Optimize the NPC decision-making logic when the battle fails 1. Fixed the problem that the mouse click on the art learning interface has no selection effect 2. Fix the problem that the NPC meridians may be operated incorrectly in controller mode 3.Fixed the problem that after the NPC learns the unique skills of the genre, the corresponding unique skills will not be automatically equipped 4. Fixed the problem of incorrect operation logic in the plot reward river controller mode 5. Fixed the issue where the animal’s weight-bearing attributes were incorrectly configured, resulting in too low movement speed when riding 6. Fixed the incorrect description of reputation in the Heavenly Scrolls 7. Fixed the problem of incorrect proportion of reputation gained when challenging sect members with higher positions than oneself 8. Fixed the issue where reputation did not affect the price of books purchased from the bookshelf 9. Fixed the problem of incorrect genre data after changing the sect leader 10. Fixed the problem of incorrect mouse selection in the teaching interface 11. Fixed the problem that the handle button prompts in the teaching interface and subordinate management interface were not displayed correctly
I hope you're all doing well, I know the holidays can be a bit hectic sometimes. Today is the day that v1.0.0 of Anemis can now be downloaded. If you have any suggestions or you have any issues, always feel free to use the steam discussions forum, and I'll continually check up on it.
Now to talk about the future. One of the first updates that I will implement will be the addition of the Steam Workshop, so that you can more easily share any creations you've made. Imagine having your favorites characters animated on your desktop. There are other larger updates that I've already planned and will implement after I've finished the Steam Workshop integration. I'll speak more about these larger updates in the future.
Automation - The Car Company Tycoon Game - Killrob
Another quick patch to iron out some more of the issues that were caught during testing. This update can be seen as the first release candidate build. We are seemingly done with all larger fixes or changes (or so we hope) and are readying up for releasing this big milestone update for good.
Full Patch 7 Changelog
Fixed sandbox techpool settings being locked
Fixed incorrect visual tire widths, tires more correct to real world sizes
Fixed forecaster showing NaNs when projections show zero sales
Fixed gearbox reliability warning system thresholds, separated range from torque
Fixed stats sometimes show all zero in project overview in campaign
Fixed some cars, AI and yours, not showing stats in the sankey chart
Fixed comparing cars not always fetching stats of other car
Fixed not being able to clone the clone of a cloned trim
Fixed brake fades not being directly derived from front & rears values
Fixed brake fade being considered twice for drivability
Fixed braking at max load always showing as -5.4%
Fixed engine cooling warning being misleading
Updated company tech profiles for more variation between companies
Further improvements of exporter tire model (since patch 5)
Depending on how it goes there will be more rapid-succession release candidates coming at the start of the week addressing issues that were found and adding some more polish.
Introducing Sunrise GP - Your Ultimate Roadtrip Adventure on Steam!
Are you ready for an exhilarating racing action combined with a road trip vibe? We've got just the title for you – Sunrise GP set to make its debut on Steam in 2024!
Following the successful launch on Nintendo Switch in April 2023, where it garnered rave reviews, we've been hard at work to bring excitement to the PC gaming community. Now, you can explore the sunny Grand Prix landscapes right from the comfort of your computer.
What to expect from Sunrise GP:
🏆 Immerse yourself in arcade gameplay that seamlessly blends high-speed racing with the laid-back vibes of a road trip. 🏆 Soak in synth-wave music that enhances the atmosphere of each race, creating a memorable experience. 🏆 Drive cars inspired by European classics through retro-inspired locations vibrant in colors. 🏆 Customize your car's appearance with a plethora of options, including decals, spoilers, exhausts, and more! 🏆 Enjoy multiplayer fun with split-screen capability, accommodating up to four players for a thrilling gaming session. 🏆 Take on the Challenge Mode, a series of single-player races that make up the titular Grand Prix. 🏆 Capture stunning moments with the in-game Photomode, showcasing your favorite cars in breathtaking localisations.
Margoq's Lair makes its arrival to DreamHack Beyond 2023 with manner.
The demo has been freshly polished and has implemented various quality updates including:
Updated tutorial
Updated Circle of Blood UI and a new upgrade
Performance optimized, so lower end PC's can play without lag.
Bugs hunted down and demolished
I will make sure to Stream a bit during the event, so stay tuned for some more action or try out the demo yourself now or at the DreamHack Beyond Game Awards festival!
After Gamescom, IFA, Hero Fest, Games Ground, Unite 23, Gamesweek and many stops in between, the team is back in the lab. But before 2023 comes to a close, we are putting our feet on the gas once more, creating story levels, adding new enemies, implementing vicious hazards and boosting our 2D art prowess with an exciting new internship.
⭐ Lastly, we also have a little Christmas surprise for you :]
There’s a lot to talk about, so let’s get down to it!
Say Hi To Robert
In the coming two months, our new intern Robert will create concept art for CACTUS. Since he studied at Games Academy with the founding team of Axon Flux, this reunion feels like a throwback to cherished times.
Robert comes from a tech art background, but recently committed himself to drawing rather than coding. This is a challenge in its own right, but having previously developed two games together, we are highly confident about the cooperation.
👉 If you’re interested in these games, you can get them for free:
As a first task, Robert is sketching out the Desert Turtle. This giant enemy catapults rocks from its back and stomps onto the ground, flattening anything underneath its weight. Of course, it already looks massive on the concept piece above, however, this will be outmatched by standing in front one of these in-game.
The goal is clear: CACTUS should feature 14 story levels, totalling in 5-6h of gameplay on a first run.
Achieving this is Jeremy’s task. Recently, he just finished the blockouts of levels 2 and 3, which will throw you into tense combat situations while exploring ancient ruins and vast, open dunes.
Pulling this off required mastery of our terrain tools, particularly regarding natural looking sandscapes. But it also exposed him to seemingly profane questions like “How to guide players in an open space?” and “What happens, should they venture off in the wrong direction?”.
Solving these issues calls for clear thought and careful consideration. Nonetheless, the shootouts amidst the wavy sand already provide a different experience than indoor combat and it’s good fun.
There is still a lot of work to do on this front, but we hope to put these levels into the hands of our community testers early next year.
🥼 Want to be first to test these new levels? Just hit us up:
📽️ Check out our most recent Progress Report to see level 1 in action:
Growing The Horde
Up to now, lizards were the only type of enemy you would encounter in CACTUS. But this is about to change as we’re integrating four new foes, all of which bring unique characteristics to the table.
Let’s have a brief look at each one of them:
Pondicherry Vulture
The vulture is our first airborne enemy. It is a ranged enemy that launches sharp feathers at you from afar. Given that it swarms the sky, this bird adds a dangerous vertical dimension to combat.
Kangaroo Rat
This little fellow hunts in groups, forcing you to watch your back. Since the rat has limited movement and can only rotate between jumps, it can be outmaneuvered quite easily though.
🔥 Want to see the raving rodent it in action? Watch this:
Dung Beetle
As the name implies, this big beetle rolls enormous dung balls at you, turning the battlefield into a pinball-like shitshow. Luckily, the poop steamrolls not only you, but also your enemies.
Stone Head
This one is less of an enemy than an environmental hazard. Once its eyes glow up, the Stone Head launches darts in regular intervals. You’re only hope is evade quickly or find a pressure plate to turn it off.
One Last Trip
Of course, we don’t want to finish this devlog without showing you some impressions of our concluding trip to Berlin and Amsterdam, encompassing the Games Ground and Unite 23 events.
In particular, we want to give a big shout to the team behind Games Ground, as this was the first edition of their new event. Not only did it exude the charm of a true indie game show, but also bolstered great talks, matchmaking sessions and an afterparty that was as Berlin as it gets.
BONUS: Rapid-Fire Questions
Lastly, the team sat down to quickly answer a set of totally serious questions about the development of CACTUS and their personal lives. So hit that play button and enjoy!
What's Next?
Until Christmas, the team will finish any level greyboxes started, implement most of the enemies showcased today and prepare our agenda for next year. After that, it’s time to wind down and decimate the piles of shame we all accumulated on Steam.
In that spirit: Enjoy holiday season and see you in 2024!