We’ve been alluding to it for a while now, and it’s finally here: Astroneer‘s 2024 roadmap. It’s been almost five years since Astroneer hit 1.0, and we’re honored that you’ve supported us all this time. It’s time for us to shake things up.
TL;DR: In 2024, Astroneers can look forward to four content updates (including a full expansion) as well as light refreshes for all current Limited Time Events (LTEs).
All of the info in this post is subject to change, and because game development is a thing, we could add or cut scope. We are really excited about executing on this roadmap though. What does that mean???? Well, Astroneer is in its 5th year of development since 1.0, and we think it is time to shake things up a bit. You might have noticed that this year has a name! The roadmap has the word Expansion on it! We are “refreshing” LTE content! Let’s dig into what you can expect.
We’ve released over 20 free updates since hitting 1.0, like Creative Mode, Automation, Wanderer, and more recently, narrative-focused updates like Awakening, Rails, and Xenobiology. This year is different. We’re in a post-Awakening world, and everything is not what it seems. The world is changing…
Expansion??
Every update in the Year of the Glitch will contain new content and lore building towards a ~mystery~ expansion planned for the end of 2024. We’d like to keep things under wraps for now, but one thing should be clear: the spring and summer updates are “smaller,” as we’ll be focused on a much larger update for the end of the year. It’s still too early to share in-depth details, but we want to maintain transparency and let players know what to expect. It’s going to be a big jump forward for Astroneer.
Refreshes
In between content releases, we’ve been running our LTEs with new rewards, and this year will be no different. However, we acknowledge that the events themselves haven’t changed much. This year, we plan on doing some balance passes, releasing new rewards, and in some cases, making alterations to events. In fact, we’re kicking off the year in January with a brand new one. Stay tuned for more details!
Alright, that’s all I have for this one. Thanks again, and I hope you all are as excited as we are to continue exploring the world of Astroneer.
Just in time for the Holidays, we've got a patch coming down the chimney with a plethora of fixes - and even a few surprises - for NFL PRO ERA II. You ❄️snow❄️ the drill. Check out some of the high level changes below:
🏈 NEW & IMPROVED FEATURES 🏈
Play H2H matches with host's game difficulty with any throwing style
Add new Immersive Throw for improved passing
Added 14 new amazing gloves with holiday cheer
Added a new loading spinner graphic
Changed the intro splash screen animation and audio for the better
GAMEPLAY
Sim summary will now accurately reflect the number of points earned during quick sim
Fixed an issue where receivers and defenders were not properly acknowledging the ball for catches or swats.
Fixed issue in H2H with Ready Up function missing when being invited from outside the game
Fixed an issue with the Jumbo Screen in the locker room causing a crash when changing grip/trigger settings.
Fixed issue where Developer Settings would launch if all buttons were pressed
Addressed exploit if player held ball with both hands were immune to tackles, touchdowns and safeties. This will no longer occur.
Fixed the issue of the game crashing when exiting Pocket Passing levels.
Fixed issues with player rosters that could occur after playing 10+ seasons
Fixed a crash that users could encounter if changing the grip input setting after a H2H match
Fixed an issue in the 2MD gamemode that could cause the LOS to be inside the endzone
The 2MD end of game summary will properly reflect the results of the game just played
The game clock will no longer stop when converting on a 4th down
Fixed an issue where rosters would not switch back to 2023 when a user switches teams after completing a full season on another team
Fixed a softlock that windows users could encounter by playing a combination of game modes back to back
Users can now interact with the Lombardi trophy on the podium after a superbowl win
Passing yard CC events will now properly trigger when the user passes the appropriate number of yards
Fixed an issue where wide receivers will not attempt a catch after their route is completed
Fixed an issue where user could not snap the ball under center on their first play of practice mode
VISUAL
Fixed defender animations when strafing.
Visual of catching the ball with both hands and releasing one hand would cause the ball to float was corrected.
Fixed issue when opening the pause menu in tunnel would cause the menu to flicker
Linemen shoulders were not positioned correctly.
In MiniCamp, fixed Rollout arrow that was always pointing left. Will now correctly display.
Fixed visual corruption on uniforms in H2H
Players will no longer freeze after running out of the tunnel
Fixed Z-fighting on pause menu
Fixed an issue where the 2MD play clock always displayed “00”
Fixed a typo on the practice mode sticky note in the locker room
We apologize for any inaccuracies in our previous post.
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With this update, we are adding experimental support for some AMD GPUs to Steam Link. We’ve also addressed several rough edges in the experience and performance of Steam Link.
Steam Link:
AMD GPUs:
EXPERIMENTAL SUPPORT - Recent AMD Cards with HEVC hardware encoders:
RX570 and newer
UNSUPPORTED - Older cards and cards without HEVC hardware encoders:
RX 6400 – No HEVC
RX 6500 XT – No HEVC
Most cards older than RX570
Visual Experience:
Enable 10-bit video encoding on AMD graphics cards with this capability
Enable “Advanced Supersample Filtering”. This improves video quality when using high supersampling rates.
HMD Interstitial performance improvement
Fix frame-sync bug causing extra jitter
Connection Issues:
Allow connection to proceed even in network configurations without QoS support
Error 200 - Allow connections for users with missing QoS bits contributing to error 200
Stream resets and recovery – Reduced friction related to stream resets and recovery for some networks
General:
Fix for multiple crashes particularly when under extreme load
Debug UI improvements
Reduced some log spam
Change headset behavior to reduce reliance on lack of motion for entering "standby" state
SteamVR Session End - Returns user to Steam Link start menu
Speed up how quickly users can click the “Connect” button when starting stream
Fix not updating wifi AP name on interstitial
Improve AMD feedback when running on unsupported cards.
Tweak mini graph levels in debug UI.
Added tongue tracking to OSC output.
Change way SteamVR detects/attempts to connect to Steam, to avoid issue where SteamVR thinks Steam is gone.
Resolved issue causing black screen in 2D UI while transitioning between activities.
SteamVR:
Fix for extended mode "Headset Window" not showing up in Window's taskbar
Supersampling - Re-enable “Advanced Supersample Filtering" for Meta headsets. This allows higher supersampling rates without causing aliasing in the HMD. Can be toggled under Advanced Video Settings. Note: This does not apply to Virtual Desktop.
The ‘VR Dashboard on System Button’ advanced setting is now only visible in the desktop settings menu
SteamVR desktop widget Always On Top temporarily disabled while viewing desktop or 2D app in headset.
Fix for dashboard switching to facemouse mode when dismissing theater screen.
OpenXR:
Fixed a memory leak where calling xrDestroySwapchain on a Vulkan swapchain would not free memory.
Proper D3D12 swapchain usage flag handling (including UAV support).
Mipmap and sample counts are now obeyed for D3D12 swapchain image creation.
Help & Information:
The Steam Link for Meta Quest FAQ page is available here.
If you encounter issues with this update, please post in the SteamVR Bug Report forum. If possible, please include a SteamVR System Report to aid in tracking down your issue. Replies to this post are not tracked for bug reporting purposes. Please use the forum linked above to report issues.
Hi everyone! It has now been a month since our November 'big update' & official Quest Store launch and first of all, a huge thank you for all of your feedback and warm reception so far. We're excited to release the first update for Paradiddle post the November release, which brings various major quality of life improvements and fixes:
Haptics improvements for Quest headsets (on both PC and standalone Quest versions): We thought the haptic effects on Quest headsets were too weak until now, so we completely reworked them. You should feel the clearest difference on Quest 3, however you'll feel stronger haptics on other Quest headsets as well. As always, you can tune the intensity of the haptics under Options -> General -> Haptics Intensity. Let us know how you think they compare to the haptics before this update!
Fixed multiplayer cross-play issues where Steam and standalone Quest users would be kicked out when joining each others' rooms. This should now be fixed, however let us know on the #multiplayer channel on the Discord if you still run into issues.
While using the Fixed Menu Mode setting, your menu will now remain where you placed it until you switch maps or quit the app.
Tweaked some cymbal volume levels so they're a bit louder relative to the other instruments - we might keep tuning these in future updates.
Fixed Friend Leaderboards not showing any entries from friends.
Fixed a UI bug that was always showing player local high scores as 0 in the song menus. These were actually being saved all along, so you shouldn't have lost any of your locally saved high scores.
Fixed Rock Band pedal input not working in the app.
Fixed an issue where the correct audio output device wasn't loaded properly in a new session if the user had switched it in a previous session.
Quest Standalone Version Only:
These changes only affect the Quest Store version of the app, however we're including them here just in case for any Quest players who own the app both on Steam and Quest.
Graphics improvements on Quest 3: Increased default render resolution and made the foveated rendering level less aggressive. If you were used to the Low-Medium-High VR resolution options in the previous versions of the app, we're now essentially running the app on the High mode by default on Quest 3.
Brought back access to the sdcard/Paradiddle folder for custom songs, audio files, PDF files and recordings. The first time you launch the app, you'll now see a "Manage All Files" permission dialog pop up. This is an Android system-level change that we now have to accommodate - you'll need to enable this permission for the app to be able to use the sdcard/Paradiddle folder again. If you skip it the first time, you can always access this permission again under Options -> File -> Manage Folder Permissions. Note: Paradiddle will only access the sdcard/Paradiddle folder as it did before. If you don't want to give this permission, the sdcard/Android/data/com.tanirganemre.paradiddle/files/Songs/ path will continue working as before.
MR mode improvements: If you're using a kit with MR features turned on (to use them with a real life kit), they'll now be autosaved/autoloaded in the same spot in the real world. Added some notifications to let users know their drums will be locked to the real world if they enable MR on a drum.
Fixed PDFs not being loaded properly on Quest.
We're always listening to your feedback on Discord, our Canny Board, Reddit, and over email. We have lots of exciting developments planned for next year that we'll share more about within the next few weeks. Until then, happy holidays and happy drumming!
And finally, if you're enjoying your time in the app and wouldn't mind spending a few minutes to leave a rating or review, that would be greatly appreciated :)
Today I just briefly wanted to share with you some screenshots of depth of the sea in SeaPort Tycoon.
If you have followed my updates and some of the videos so far, I indicated that ships will have to struggle with their depth… that is, the bigger the ship is the deeper it will have to go into the water and your port needs to be ready to handle such ships as well, otherwise they will be not in the position to reach your docks.
To overcome that, you will have to terraform your terrain under the water as well and open the paths for the incoming ships.
Check out the screenshots below and let me know your comments.
I wish you and your family a Merry Christmas and a Happy New Year!!!!
Map with indication of depth at 5 meters - light blue means this is where your ships can move!
The same map with 7,5 meters - light blue means this is where your ships can move! Sand banks will block the paths for the ships.
With terraforming the different areas at 7,5 meters have been connected! Ships will be in the position to reach all areas, but will not move as freely as ships not exceeding 5 meters depth!
Ships with 10m are even in an worse position - your will have to dig deeper!