Join EA Play to make your games more rewarding with access to great player benefits and a library of top titles. Members get more from your game including monthly member-only rewards. And when it’s time to find your next favorite game, we’ve got you covered with an ever-expanding library of our fan-favorite series and premium games. You can even try out select new release games for up to 10 hours of playtime with no commitment. If you decide to buy, your saved progress will carry over, so you can continue where you left off. Our members also save on purchases of EA digital content, with a 10% member discount. Letting you save on full games, points packs, and DLC. Find out more about upcoming EA Play benefits at https://store.steampowered.com/subscriptions/ea or follow us on Twitter and Instagram @eaplay!
PLEASE UPDATE YOUR LEVELS THAT RELIE ON THE PLAYER BEING INSIDE OF BLOCKS! These glitches will stop working soon. Use the new gravity block with "no legs" mode.
Levels using the old fling glitch with the same block around the start and finish are now automatically getting updated to use a gravity zone instead.
Changed sliding physics for "no legs" mode to better match the behavior of the old glitch.
Fixed bug with jumping in no legs mode accumulating endless speed.
Fixed group and lock buttons sometimes not working.
Fixed object getting created while changing the snapping sliders.
Fixed objects moving when cloning (again).
Fixed a crash that could happen if preview image data is corrupted.
Fixed grapple getting attached to the wrong surface if inside another block and one of them is animated.
Locked players can no longer undo and redo in the editor.
Fixed objects in the editor losing their collision when kicking or locking someone while they are moving something around.
This bug was only affecting you if you were using a controller or a steam deck user.
When you died and hit the retry button, you'd restart and then the death animation would play again, but you wouldn't be dead, and you couldn't leave the room, so you had to restart again. huh. weird.
First of all, Happy New Year! We wish you all the best in 2024 and want to present you our major update!
We carefully listened to all your suggestions and reworked many issues, locations, enemies, and puzzles. The primary adjustment is implementing the full controller support you've requested! Have a good game, while we'll always be here for you this year!
The Muller-Powell Principle Update #2 Changelist:
Enemies/bosses adjustments
The Shadow:
Added HUD and sound effects to alert the player when the Shadow is near.
Added sound cue to Shadow's "walls".
All Shadow chases are now reworked, some walls are moved to different positions or removed completely.
The fog effect was reworked during one of the chase sequences, allowing players to see the escape route more clearly.
One of the chase sequences in the reactor area is now removed.
Added more clear indication that the reactor core room is a safe zone, now when you get close to it during the chase sequences, the alarm goes off and the protective coils light up.
Stick creatures:
Movement speed was slightly nerfed.
Patrol radius nerfed.
Stick creatures no longer search for a player when far from him.
The Shepherd (chase sequence):
Increased time window to open the escape rift.
The path leading to the chase's beginning is blocked when the Shepherd summons the Sticks, to prevent any confusion.
The Shepherd (bossfight):
All attack timings were reworked.
Added sound cue and a distinct visual effect when the Shepherd recharges his shield.
Shepherd no longer stuns the player if his shield is down.
Shepherd’s stun no longer discharges the player’s gun.
Portal attacks are now getting canceled if the lantern is hit.
Shepherd no longer spawns additional rocks when his shield is hit, previously this could cause a lot of bugs and distractions for the player.
Controller support
Full controlled support is now available in the game! We also implemented an adjustable aim helper system that allows a smoother and more cinematic gameplay experience. (The helper strength can be lowered or completely disabled at any time)
Another significant fixes/adjustments:
General:
Full save system rework, now saves should load faster.
Fixed an issue when turning off motion blur wasn’t working after loading a save.
Now by default V-Sync is disabled and the Max FPS option is set to 60.
All small physics objects no longer have a collision with a player to prevent physics glitches.
Electric puddles fixed & improved, added new visual and sound effects.
Slightly adjusted generators charging hitbox.
Fixed an issue with the photon gun’s energy absorption effect (now it will always be the right color)
Now you can double click on the selected save to instantly load it
Improved load time when pressing the “CONTINUE” button in the main menu.
Added an option to show only location entrance saves instead of showing all of them.
Fixed an issue when the connected generator effect was active when the generator was unplugged after saving.
All generator slots are now highlighted.
Some saves are reworked (added new checkpoint during the Prologue, checkpoint moved during the Lighthouse level, final bossfight save adjusted).
Entangled doors' positions are now getting saved.
Added checkpoint in the Shepherd's house when you activate the gateway leading to the bridge room.
Added checkpoint in mushroom caves entrance after you insert the battery into the tutorial EMP device.
Added new checkpoints after cutscenes.
Added more clearer effect when trying to enter a portal with the gun charged with orange energy.
Fixed the player’s gun getting on the screen during some cutscenes.
Some slight overall lighting optimizations.
Fixed the "Loving husband" achievement.
Kettles were reworked (some positions changed, also added a new model!)
Station:
Removed some heat energy tip dialogues in Lilian's room.
Added electrified water to the cook’s room as a tutorial.
Reactor:
Fixed a door that could previously randomly block the player.
Iso field positions changed.
Merged 2 cutscenes during the Reactor wakeup sequence to prevent gun glitches.
Fixed a random bug that could prevent a player from absorbing heat from the furnace.
Fixed collision with physics objects on observation windows (forest chamber).
Fixed some dialogue overlaps.
Forest:
Fixed a bug that would loop the wind sound during teleportations indefinitely.
Lighting fixed, removed some ugly artifacts.
Some dialogue changed.
Now there are fewer Sticks during the final loop.
Fixed a bug that would cause the transition level to go completely white on medium/low settings.
Lighthouse:
The quantum emitter is now active by default, while the "toggle power" button is removed.
Fixed a bug with physics objects falling under the map.
Shepherd's chase:
Minor clipping fixes to prevent the player from getting out of bounds.
Shepherd's voice during the chase is now 3D.
The possession cutscene now continues until the protagonist exits the shack to prevent an awkward situation.
Back to Facility 51:
Added a checkpoint after the initial cutscene.
More clear indications & visual cues were added during the chase sequence.
Slightly adjusted some timings during the chase sequence.
A player no longer needs to wait for the coordinates to calculate if all the dialogues are finished.
Some fixes for the final cutscene.
Mushroom intro:
Fixed a terminal that could previously randomly block itself.
Mushroom 1:
Asteroid positions adjusted to allow for more smooth jumping.
Mushroom 2:
Some dialogues were removed.
Some physics objects were fixed.
Some level adjustments to prevent misdirection during puzzle solving.
Music overlap fixed.
Mushroom Caves:
Fixed a blocker after defeating the Shadow.
Fixed a bug with fingerprint buttons having an incorrect state after loading a checkpoint.
EMP batteries no longer disappear in the Wind Turbines dimension.
Fixed airlock room collision.
The Shadow now loses the player if he enters the Wind Turbines dimension.
Photon Project facility:
Graviton funnel leading to the Atlas device fixed.
Big laser fixed.
Bridge in the Dark Sun dimension is now fixed & made more comfortable to interact with.
Fixed elevator sound that would play every time the level is loaded.
Fixed clipping in the entrance room (player no longer can get out of bounds).
Death trigger in the Dark Sun dimension raised to prevent soft-lock if the player falls down.
Fixed teleportation of physics objects through some rifts that could previously cause physics glitches.
Energy siphon fixes, animations no longer tied to FPS.
Final bossfight:
Music fixed.
Lighting fixed.
Some dialogue logic was reworked.
Fixed an issue with some captions not showing.
Fixed an issue with the player’s gun disappearing after a final cutscene.
On Monday, January 8 at 19:00 UTC, we'll be live-streaming on our Steam page during the Steam Capitalism and Economy Fest with an exclusive first look at live Discounty gameplay!
Discounty is a cozy management game that lets you use every tool at your disposal to build up an imposing business empire, which is why we're participating in the Steam Capitalism and Economy Fest.
To celebrate, we'll be streaming the game and showing off some of the decisions you can make in the early game to make lots of cash!
Of course, unlimited growth is likely to be met with resistance and consequences later on...but this is the Capitalism Fest, baby, let's get that bread! $$$
For all the latest Discounty updates, make sure to wishlist & follow us on Steam, and check out our TikTok, Twitter, and Instagram for more!
Ready to take on a thrilling challenge? To the Rescue Events offer an adrenaline-filled experience that will test your skills and endurance. Conquer five challenging levels and you'll be rewarded with an exclusive prize – but if you fail, you'll have to try again! Get ready for an unforgettable adventure – it's time to put your skills to the test!
The time of the event is based on the time on your PC, and the duration may vary slightly from the duration of this announcement.
We are very happy to deliver our first report to you. Our team has been progressing rapidly to fill any remaining holes and gaps in our Trailer Park.
As we prepare for your arrival, we have informed your NPC neighbours, handed out the best insurance deals to small businesses and informed the local police force, to ensure you will have no issues while moving into our park.
Added: NEW Level 13 FREE Snow Rilla Skin Boss Fight PREVIEW after Level 12 Sandbox unlocks after Level 5 Added Grenade Launcher in Sandbox Grapple Aim Highlight on enemies Classical Music mode