The Titans of the Tokusatsu genre have crossed over into GigaBash!
Check out our new trailer featuring the Godzilla DLC and Ultraman DLC. Battle with up to 4 players as #Godzilla, #Ultraman, #Mechagodzilla, #UltramanTiga, #Gigan, #AlienBaltan, #Destoroyah, #Camearra or 10 of our original characters.
The only one missing is you! So come on and let’s GigaBash! ːsteamhappyː
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"GigaBash + Godzilla DLC + Ultraman DLC" Bundle
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Today’s hotfix (1.1.36529 on PC, 1.1.36565 on console) brings an end to a rare game-breaking bug, and a few more common irritating issues. EVERSPACE 2 players on PC, PlayStation, and Microsoft Store/PC Game Pass will see the hotfix coming to their platforms today and we’ll be following up shortly on Xbox as we have a small adjustment to make before getting the build back into certification.
The most important change fixes an unusual case where a player can find themselves in a situation during the Maddocks chase in the “The Magic of Umami” mission where Maddocks does not spawn correctly and an autosave occurs.
Other fixes address issues where armor repaired in the Hangar reset back to its damaged state on departure, repairing not working when certain hitpoint-increasing effects are enabled, and the Gunship losing armor when leaving homebase.
For a full list of changes, read on!
Changelog
Fixed that there was a 2-second timeframe in which the game could be saved after failing to follow Maddocks in Prescott which could result in a broken saved state preventing mission progression
Fixed Gunship losing armor when docked at homebase under certain conditions
Fixed that repairing did not work with certain hitpoint-increasing attributes
Fixed that it was possible to heal by swapping between modules when one of these had hitpoint-increasing attributes
MacOS: Fixed joystick input not working
Work continues on our next big free update and expansion. There are plenty of cool things being created behind the scenes. [REDACTED] is visually amazing and [SECRET FOR NOW] changes up [CAN’T SAY]. Perhaps we’ll even give a sneak peek at something before the end of the year. In the meantime, we’ll see you in the stars.
The Superkami and Toplitz Productions teams are hard at work fixing the issues you've raised in the discussion threads and reviews. Although some issues may take longer to resolve, we would like to provide you with a first hotfix 0.2.0.2 for Sengoku Dynasty.
Changelog
Update of the main menu graphics
Removal of villagers' spiritual needs in the late game.
We have just released a new update for ChilloutVR on the stable branch.
Major Changes
Complete rework of the Voice System:
With the recent changes Unity has done with Vivox, we have reworked our implementation to address and reduce the high delay in the current voice system, as well as ensure higher stability and fidelity, while also reducing load on the audio processing system. We also introduce a native Text-To-Speech System that lets you send TTS messages over voice chat.
Native Desktop/VR switch:
Desktop and VR modes can now be switched without requiring a game restart. A new setting for this is available in the Experimental Settings menu, and can be toggled by using the key combination Ctrl + F6, or by pressing the shortcut in the main menu.
Magica Cloth 2 support:
Magica Cloth 2 is now supported in-game. Intercollision for avatars and props is also implemented. An additional CCK module is not required to upload content with Magica Cloth 2. Requires purchasing Magica Cloth 2 from the Unity Asset Store.
Buoyancy System:
It is now possible to define FluidVolumes, as well as Objects that are influenced by buoyancy using the PhysicsInfluencer Component. The physics calculation uses Archimedes’ Principle, which can be expected to behave relatively realistically, given realistic values. The new Runtime Gizmo feature can be used to better understand how it works within the game. Players are also able to swim and dive in FluidVolumes. To display swimming animations, new animations are required in the Avatar’s Animator. An example is provided with the CCK 3.7 preview.
ForceApplicator Component:
The new ForceApplicator component will allow you to apply force to a Rigidbody from a given position and thereby induce torque forces. This component also has the option to only work while being submerged in a FluidVolume. This can be used together with the new CarInput ParameterStreams to make custom propulsion systems for boats.
Runtime Gizmo System:
The following components have received Runtime Gizmos, which can be enabled in the experimental settings:
PhysicsInfluencer
CVRPointer
CVRSpawnableTrigger
CVRAdvancedAvatarSettingsTrigger
CVRInteractable (with interact down actions)
CVRMovementParent
CVRPickupObject
ForceApplicator
This feature will assist with debugging content and will provide a better understanding of how these systems are working internally. More components will be supported in the future.
New ParameterStream Variables:
We added more Parameter Stream Variables with regard to:
The Transform of the GameObject
CarInput controls
The current avatar height
The new fluid mechanics
Rotating of pickup objects in Desktop
Objects can now be rotated when held in Desktop mode by holding down the middle mouse button if the pickup GripOrigin is set to Free.
Image Cache for the Main Menu
Avatar, World, Prop, and User images are now cached on the local machine to significantly reduce image load time. It is enabled by default, but may be toggled, configured, and cleared from the Experimental Settings menu.
Dual Controller Keyboard interaction
This allows the use of both controllers to interact with the main menu Keyboard.
And many smaller changes and adjustments
CCK 3.7 will be required to use new creation features, which will be available shortly. Please note that starting with this CCK, Unity projects using 2019 will no longer be supported.
Technical Changelog
Added independent head turn while in menus on Desktop
Desktop reticle is now disabled while in menus unless using head turn
Added ExperimentalAvatarOverrenderUI setting. This allows your avatar to render over the UI when in front of it in most cases.
Added Magica 2 support for props, avatars, and worlds
Added support for FluidVolumes
Added support for PhysicsInfluencers
Added new parameter stream inputs
TransformGlobalPositionX
TransformGlobalPositionY
TransformGlobalPositionZ
TransformGlobalRotationX
TransformGlobalRotationY
TransformGlobalRotationZ
TransformLocalPositionX
TransformLocalPositionY
TransformLocalPositionZ
TransformLocalRotationX
TransformLocalRotationY
TransformLocalRotationZ
InputCarSteering
InputCarAccelerate
InputCarBrake
InputCarHandbrake
InputCarBoost
InputMovementX
InputMovementY
InputLookX
InputLookY
InputJump
AvatarHeight
AvatarUpright
FluidVolumeSubmerged
FluidVolumeDepth
FluidVolumeTimeSinceEntered
FluidVolumeTimeSinceExit
Added min & max range support for CVRAdvancesAvatarSettingJoystick2D
Added min & max range support for CVRAdvancesAvatarSettingJoystick3D
Added double click to reset joystick
Added a basic Swimming System while the Player is in a fluid volume
Added support for Damage Falloff so you can modify the amount of damage received relative to your distance to the component
Added experimental Desktop VR switch (option must be enabled in the experimental settings, `ctrl + F6` to switch or the button in the main menu)
Added Runtime Gizmos for the following components
PhysicsInfluencer
CVRPointer
CVRSpawnableTrigger
CVRAdvancedAvatarSettingsTrigger
CVRInteractable (with interact down actions)
CVRMovementParent
CVRPickupObject
ForceApplicator
These can be enabled in the experimental settings
CVRPointer and CVRAdvancedAvatarSettingsTrigger on avatars should only be visible for self and friends
If a GameObject should not receive Gizmos, you can add "[NoGizmo]" to the GameObject name
Gizmos for other components will follow in the future
Added Component ForceApplicator: Adds the option to apply force from a specified point and also gives the option to only work while in a fluid volume. This component is Whitelisted for props
Added Desktop pickup rotation while holding the middle mouse.
This will only work if GripOrigin is set to Free
Added component filtering on world initialization. Please let us know if any complicated world setups have suffered
Added Show User Interface option to PortableCamera (nameplates, world UI, etc)
Added new shader global CVRRenderingCam
0 = Normal Camera, 1 = Portable Camera, 2 = CVRMirror Camera
Added Image cache for the main menu
Added microphone VR Mode aware settings
Added Button to access Instance Details from within User Details
Added new world options
Object gravity
Allow Extreme far clip plane
Added remembering of last instance type/region checked between restarts
Added active body offset while in Halfbody
Animations no longer need to be modified to pivot from the head/eyes
This should fix avatar animations appearing crushed in VR
Added dual-ray interaction for the main menu keyboard
Added Unity UI Slider to the prop component whitelist
Added placeFromCenter option to box FluidVolumes
Added Vivox TTS support
Added TTS buttons to Main Menu and Quick Menu
Added TTS Voice selection to Implementation settings
TTS messages are restricted to 200 characters
Added togglable Hud indicator for TTS
Added prop removable filter for fluid volumes
Added ControllerRay Smoothing (reduced jitter in VR)
Adjusted the main menu to be more responsive while moving
Adjusted nameplate facing behavior. In VR it faces you, on Desktop it is aligned with the view
Adjusted TransformHiderForMainCamera to always create a shadow clone for UI culling
Adjusted Interact bind to Gamepad Button West
Adjusted Grab bind to Gamepad Left Shoulder
Adjusted Crouch to Gamepad Button East
Adjusted Prone to Gamepad Hold Button East
Adjusted Grab with Gamepad Left Shoulder bind to be disabled when not in Seat
Adjusted Grab with Gamepad Left Trigger bind to be disabled when in Controlled Seat
Adjusted Interact with Gamepad Right Trigger bind to be disabled when in Controlled Seat
Adjusted prop blocked by content filter notification to display the block reason
Adjusted VR flight to use VR Fast Flight speed while holding Jump
Adjusted Bundle Verifier blocks to display "Avatar failed validation" on the block avatar
Adjusted order of GetClosestTracker to find the nearest tracker for Chest before Hips
This is to mitigate an issue where Hips would consistently bind to your preferred Chest tracker, as the tracking point can be closer with certain setups, leaving your Chest to bind to the remaining Hip tracker
Adjusted player controller tracking to use SteamVR_TrackedObject
This fixes controllers not tracking in overlay, and render models not displaying after switching to VR
Adjusted DroneMode not to accept input while in independent head turn
Adjusted CVRSeat to ignore initial movement input when checking for exit
Adjusted the rendering of the nameplate
Nameplates are now flipped and properly displayed in mirrors
Adjusted VR binding to use threshold for grab start, but have a lower threshold for grip release (don't need to keep pressing hard to continue holding an object)
Adjusted Kick to now have a confirm prompt instead of requiring holding the button for 3 seconds
Adjusted bHaptics, Tobii Eye Tracking, and Vive Face Tracking implementation setting subcategories to use a dropdown to separate Desktop/VR settings
Adjusted prop spawn to only target colliders except for fluid volumes
Adjusted prop delete to show the ray to easier target props
Adjusted prop delete to also show aura highlight now
Adjusted the VR login screen to show more helpful information instead of taking your headset to log in using the Desktop UI
Adjusted self-moderation to automatically block prop spawns from blocked players
Adjusted the rendering of nameplates to be more effecient
Adjusted the handling of disabled prop collision
Adjusted Main Menu's Home tab to allow for 6 additional buttons
Renamed Input Device Threshold to Input Device Sensitivity
Renamed and Reworked Muted Speech Detection Threshold into Muted Speech Detection Sensitivity
Fixed drop bind for auto-hold not working in VR
Fixed user image on nameplate fading to white when distance hidden
Fixed scaling while using Main Menu in VR causing weird menu offsets
Fixed remote player collider height not updating when they scale
Fixed mouse rotating player in VR when the cursor was unlocked
Fixed inherited velocity from movement parents persisting once exiting flight mode
Fixed scrolling with scroll wheel not canceling out velocity scroll for both menus
Fixed clicking in QM sometimes causing the menu to velocity scroll. Now requires 10px drag
Fixed QM clicking not resetting velocity scroll
Fixed QM drag scrolling being active while using an AAS option
Fixed QM custom offset not being saved properly
Fixed CVRSeat not restoring original avatar sitting animation on exit
Fixed Joystick3D height slider dragging being inverted in Quick Menu
Fixed player culling mask not being reset to default when copying reference camera values
Fixed chest tracking
Fixed locomotion animations in FBT
Fixed animations root rotation bleeding into IK in FBT
Fixed HalfbodyIK feet always pointing in the head direction
Fixed HalfbodyIK feet while on a Movement Parent
Fixed CVRParameterStream LocalPlayerMuted
Fixed CVRParameterStream GrippedObjectLeft and GrippedObjectRight
Fixed the SteamVR XR Module missing a validation check
Fixed CVRParameterStream HeadsetOnHead not outputting correctly in SteamVR
Fixed CVRParameterStream HeadsetOnHead not defaulting to true when on Desktop
Fixed CVRParameterStream LocalFPS, LocalPing, and LocalWorldDownloadPercentage not updating properly unless a menu is open
Fixed IK bend goal offsets not respecting playspace scale
Fixed Advanced Safety forcing audio source volume to max
Fixed calibration line renderers not scaling with playspace scale
Fixed Custom Audio Source output being placed incorrectly for the video player
Fixed path camera excluding player
Fixed not being able to scroll UnityUI ScrollViews in VR
Fixed RenderTextures being shared between instances of the same props and avatars
Fixed Toggling Portable Camera in QM no longer closes the menu
Fixed being unable to scroll in the settings of the camera in VR
Fixed Vote Kick prompt to be in front of user details page
Fixed keyboard not opening while instance details panel is opened
Fixed Vote Kick not appearing in the big menu
Fixed auto-generated mouth pointer not respecting avatar voice parent setting
Fixed DroneMode improperly resetting camera angle when being enabled
Fixed Keyboard not showing sometimes when pressing a text input in VR
Fixed the user tab displaying incorrect data when clicking on users in the world
Fixed the calculation for initial Seat offset in VR
Fixed Sub-Sync IDs breaking in some Interactable setups
Fixed menu not jumping to a newly created instance when finished creating
Fixed losing tracking should no longer reset/trigger inaccurate gestures
Fixed dynamic bone intercollision for default colliders and props
Fixed crashing issues with the video player caused by HDR videos
Fixed scroll elasticity from Portable Camera
Fixed the current instance details page not opening world details when clicking the world image
Fixed gamepad input module overwriting grip and interact inputs
Fixed some avatar materials being caught by Garbage Collection in some cases on world switch
Fixed prop filtering breaking in some cases
Fixed player collision being applied when exiting Flight Mode while inside collision
Fixed Auto Focus & Auto Exposure visual modifications for the Portable Camera
Fixed prop deletions occasionally not functioning correctly
Welcome to the November Festival. Join us for a month filled with exciting events, awesome rewards, and exciting building of booth that capture the essence of this beautiful season. Let's come together and create lasting memories this November!
Guide: 1. Blue Coins are only available through participation in events such as Start-Up Dash, Coin Shop, Missions, etc. 2. Coins can accumulate for a maximum of 10 hours. 3. Before upgrading the Main Stage, all buildings should meet the Main Stage level requirements to upgrade the other buildings. 4. You can use Festival Expansion when you reach Level 5/10/15. 5. Once the main stage reaches level 5, users can send their own coins to newbie/returnee account. 6. Rankings depend on Development Points, which is the total of development points of buildings
If you are looking for ways to get more blue coins, you may want to visit and complete the Start Up Dash event missions.
Hi! Just a real quick post-launch update with a few quality of life features.
Changelog: - changed interaction raycast to a spherecast (little more leeway for item pickup in some cases, should be mostly the same otherwise) - added a world record time to the tutorial timeboard (if you beat this - email me with a video of the attempt and the name you want on the board: skaaiedev@gmail.com - make sure to have the subject start with something like [world record] or i probably wont see it) - added an objective reminder at the start of each mission (this can be disabled via "skip obj message" in settings) - fixed an issue where gang high threat targets wouldn't wear their helmets sometimes
I have began working on changing everything so all the text in the game can be localized, however there's a lot of text in the game so it'll be a while before actually translating the game becomes a possibility.
Thanks for the support so far, I really appreciate it!
Hello, Humans! 👽 Yesterday we made another update, here's a list with the improvements!
Enhancing the general atmosphere, working with some lighting to add better feelings throughout the game.
Adding more assets to the first house and removing those that were not needed, there's still a lot of work on that intro but we are getting there!
Added the new character Hybreed to the lab, replacing the Analyst (That's the Alien with the hoodie) as it should be. And also adding all of Ne0nDaddy lines, now voice acting is set for the game at 99%.
Fixed a bug where the counter at the crop fields repeated itself after dying, now it should work fine without any issues.
Now, here're the news‼️ We've finally launched a Discord server for the game‼️