feel. 16.Added a marriage system, allowing players to marry. 17.Added Sandrunning event. 18.Added functions for Luna and the Starlights. 19.Added a game review report. 20.Added Twitch Live Engagement Gameplay and Drops. 21.Added some tutorials. 22.Optimized the milestone system: Improved rewards, tips, and achievement conditions for some milestones. 23.Optimized the order system: Added new orders; adjusted order rewards. 24.Optimized home renovation: Added Show Room export function, optimized some UI and operation feedback. 25.Optimized shared storage boxes: Increased space limitation; optimized upgrade conditions. 26.Optimized Mahjong system: Added rule details; optimized some UIs; added Mahjong voiceovers. 27.Optimized planting system: Added Raspberry, Rose Willow; added intermediate/advanced planting functions unlocked after completing specified tasks; optimized tips and displays. 28.Optimized ordering system: Added Mole Cavemine orders; Optimized contract expiration prompts, icon prompts, etc. 29.Optimized mount system: Optimized mount speed and steering; lowered prices for mount rentals and sales. 30.Optimized sand catching system: Added bait-related tips; increased sandfish selling prices. 31.Optimized magic mirror system: Added home assistant storage box; added some Magic Mirror assistant functions. 32.Optimized relic system: Added hints for the number of relic set fragments; adjusted buying and selling prices for relics. 33.Optimized the effects of some knowledge. 34.Added some new furniture and machines. 35.Added some new workshop buildings. 36.Added new weapons and equipment. 37.Strengthened the effects of various foods. 38.Adjusted the content and prices of various shops. 39.Adjusted materials required for refining some items. 40.Optimized game time speed; currently, one in-game day is 30 minutes in real-time. 41.Optimized escaping from stuck points. 42.Optimized game performance. 43.Added player voice lines, character voiceovers, controller support, and multi-language support. 44.Fixed several bugs.
Public Testing for Patch 14.5 is now live for 24 hours over on the Hell Let Loose (Public Testing) Steam App!
Patch 14.5 will be released later this month, and we want to get your feedback on updates to the British forces, plus the brand new El Alamein dusk map.
Work In Progress
These PTE sessions are a way for you as a community to feedback on Hell Let Loose work in progress, which means we can look to implement your feedback before a patch or update is released. Although we can currently only hold public testing sessions on PC, we encourage everyone to take part to be able to share feedback.
Streaming & Recording PTE Sessions
You are welcome to both stream and record PTE footage, but as these sessions are showing unfinished work, it’s always good to let your individual communities know that the footage is from a PTE session, where you might encounter unfinished items, bugs, and other issues.
For today’s session, there are a list of unfinished items / bugs that we’re aware of, including:
Final Textures for the Churchill Tank still need to be implemented
Incorrect Helmets shown in the German Africa Corps loadout
Some Loading screen hints will still display old hints
Changing up gears in the Churchill Mk.III when starting to turn shows rapid deceleration not seen in other tanks
The British M1928A1 Thompsons have US Thompson icons on the in-game inventory HUD
With the British M1928A1 Thompsons, when leaning, then aiming and moving around, the gun will be off centre
The tracks of the Churchill Mk.III will be askew when it is spawned on slanted terrain
The turret of the destroyed model of the Churchill Mk.III is slightly floating above the hull
The front & rear bogey of the Churchill Mk.III does not spin or follow the track travel
The turning radius of the Churchill Mk.III is worse than the Tiger tank at both slow & fast speeds
The top of the Churchill Mk.III heavy tank has an area where there is no player and bullet collision
Low Framerate seen in [I6] of the El Alamein Dusk Map
The mask from the DAK Helmet - Goggles have corrupted texture while in the deployment screen
When ADSing, the M1928A1 is not centred on the screen
The Churchill Mk.III gun will clip into the body of the tank if the gun is rotated 180° backwards and depressed to its bottom level
The loading screen to the main menu contains generic text
The flamethrower fuel can is clipping with the DAK and Khaki Drill uniforms
The German Support's flamethrower fuel can clips through the ammo box/radio of the Erbsenmuster DLC uniforms
The Erbsenmuster DLC uniforms have no icon when viewed in the Barracks or the Change Role menu
The bipod of the Bren Gun has closing animation in barracks and deployment screen
The British Eighth Army Anti-Tank Ambusher loadout has AP mines in 2 inventory slots
The bullet impact of the M1928A1 Thompson can be heard from a distance of 45m
In the Churchill MkIII, the word 'Loading' overlaps the name of the tank gun in the UI.
The DAK german assault role presents 2 grenades instead of 4 when using the Standard Issue loadout on the night versions of Driel/El Alamein
The DAK and Khaki Drill uniforms present misalignment issues
The weapon sway of the deployed Bren Gun differs from the undeployed version and can obscure the crosshair for a second
The British Thompsons have excessive weapon sway obscuring the crosshair, unlike the US Thompson
The Bren is not yet zeroed to 100 metres in both deployed & undeployed modes
The British M1928A1 Thompson is not yet zeroed to 100 metres
The SMLE No.1 Mk III is not yet zeroed to 100 metres
When ADSing the M1928A1 is not centred on the screen
The DAK - Uniform is clipping with Erich's head in game and in barracks
German DAK uniform and the four new helmets doesn't present any preview icon or description in the in game Barracks
The first loadout and second loadout of the 8th Army British Tank Commander are presenting the same weapons
The first loadout and second loadout of the 8th Army British Sniper are presenting the same weapons
The Thompson M1928A1 has incomplete name in game and in Barracks
Fourth loadout of the British Anti-Tank is available from the first role level in the 8th Army
Third loadout of the British Rifleman is available from the first role level in the 8th Army
Multiple maps loading screen presents coordinates instead of the operation name
Classes that have the British Thompson M1928A1 in the Barracks screen are not holding the weapon
We’re working through this list for Patch 14.5, but getting your thoughts and feedback at this stage will help us determine any required changes before the patch is released!
Your Feedback
In today’s PTE, we’re looking to primarily get your feedback on the initial British forces weapons and loadouts, as well as the Churchill Mk.III heavy tank.
Players who took part in the last PTE will have already been able to try out the new Driel night map, as well as the El Alamein dusk variant coming in Patch 14.5, however, as we are looking for your feedback on changes to the new British 8th Army subfaction, only El Alamein will be available to play in today’s session.
So that we can get some full matches in, this session will only last 24 hours, and will have a limited number of servers available.
Feedback Questions
Once you have completed a game and are ready to provide feedback, please use the forms below! For this session, we’re looking for your feedback on:
1). The new British 8th Army and German Africa Corps uniforms
2). Churchill Mk.III Tank
3). British 8th Army Weapons & Loadouts
4). New loading screens
How to Take Part
Check your Steam Library for the Hell Let Loose (Public Testing) application, or re-download it from the Steam store, you’ll want to boot this version up to take part in the PTE!
Once you’re in and have selected a server, you’ll be able to test out the items in the below changelog and share your feedback using the below forms:
Because PTEs are run on development servers that have logging activated, you will experience a slight decrease in performance. You will also not earn any exp and your progress will not be carried over to the live game.
Patch 14.5 PTE Changelog
Patch 14.5 is the first instalment of the British rework, complete with new loadouts, uniforms, and vehicles for North African (8th Army) & European Theatres.
New Subfactions
British 8th Army
German Africa Corps
These new subfactions will be available for El Alamein, increasing historical accuracy for the current British forces.
General Changes
Introduced new British Desert uniforms
Introduced new German DAK uniforms
Introduced El Alamein (Dusk Time)
Introduced new loading screens
Increased FOV (Field Of View) range to 60 - 120 to allow more variations of monitor sizes / player requirements
New Cosmetic DLC
Erbsenmuster DLC
New British Forces Weapons
SMLE No.1 MK.III
North African Theatre: the SMLE No.1 MK.III will be available to Rifleman, Medic, Support, Anti-Tank, Engineer as standard issue, the Officer NCO Loadout and to the Spotter Scout Loadout.
European Theatre: the SMLE No.1 MK.III will be available to the Rifleman, Medic, Support, Anti-Tank, Engineer roles as standard issue, and to the Spotter Scout Loadout.
Bren & Bren Bipod
North African Theatre: the Bren with bipod will be available to the Machine Gunner Veteran Loadout and the Automatic Rifleman Loadout as standard issue.
European Theatre: the Bren with bipod will be available to the Machine Gunner Veteran Loadout, and the Bren gun will be available to the Assault Raider Loadout and the Automatic Rifleman Loadout as standard issue.
Thompson M1928A1
North African Theatre: available to Automatic Rifleman with drum as new loadout, Drum Gunner, as well as Commander, Officer, Spotter as standard issue with a stick mag. The Thompson M1928A1 will also be available for the Anti-Tank Ambusher Loadout, the Assault Veteran Loadout with stick mag and the Assault Raider Loadout with drum mag for the North African Theatre.
New Tanks for North African Theatre
Churchill Mk III (Heavy Tank) - Please note that the current implementation of the tanks textures are work in progress and will be changing before release.
Bug Fixes
General Improvements
[Fixed] Players can experience VOIP not working when they change from one voice channel to another without letting the previous key go until they've swapped
[Fixed] No. 5 Mk I has no sound haptics when reloading
[Fixed] Panzer 4 reload audio is longer than the reload animation
[Fixed] When spawning players, garrisons can ignore collisions of nearby objects, including itself, in extreme cases even the terrain
[Fixed] Vaulting over double walls shows animation hitches in third person view
[Fixed] Sound effects for going prone or crouch are missing in both, 1st and 3rd person views
[Fixed] Unexpected viewpoint in Recon tank Gunner seat - no reticule / scope overlay present
[Fixed] Low bandwidth causes the title to display the EULA and reset the user's settings data
[Fixed] Following a crash, Barracks/Cosmetic settings are reset to default
Driel
[Fixed] [D2] Wooden grenade boxes have stone SFX and PFX
[Fixed] Metal boxes from trenches have wood PFX and SFX
With the Spaceport Expansion, we are pleased to announce the newest expansion for Construction Simulator today. The DLC brings a completely new campaign map into the game - along with new clients and the most extensive construction contracts in the history of the simulation series so far. The Construction Simulator - Spaceport Expansion will be released on November 21, 2023 and will also become available for newcomers in the form of the Construction Simulator - Spaceport Bundle, which will be released at the same time!
Construction Simulator – Spaceport Expansion
The latest DLC brings a completely new and independent campaign map into the game.
On the new map, the most extensive construction tasks in the history of the game series are waiting for the players: building-up a rocket launch base and associated infrastructure!
Brand new setting: a tropical-inspired peninsula!
More than 40 hours of additional gameplay!
To be released on November 21, for 19.99 EUR / 19.99 USD (SRP) as a separate DLC in the digital stores.
Alternatively, also available as part of the Construction Simulator - Year 1 Season Pass or together with the main game as Construction Simulator - Spaceport Bundle.
With Construction Simulator - Spaceport Expansion, construction-enthusiasts can look forward to truly ambitious and enormously extensive construction jobs. In the latest DLC, you can expect a completely new campaign map on which you can prove your skills in the construction of a rocket launching base including the associated infrastructure!
On a tropical peninsula, it's time to reach for the stars! Two new clients are available here, which will provide you with the most extensive construction contracts in the history of the simulation game series. Starting with the development and expansion of the infrastructure, the construction of new traffic routes, a futuristic research center, a gigantic structure for the assembly of the rocket, a large viewing platform for spectators of the planned spectacle, up to the construction of the impressive rocket launch pad!
Each of the construction phases will offer enormous variety, so that even in multiplayer sessions all players will get a lot of work to do! Whether it's excavating, transporting materials, road construction, pouring concrete, crane works or other work steps, the extensive vehicle fleet as well as the talent of the construction-enthusiast will be tested here intensively!
As a reward for your efforts, you get to witness a hopefully successful launch of the rocket at the end of the 40+ hour campaign!
The Construction Simulator - Spaceport Expansion will be released on November 21, 2023 as a DLC. For complete newcomers, the DLC will also be available bundled with the main game as Construction Simulator® - Spaceport Bundle.
Alternatively, the DLC is also available as part of the Construction Simulator® - Year 1 Season Pass, which is available in the digital stores at a price of 32.99 EUR / 32.99 USD (SRP). In addition to the new Spaceport Expansion the Season Pass also includes the SANY Pack including 15 machines from the Chinese manufacturer, the Airfield Expansion, an exclusive Year 1 Season Pass helmet and sticker, the JCB Pack with 6 construction machines from the popular British brand, the Cosmetic Pack #1 with additional equipment for the characters, as well as the upcoming Cosmetic Pack #2.
As you’ve probably seen, we’re happy to announce that the ICBM series is coming back for a second strike with ICBM: Escalation! Earlier on, we threw out a few one-off sneak peaks at what the game will have to offer, but we’ll be doing regular dev diaries from here on out to give you an idea of what’s in store for the sequel. So, what’s the big idea?
For those of you that aren’t familiar, the first ICBM game was a real-time strategy game where you launched nuclear missiles and dropped nuclear bombs on your enemies to try and kill off as much of their population as possible, while also doing your best to keep your own people alive.
Europe probably not winning at ICBM: Escalation
ICBM: Escalation has the same concept, but rather than being a pure nuclear war game, it’s more oriented around waging WWIII. You’ll get to raise a conventional fighting force to raid and invade enemy territory, as well as build up a world-ending nuclear arsenal to dissuade the enemy from doing anything drastic, which you can also freely unleash when you feel the time is right. So, what ICBM: Escalation offers, is exactly that. Escalation.
A minor territorial dispute.
Okay maybe it’s not that minor after all
Of course, If you just want to sit down and nuke everybody, we’ve got new game modes on offer to fit everyone’s needs. We’ve got Blitz Mode, which is made to be simpler, faster-paced and focused squarely on nuclear exchanges, Standoff Mode, for people who want a mix of conventional and nuclear action, and Conquest Mode, for players who want the long, drawn-out strategic cold-war experience. Plus, there’s also the new Co-op Versus Mode for anyone who wants to turn nuclear war into a team effort, as well as a new single-player campaign mode, but we’ll talk more about that later.
ICBM: Escalation is going to have dozens of unit types, hundreds of cities to attack, and support for hundreds, if not thousands, of active units all at once. There’s also a huge variety of nuclear weapons to pick from, a massive tech tree that spans generations, and more. All in all, it’s going to be a huge step up in scope and complexity from the original. There’s also been lots of changes to make the game more visually stunning, so you can really bask in the radioactive glow of each mushroom cloud. For the record, there’s only two people on the development team, so we’ve definitely got our work cut out for us!
Now, the big question that everyone’s wondering is, when is the game going to come out? We can’t say for sure just yet, but we’ll have more dev diaries in the future so you can keep an eye on how things are going. We’re aiming for a release date sometime next year in 2024, so keep your eyes peeled! Don’t forget to check out the store page on Steam and wishlist us!
Fixed a bug where using the controller to move certain elements of the play selection weights menu was not working properly.
Added a new stadium to the game: Las Angeles.
Adjusted the logic used by the AI teams when deciding whether to resign a player that has an expired contract. Previously, teams were incorrectly letting go of players that they should have resigned.
Fixed an issue with AI teams signing free agents during the season that would sometimes result in the teams releasing the wrong player on their team.
Removed the two fans in the Orlando stadium that were floating in the air.
The clock will now properly run on a successful fourth down conversion.
Fixed the lighting in the Dallas stadium. It was too dark previously.
Improved the FA signing logic for AI teams to ensure they are properly capitalizing on available players.
Improved the fidelity of free agent contracts for AI teams.
Fixed an issue that was sometimes causing defensive players to be omitted from the team's season/game stats window.
The box score will now properly show the away team on top and the home team on bottom.
Added safeties to the list of stats exported in the CSV game stats log
Game logs and stats should now properly export on Macs
Be among the first to play our game at our playtest on Sunday the 5th of November, 21:00 GMT!
What to do:
• Click “request access” on our storepage • Follow us on Discord or X for updates • Check your mail on the day
Throughout the event, we’ll use Steam to randomly mail invitations to amount of players from those who’ve requested access.
Things to note:
• An invitation is not guaranteed • An invite doesn’t guarantee access as we have a limited number of spaces • You’ll have a chance to be added to the credits for your feedback • The build is in English, runs on Windows and requires 200mb of space and an internet connection • This is a work in progress that can be faulty, service is not guaranteed. • Recording is allowed on the day
I’d like to personally apologise for our previous missed events. We have ensured this build works on our end and we will do everything we can to keep it working on the day.
We can’t wait to share what we’ve been working on!