Hello everyone. We've made significant behind-the-scenes changes in our latest release. We’ve restructured project files, separating runtime and editor data, which is a substantial step towards both the feature complete beta and the first runtimes. We also implemented a comprehensive project file testing and troubleshooting framework to ensure file input/output is as reliable as possible. This foundational work took precedence in this cycle, so we're back to working on the the workflow flexibility improvements for next release. Thanks for your continued support.
0.9.4.5
Change Log
Changes and Enhancements
Implemented a new save file structure to segregate runtime and editor data
Developed an internal debugging tool to robustly test save stability
Known issues
Non-mesh children of strokes don't update in real-time when using ik
Visual bug when images armed for adding swappable image and mesh in reposition mode
The beginning of the month means finishing old tasks and setting new goals. The beginning of this month in particular means it's the void boy's birthday.
Mimi gifted him some kisses :3
This week we'd like to feature Down To Earth Astronomy's Underspace video. Apparently he's shutting down his channel next month so definitely give the video a watch before that happens. It's really well done so it's a shame that this might be the only Underspace video he makes, but I know I speak for us all when I say we wish him the best in his future endeavors.
As always, if you're interested in trying out Underspace for yourself, you're more than welcome to give our latest demo a go. You're also invited to join the Underspace Discord. Like, I'm personally inviting you. All of you. Bring caffeine.
Now that we're all settled in the Underspace Discord, let's move onto what I did this week:
+ Added more volatile settings to cargo. + Added cargo expansions to places. + Added an indicator for autosave. + Rebalanced NPC hardpoints for destruction. + Deaddrops can be fighters. + Assassin targets can now override legendary spawns. + Added some more mission results and events. + Comms can call mission code. + Added more missions. + Finished adding all random missions.
One exciting thing to note is that I'm starting to transition into the polishing stages now that the mission work is more or less completed. November will see updates along those lines, so stay tuned for more of that.
Once again, thank you all for supporting Underspace, It's really cool to see your videos, tweets, comments, and posts about Underspace. Want to yell at us if you haven't already? Please give the Underspace socials a follow:
I'm happy to finally release a new version of the Sparky bot, which should now be more of a challenge! It is not yet AI driven, but the code is taking shape to allow for it.
I also had the time to add hundreds of hints when you have take in-game decisions. This will remove doubts on what you are about to do and should greatly help newcomers as well as advanced players.
After the last update, we identified that some players encountered issues with game crashes. We promptly took urgent measures and attempted to fix this problem. We kindly ask all players to update to the latest patch as soon as possible to ensure game stability.
If any players continue to experience game crashes, please first verify the integrity of the game in Steam.
If the crashing issue persists, please follow the steps below to assist us in troubleshooting.
On the Windows desktop, press Win key + R, enter %LOCALAPPDATA%\CrashDumps, and send us all files containing Sandrock.exe.****.dmp to qa@pathea.net.
On the Windows desktop, press Win key + R, enter %LOCALAPPDATA%\Temp\Pathea Games\My Time at Sandrock\Crashes, pack and compress all files in this folder and send them to us at qa@pathea.net.
Thank you for your cooperation.
We're committed to keeping the desert winds blowing and your Sandrock adventure hotter. We need your help with some troubleshooting—you're the best!