1) Multiplay will not be available in this update. The demo has been updated with a lot of new content. While the number of occurring bugs has increased, we've tried to figure out as many as possible. However, due to the added content, numerous issues have arisen in multiplay. Until these issues are stabilized, multiplay will be unavailable. We will work hard to reopen multiplay as soon as possible. Multiplay is a core feature of our game, and we will make sure to complete it without giving up.
2) The first-person view system has been removed. We’ve decided that first-person view mode requires a significant amount of animation fixes. While the first-person view mode is a good idea as a separate content, there is a challenge in unifying animations such as attacks and actions with the third-person view. As we continue to modify the animations for the third-person view mode, the first-person view mode will be removed from our game until this issue is resolved. It will be reintroduced internally after the early access release.
3) The book system has been removed. We initially thought that allowing players to record many things through books and having them fill out the books would be interesting. However, we found that even when we played, the book system wasn't engaging at all and, in fact, made the gameplay more tedious. As a result, we have removed the book system and replaced it with NPCs. Check out the NPCs that will grow and evolve with you in all aspects.
4) We plan to upload a trailer video featuring the mentioned changes from January 8th to January 12th. The current trailer includes several elements that were developed before but are no longer in use. We believe that this could confuse players who later experience our game. Although we initially intended to update the trailer at the time of the early access release, our plans have changed, and we will now upload the trailer video from January 8th to January 12th.
5) The save files from the previous version are not compatible with the latest version. Using old save data may result in unexpected bugs. We apologize for any inconvenience. Please create a new character to enjoy the demo.
1) Construction Method Change - We have revamped the existing construction method. - Now you can build structures using materials such as leaves, wood, stone, iron, gold, and Cthugha's stones.
2) UI Improvement - We have redesigned the UI and added various new features. - The HUD design indicating player status has been changed. - The map design has been updated.
3) Disassembly System - Now you can eat, disassemble, and discard items directly from the inventory. - Activate the context menu with SHIFT + right-click.
4) Day / Field Monsters Added and Improved - 10 preemptive attack monsters, including pirates, giants, witches, wild boars, crocodiles, and more, have been added. - 7 non-aggressive animals, such as crab, squirrels, lizards, rabbits, etc., have been added.
5) Night / Wave Monsters Added and Improved - Three monsters with the appearance of marine creatures have been added. - As time passes and you deal with waves, more dangerous monsters will spawn.
6) Cooking System Improvement - The cooking pot has been improved to function properly. - More cooking recipes have been added. - The effects of cooking have been enhanced. Build a cooking pot and try various recipes.
7) NPC Addition - NPCs are scattered throughout the world, seeking your help. - If you rescue them, they will take on the role of a trader. - Currently, there are a total of 5 NPCs. - They don't say much at the moment, as their functionality has been implemented. Over time, more developments and conversations will be possible.
8) The Encyclopedia System has been added. - Collect items and unlock them one by one. - We are planning rewards for each completion of the encyclopedia.
9) Blueprint System Added - Acquire blueprints to craft new items. - Blueprints can be collected in the world or obtained from traders if you're lucky.
10) Altar System Improvement - Altars can now be used as teleportation devices.
11) Temperature System - Still needs a lot of improvement, but we have started testing the temperature system.
12) Pollution System - A pollution system has been developed that prevents health regeneration and reduces maximum health. - As the character dies and uses Cthugha's Stones, pollution increases. - There might be NPCs in the world that can help recover from pollution.
13) Item Collection Method Change - The method of collecting items has been altered. - Trees remain the same, but the falling animation has been removed. - Rocks remain the same, but items now automatically go into the inventory without picking them up. - Collectible items can be obtained by holding down the E key. They will automatically go into the inventory while holding the key. - Chests can now be opened by holding down the E key, and the interaction time increases based on the grade. They open immediately once the interaction is complete.
14) Boss Battle Improvement and Boss-Related Content Addition - Fixed a bug where rolling in front of boss monsters would cause characters to bounce. - Improved awkward animations when boss monsters rotate. - Adjusted the balance of boss monsters. - You can't challenge boss monsters at any time. You must offer Cthugha's Stone and solve puzzles to initiate the challenge. - Each boss monster now has its own cutscene. - After defeating a boss, you can absorb unknown power from the artifact guarded by the boss monster. - Fixed a bug where characters could pass through the ground at the location of the octopus boss monster.
15) Fishing System Added - A new fishing system has been added as a mini-game for players to enjoy. - Fishing allows you to obtain various types of fish. - Fish can be sold, and they are divided into different grades. - Currently, there is only one type of fishing rod. - Stay tuned for further developments in the fishing feature.
16) Graphic Update - Improved environmental graphics. - Enhanced lighting to create a more pronounced global illumination during the day. - Completed the initial phase of fixing collision errors across the environment. - Several new locations have been added. - A new shop has been introduced. - The castle has undergone a transformation.
17) Background Music Addition and Sound Effects Improvement - Added background music that varies according to different situations. - Background music changes depending on normal battle situations, boss battles, day, dangerous night, and safe night. - Fixed a bug where sounds were audible from a distance. - Improved the sound of monsters.
18) Various Environment Setting Improvements - Resolved issues with settings that were not being applied. - Adjusting the screen percentage gauge can now save a considerable amount of frames. - It is automatically adjusted according to your specifications, and you can manually adjust it through the settings after starting the game. - Improved the environment settings window to stay within the aspect ratio of a 1:1 monitor resolution.
19) Camera Improvement - Adjusted the camera perspective. - Fixed an issue where the camera would go through walls. - During boss battles, the camera now zooms out further.
20) MonsterWave Improvement - Adjusted the difficulty while maintaining the number of wave monsters. - Changed the duration of the dangerous night to approximately 5 minutes and 30 seconds in real-time. - Fixed a bug related to monster evaporation. - Resolved an issue where monsters were not spawning frequently. - Fixed a bug where monsters were getting stuck in walls. - Addressed an issue where wave monsters were spawning in mid-air.
21) Fairy System Added - A new companion has joined you. - The fairy grows using your skill points. - The fairy will replace tutorial messages. - The fairy attempts to attack along with you when you attack. - Many aspects are still incomplete (even the appearance). We will quickly address feedback for this new system.
1) Boss Battle Addition - A new boss monster, 'Shark,' is scheduled to be added. - Asset and animation work has been completed, but it is still in progress from a functional perspective.
2) Story-Related Item Addition (Adding Notes and NPC Dialogues) - We plan to introduce notes scattered throughout the field, which players can collect from various locations and read. - These notes and NPC dialogues aim to provide insights into the game world's lore and share small, meaningful stories with the players.
3) Adding Maritime Battle - We are planning to introduce maritime content as preparation for the final content in IfSunset. - It's currently in the planning stage, and we haven't entered the production phase yet. - However, this is the crucial content that will definitely be added.
4) Adding Final Boss Battle (Kraken Battle) - Upon the addition of maritime battles, we plan to immediately design the final battle with the Kraken. - The Kraken is intended to be the ultimate boss battle in IfSunset and is scheduled to be the concluding fight in the game's story.
5) Adding Multiplayer - Multiplayer is one of the core contents in IfSunset. - However, as we are developing and working on it without a dedicated server developer, it may take some time.
6) Adding Various Weapons (Javelin, Mace, Automatic Crossbow)
7) Adding Electrical Devices (Blade Trap, Electric Wire Trap, Electric Lantern) - We have created electrical devices commonly seen in survival games utilizing the energy of 'Cthugha's Stone.' - We are currently planning and developing additional electrical devices that utilize the electrical system.
8) Adding Wearable Lantern - We are planning to add a wearable lantern that will illuminate dark areas.
9) Adding Construction Modules - We are planning to create additional construction modules to enhance the freedom of construction beyond the current options.
10) New Adding Fishing Rod, Bait - We are planning and developing systems such as high-quality fishing rods and bait attachments to allow for a more diverse and enjoyable fishing experience.
11) Adding Wave and Field Monsters (Swimming Monster, Flying Monster, Ranged Monster) - We are planning to add more monsters for a fun and challenging night experience.
12) Adding Treasure Map Event A treasure map obtained through NPC quests, farming, or purchasing from a store. When using the treasure map → A marker is displayed on the map → Upon reaching the location, there may be tricks or treasures → Interacting with the treasure spawns monsters → Defeating them allows you to obtain the treasure.
13) Event Utilizing Night-only Objects - We have completed the creation of special, brightly shining environmental objects that only appear at night. - Similar to a "Only Up!," there is a chance to obtain high-grade items when reaching the top without falling.
14) Adding Interactive Water - We are planning to add water with waves and ripples, creating an interactive water feature.
15) Adding Modes (Healing Mode, PK Mode, Simulation Mode) - We are designing various modes tailored to player preferences. - Healing Mode: A mode focused on life-related content such as construction, farming, fishing, and gardening, with no monsters or waves. - PK Mode: An arcade-style mode that initiates player-versus-player battles on a new map. - Simulation Mode: A mode for experimenting and experiencing various waves in different ways.
16) Adding Unique Functions for Each NPC - We plan to significantly expand additional functions and dialogues for each NPC, which are currently somewhat uniform. - Example: Dwarves will now be able to repair the equipment you desire.
17) Boss Battle Wave Event - After hunting a boss and destroying the gem behind it, the next night, you won't be able to use the altar, and the minions of that boss will emerge as wave monsters.
18) Flag Item Addition - While the map marker feature is implemented, there is a discussion about whether to make it freely available or require crafting an item to place markers on the map.
19) Extensive Customization Elements Added - We plan to add a wide variety of customization materials, allowing players to create their own unique characters with more options.
[Improvement-related Content]
1) Reflecting feedback and making adjustments for the demo.
2) Fixing internal bugs that have emerged.
3) Improving the texture modeling of fairies.
4) Balancing debugging in progress.
5) Field monster AI improvement.
6) Large-scale optimization of modeling and textures in progress.
7) Large-scale optimization of systems in progress.
8) Improvement in environmental collision underway.
As we’ve been saying for a short while, the public playtests are almost here. We’ve opened signing up for them on our Steam product page, so head there and click the "Request Access" button to take part!
Let’s quickly go through the features that will be present in the playtest:
Garage- will be where you’ll have access to parts, and fixing machines and you’ll be able to prepare your car for the rallies.
2 rallies - a tarmac one with a single stage and a gravel one with 2 stages.
Service park - a tent where you can fix your car during the rallies mentioned above.
A single car - inspired by a Japanese rally legend, sporting a 4-cylinder boxer engine.
“Live radio” commentary on the rally.
2 minigames - the stuff like tire balancing and putting tires on the rims is going to be represented by a fun and simple minigame.
Tutorial - just to make sure that you’ll be able to work on the car and take part in rallies.
And, of course, the possibility to tinker with your car!
This is going to be enough gameplay for about an hour and a half. This will definitely scratch your itch for some mechanical sim fun. Also, what’s important is that this is still a relatively early build and your purpose is to… Have at it! Aside from having a good time, we also want to get into every nook and cranny of RMS and try to flip it on its head. If you do, we’ll be able to make a more stable game overall and a better demo.
We strongly encourage you to report all of the bugs and glitches that you find to our Discord server or the Steam forum. We really want to make the game as polished as it gets and plenty of data will help us, that’s for sure.
Speaking of the demo…
The plans for the immediate future include introducing heaps of bug fixes and quality-of-life improvements to the main build of the game. We’ve also been working on a demo which will be released for the upcoming Steam Next Fest. Hope you’ll like it! A couple of months after that, we aim to release Rally Mechanic Simulator in Early Access.
So, tl;dr
Sign up for the upcoming Rally Mechanic Simulator playtests by clicking the “Request Access” button on the game’s Steam page.
Hey there girls and guys. In this update the planting is changed. You now have to place the seeds into the planting station and every slot has its place.
A new Villager profession: Farming is added. The Villager will automatically harvest grown crops. This will not be instant and take some time so be patient with your Farmers :)
In the next week I will add Glass and the highest tier of building parts as well as some additional Parts to fit some needs.
Have a nice weekend and if you find a bug, feel free to post it so it can get kicked out of the game :)
Update Notes Version 0.5.5
Additions:
+ Added: Hovering over a guild member icon on the Map will show the name of the player + Added: Horizontal Beam + Added: Twig Beam + Added: Stone Beam + Added: Decoration - Target + Added: Icons for which profession a Villager has above their head (Will fade in and out depending on the distance to the villager) + Added: New Villager Profession: Farming (Harvests planted crops automatically)
Changes:
- Changed: When start to cook or start to convert ore into ingots the station will automatically turn on and will turn off as soon as all producing stuff is finished - Changed: To plant seeds you now have to put the seeds into the crop plot/soil row (Every slot have it's position) - Changed: Harvesting a plant from a crop plot/soil row will automatically place a new seed if seeds are placed on the depending slot - Changed: Color of the village center area to blue to be more visible in the green lands
Fixes:
- Fixed: Defending villagers will not be shown in the list for the Fort Tower - Fixed: Clients can climb while sitting on a mount - Fixed: Sickle has low durability - Fixed: New chat messages will not be shown in full view (Chat do not scroll correctly) - Fixed: The Portal to the Tropical lands can not be rebuilded most of the times - Fixed: Battleaxes will not be placed correctly into the weaponstand - Fixed: Armor stands have no slot for a cape - Fixed: Village quests are not finishable - Fixed: Aspect ratio for unusual resolution is not adjusting the inventory width which causes it to not being displayed complete - Fixed: Hair and helmet glitching - Fixed: Placing an animal will cause a collision with another placeable animal - Fixed: NPC shops will not be displayed when talking to a trader - Fixed: Defenders on towers do not attack - Fixed: Villagers will not attack the shadow knights to defend the village center - Fixed: Villagers do not attack players that are not registered in the village center - Fixed: When opening the inventory while in building mode, the inventory can not be used correctly - Fixed: Respawning in a game where the inventory do not get lost (Set by a setting) will cause items to not being detected for crafting or building - Fixed: Landing with a glider will cause robberbanding and running animations even if you are not running
Yıldız Weekend is more fun and beautiful in Zula! We will be with you between January 5-7 for our award-winning events!
Super Reward Login Events Are you ready to win super prizes every day throughout the weekend? Come on, enter the game now and grab the rewards!
50% XP, 25% ZP Bonus Event Time to Earn More XP, ZP and Materials on Normal, Clan and Competition Servers!
Special Missions with Super Rewards Lots of quests and rewards await you throughout the Weekend! Complete Special Mission Cards while playing Zula and earn plenty of rewards. Don't forget to check out the Quick Lobby to view your Special Mission Pass!
Special Offers and Campaigns Special Deals and Special Campaigns throughout the Weekend
Collect Mirage Tokens from the login reward and special missions, and get the King's Deck and Queen Case for 20 Tokens!
Much more is waiting for you in Zula this weekend!
Greetings, fearless survivors! We are thrilled to share some exciting developments and improvements in Creatures of War, our 2D Jurassic survival horror video game. Since our last update, the team has been hard at work, and we're eager to showcase the progress we've made.
1.) Cinematic Adjustments: Prepare yourselves for a more immersive experience with our revamped opening cutscene. The team has poured dedication into enhancing in-game cutscenes, ensuring a cinematic journey that truly captivates players and sets the stage for the thrilling adventure that awaits.
2.) In-Game Narrative Overhaul: We've revisited and meticulously crafted the in-game narrative to weave a gripping tale of intrigue and peril. Brace yourselves for a story that revolves around the daring rescue mission of the president's kidnapped son by Delta Squad. Dive deep into the world of Creatures of War as you unravel the mysteries that lie ahead.
3.) Enhanced Gamepad Controls: We heard your feedback loud and clear! The gamepad controls have undergone a major overhaul to provide a much more user-friendly experience. Navigate the perilous landscapes with ease as you take on the challenges that Jurassic survival throws your way. Your input matters, and we're committed to delivering a seamless gaming experience.
4.) Balance Testing and Zone Additions: To ensure an optimal and engaging gameplay experience, we've conducted extensive balance testing. The demo now features additional content, expanding the world for you to explore. Get ready for new challenges and environments that will test your survival instincts and keep you on the edge of your seat.
5.) Bug Squashing Extravaganza: Our team has been on a bug-squashing spree! Countless issues have been identified, addressed, and eradicated, resulting in a smoother and more polished demo. Your gaming experience is our priority, and we appreciate your patience as we fine-tune Creatures of War to deliver a top-notch adventure.
While the list above highlights some of the key updates, rest assured that the entire team has been working tirelessly to bring you an even more thrilling and immersive experience. Thank you for your continued support, and we can't wait for you to dive into the enhanced Creatures of War demo! Stay vigilant, survivors!
Long awaited: ladder animation is replaced, also ladder sprint works.
Sprint now also speeds up climbing on other surfaces.
New equipment has been added to the Ancient Crater level (underground control center)
New equipment has been added to the Construction Site level, in the control center.
New equipment has been added to the Castle level, in the small tower.
New equipment has been added to the Abandoned Cliff level, crashed Plane, and far tower Control Center.
New equipment has been added to the Desert level, a building with turrets on the roof closer to the start.
Equipment is now not removed immediately, you can read the description by selecting a slot, and a second click will remove the equipment from the slot.
Other Minor changes to the interface.
Player missile launchers have a longer homing duration (previously dropped after 5 seconds of flight)
On the island in the starting area, barrels and containers can now be mined with multitool.
On the island, you can now find additional resources on the shoreline.
On the island, glass now doesn't break, but is shot through, also this applies to the rest of the game, most glass is now shot through.
Added a permanent power supply indicator on the island.
On the island, the choice of building angle is now also changed with the mouse wheel.
Buttons 1234 no longer change the keyboard focus cursor in the interface, also the mouse wheel now works in the interfaces.
Stingray debris now disappears over time.
Hotfix:
Some fixes in the last released level.
Fixed bug with Artemis helmet display.
Increased size of the number 0 on a hit that does no damage, also introduced a dependency on the camera FOV.
Animal taming and powerful pet command function, tame and ride your animal friends!
When you stun the animal and see a dizziness icon, you can follow the prompts to tame it (if the taming is invalid, step back and move closer and press E to tame). You can customize a name for the pet. The commands include: follow the master,current location Stop, go to the destination, attack the target animal, release the pet, and the most interesting thing is that you can ride and control your pet, and use the pet to attack prey! Pets tamed on a map will be loaded in all maps, and pets have independent archive files.
Tips for taming animals:
Taming most herbivores requires carrots, taming most carnivores requires raw meat, taming other animals such as wild boars requires watermelon, and elephants require bananas. Please plant carrots, watermelons and bananas, or collect bananas in the wild and hunt to get more raw meat to tame animals.
Press N to switch to select your pet. Switch to its name and press X to ride or uncontrol the pet.
But after pressing 0 to release the target animal, other animals will refresh once. Other commands are group commands used to command all pets.
The maximum number of tamed animals is 15. After the maximum number is reached, the taming prompt will no longer be displayed for the animals that are hunted. You can follow the command to release the pets you do not want, and you can tame new animals only after entering the game again.
If the pet command UI blocks other UI, you can press Z to cancel summoning the pet and turn off pet mode to hide the command UI.
Note: Known problems need to be solved: after the player dies, the animal will no longer be commanded. Re-enter the game to restore the command function. After the pet dies, the player is still on the pet. Press X to release the control of the pet.
Added wild horses to all maps, where they are randomly distributed across the map. In addition to buying horses from NPC, you can also tame wild horses. You need to plant 50 carrots to tame a horse. The horse cannot be harmed. You can tame it when you get close and see the prompt.
To tame the giant eagle in the V2 version, you can find the giant eagle according to the icon on the map. The giant eagle can be tamed directly. If you attack it, you will not be able to escape its attack. You need to prepare 200 raw meat to tame it. You You can ride a giant eagle to fly above the clouds, and you can see flight tips when you get close to it.
Added a giant eagle to the jungle map, which is on top of the volcano with the unicorn
When you get close to the elephant, you will see a prompt that requires 200 bananas. You can tame the elephant directly and ride the elephant.
Added wolves to all maps, you can tame and ride them
Important improvements and fixes:
Increased the maximum stacking quantity of most items
Repairs and optimizations to the physical buoyancy simulation of rafts and boats, Solved the problem of ship sinking and capsizing and no longer restricting rafts and boats drive to land
Fixed a bug where the Crafting table sometimes could not be placed on the foundation
Increase the flying and swimming speed of unicorn, limit the flying height to 1500 meters, and still fly into the clouds.
Adjustments to the price of transactions with NPC
Fixed the problem that the ocean wave environment volume in the v2 map cannot be set. You can set the ambient sound in the audio settings.
Added deer and goat running sound effects, and adjusted the body size of some animals
Increase player's jumping height
Fixed the issue where some maps cannot interact with NPC
Added unicorn and giant eagle wings flap sound effects
The jungle map volumetric cloud rendering method has been improved, you can fly into the clouds
Preview of the next update: Dogs with command function to tame