We hope you've been enjoying the Indie Cosmicube! If you haven't picked it up yet be sure to do so and come up with an outfit that screams I REALLY LOVE INDIE GAMES!!1!!1!!
Our winter holiday is coming up and plans are forming to spend time roasting marshmallows in The Fungle. Before we go, let's look back on some highlights of 2023:
Collabs
We had a bunch of collabs with our friends at Bungie, Pusheen, and Paramount. And of course our friends Behemoth, Untitled Goose Game, A Hat in Time, Celeste, Undertale, and Crypt of the Necrodancer as part of the Indie Cosmicube.
Are you being a task master in your favorite collab outfit? We can't spill the beans about next year but we're not ending our collaborations here so keep your visors peeled. đź‘€
Beans grow up so fast
It wasn't all fancy new outfits this year (I do love a good fashion game though). Among Us grew in many new ways - like turning 5 years old and celebrating with a birthday stream!
We also said farewell to the main menu which has been the gateway to many betrayals and clip-able moments for all of you. To replace it, we said hello to our brand new menu along with improvements to Quick Chat, reporting features, and continually squishing bugs.
Fungus Among Us
This year wouldn't have been complete without the addition of our latest map - The Fungle! You've been ziplining, fishing, pumping iron, roasting marshmallows (and Crewmates) on the fifth Among Us map. What's been your favorite part of The Fungle?
Among Us VR
Woah, woah! Don’t forget about us beans in the VR world!
Among Us VR has had a great year of highlights: the addition of Polus Point, sweet sweet LoFi jams, improvements to matchmaking and moderation, Fidget Features, and ALL 🎉 OF 🎉 THE 🎉 HATS. 🎉
But we aren’t stopping there. We’ve got numerous surprises in our backpacks getting ready to share next year… which you can get a sneak peek of in our 2024 Roadmap!
Big thank you to our players for making this year a great one of growth, learnings, and adorable bean death! Err… teamwork. Yeah, teamwork! 👀
Stay suspicious, beans!
Nap Time
It's been a really fun year of tasks, bug squishing, collabing, and map releasing, but now it's time for all of us at the studio to take a little winter holiday so we'll be ready for more shenanigans in 2024!
Thanks for being the best Crewmates around for 2023 and we'll see you next year.
Off to find some cocoa,
Dors
P.S. If you login to the game starting on December 26th, you'll get this super snazzy and exclusive 2023 New Year's Eve cosmetic! Consider it a treat for reading all my dev logs.
🔥 Medieval Dynasty x Achilles: Legends Untold🔥
We're excited to announce a massive update to Achilles: Legends Untold, bringing new challenges and significant improvements to your gaming experience. Get ready to dive deeper into the mythological world with enhanced gameplay and new features!
Dive into the realms of myth and medieval life with the exciting Steam bundle featuring Achilles: Legends Untold and Medieval Dynasty. Both games have just been updated, enhancing your experience with new content. Achilles: Legends Untold offers an improved journey into Greek mythology with enhanced combat and new mythical challenges. Meanwhile, Medieval Dynasty expands its immersive medieval world with more dynamic features, crafting, and building systems. This bundle is a unique opportunity to explore two distinct historical adventures, now richer and more engaging with their latest updates.
From now until December 20th, you can get Inkbound at a discounted price. Here are just a few things there is to explore in this roguelike that miiiiight just take over your weekend:
✨ Not one, not two, but EIGHT PLAYER ASPECTS to master! ✨ Compete against other players in chaotic DAILY CHALLENGE. ✨ Hang out and meet other players in the Inkbound social hub. ✨ Put together a stunning outfit with amazing cosmetics!
Thank you so much for all your support and we hope you enjoy this sale!
See you in the Atheneum! ~Cami Community Manager at Shiny Shoe
I've been working away on a new update and here it is - Build 0.352. This build brings in a bunch of bug fixes, and also addresses some issues with the procedural generation of outposts or spaceships. Read on to find out more!
Proc gen interiors
I've been reading your feedback, either from the in game submissions, or in discord, and one of the things cropping up was some anomalies with some mining outpost interiors.
This could result in either invisible walls or the player clipping through walls and getting stuck. In the course of fixing this, I also found that mines and ships could actually change layout between save/load cycles. This could rarely mean a body in a mine could, on reload, be in a room that no longer existed. Not so fair! This has now been addressed.
Please be aware that these changes need a sector jump to fully kick in - existing mines or ships could show some quirks, such as floating rocks or crates until your first jump. This is due to the way the legacy generation system placed these structures.
General fixes
I've also been working on various miscellaneous bug fixes, in my quest to get the game as stable as I can. Following that I'll be starting to focus on new things - so do watch this space.
If you have anything you want to see in the game, or any issues, hit F1 in game to file it, or drop by Discord to discuss it with me.
If you do, you can also join the beta branch, where you can help test the latest fixes and changes. For example all of the changes in this build have been running in the beta branch for a while. The more people who can help test there, the faster and better the development process is. It's also a good way to fast track any suggestion or bug you want me to look at!
If you have a bug
If you have a bug, keep in mind the game keeps a history of the last hour of autosaves, and the last 5 manual saves in addition. Hit F1 to file it in game, and if you have save game to show the issue, submit it via the http://Bug Form.
Thank you!
It's been an exciting and busy first month and a week since we hit Early Access. I didn't know exactly what to expect, but I wanted to say thanks to everyone who has been giving us feedback and also for those nice messages of support I sometimes see from the in game form. And thanks also to those who took the time to drop a positive review on Steam - this really helps and it's super appreciated.
See you soon!
Al.
Build 0.352
-Camera mouse look will not lock up when entering then rapidly exiting gravity well. -Can now build staircases on space rig floors -Items are shrunk on conveyor pads more, to prevent catching on corners -If you alt-tab while down thrusting, it should correctly reset when you regain focus, and not sometimes stay locked on without pressing it, which was causing the continual unwanted down thrust glitch. -Beds will function under solar cubes and socket cubes as well as roofs and base cubes. -Space Rig doors not audible everywhere. -Removed water gun charge from loot boxes. -Amount of ammo clip numbers in hotbar will update if used while shooting. -Corrected Detector model to match icon. -Corrected solar panel 2 and 3 power stats on tool tips. -Grapple will disable if target gone and behave better if you keep holding it when you reach target -Scavenger body will leave gas giants. -Doubled Rig thruster fuel duration. -Turret projectile velocity doubled per turret level increment. -Mining outpost and spaceship interior procgen has been updated to better use the space available, have more variety and be more correctly deterministic, meaning if you save/load the game it should remain the same layout (jump required to fully refresh existing layouts. You may see floating rocks of crates in existing interiors to due legacy system) -Prevent occasional invisible wall in mines. -This should further reduce any risk of a scavenger body being inaccessible after a save/load -Explosion up set more correctly -Rock shapes conserved between save/load cycles. -Add save game notification. -Dropped seeds when harvesting are instantly pickable, will not go on floor for 4 seconds. -Sorting inventory does not cause Chemforge or other formerly unstackable items to be lost if you have more than 1 in inventory. -All machines now have stack limit of 10. -Correct bug with Drone Pads not moving items. -Update Fetch and Mining Drone descriptions. -Mining drones do not tether home to Drone Pads or Atomisers, just player as per new description. -Drone pads correctly child Space Rig after loading game, so will move with rig, and not stay in space and crash with Rig when piloting. -Update mining outpost interior sizes.
After 11 months of hard work (and 1 month of playing Zelda), Occult Crime Police: Medium at Large is now available!
As part of this MASSIVE FREE UPDATE, you can expect:
A brand new novella-length mystery!
55 new character sprites, a dozen new environments, and a smattering of new tunes!
A full GUI Glow-Up, back-ported to the first game as well!
A new text skipping feature to fly by previously-read text!
Dozens of extremely minor technical fixes which literally nobody will notice!
Now, to reiterate a couple of things about this update:
The engine has gone through a lot of updates in the process of developing Medium at Large, and as a result we can't guarantee that previous save files will still work. You can choose whether or not to roll the bones with your old save file, but you may run into glitches. Luckily, you don't need a save file to play Medium at Large! Just click "New Game" in the Main Menu, select Case 2, and you're on your way!
We've also implemented a text skipping function into the game! Simply hold down the CTRL key to zoom past any dialogue you've already read before. (You can even go in the options and set Text Skipping to "All Text" to be able to skip all dialogue, though you might miss something important!)
We've poured our blood, sweat, and tears into this new update, and we're so excited for all of you to finally experience it! We're also excited to share what's next for Occult Crime Police.
Eventually.
In like a year or something.
Now if you'll excuse me, I'm going to go nap for like a week straight.
This patch contains desync fixes, a translation error fix on statuses, and corrects a couple of odd behaviours with the Kraken fight.
Online Fixes
Fixed an issue where specific actions could trigger a desync when using a bomb in combat.
Added a cool down to the Map Marker ping system as spamming ping was sometimes leading to a softlock or a desync.
Fixed a desync that could have happened in scourge fights related to the camera
Fixed an issue with off turn players seeing incorrect slot roles when active turn player was using bombs in combat.
Global Fixes
Fixed an issue that was causing the “running man” bug where the party member would run on the overworld hex causing the game to softlock. This was also causing desyncs in online sessions.
Fixed an issue that was causing softlocks when passing treasure chests after finishing an overworld combat.
Smoothed out the camera transitions in the scourge Haunt fights.
Kraken
Added the boat health HUD back to Kraken fights.
Fixed the issue where the Kraken would move through the boat if it had been afflicted by certain statuses.
Translation
Corrected a translation issue in French and Spanish that was giving incorrect information on the Immune to Stun/Daze tooltip.
Once you have updated your game with this hotfix, if you experience issues please let us know in the support channel on Discord so we can assist you.
All players will need to have updated to the latest build to play together in multiplayer.
We will continue to hotfix as we improve the game so please stay tuned for further updates.