Hello, Heroes of Bermesiah! We’d like to discuss the issues regarding 250 Error.
<250 Error Issue> For players who encountered the 250 Error issue, please update the game again or verify integrity of the game through Steam to fix the issue.
We will strive to create the best experience possible. Thank you.
It’s too early to share any news about a new version of Caliber, but we are just too eager to show you a new robot animation that will be featured in the new update. When idle, Buddy will find something useful to do.
We would like to inform you that a client patch has been deployed to address minor in-game bugs, including the missing strings for Washing Machine Accumulative Rewards and more. To apply these fixes, please re-login to the game and patch your game launcher.
Thank you for your understanding, and we apologize for any inconvenience caused.
Since we released on Steam yesterday, we've seen that many of you have downloaded and enjoyed the game. We can't thank you enough!
We appreciate your interest, and we have some great news to share. BoardLand is now available in Japanese!
We appreciate the interest from our Japanese users, and we hope that more of you will be able to have fun with our game.
As our development team is small and not fluent in Japanese, we use machine translation for many parts of the game. We realize that the translation may be unnatural or incorrect, and we apologize for that. If you find anything strange in the translation, please don't hesitate to let us know. Your feedback will be of great help to us!
Thank you for joining us on our cute little wizard's adventure.
Smaller demo update today, but some important tech improvements to ensure level generation can much more easily be maintained and expanded further in the future! Thanks to everyone who keeps enjoying the demo (and left their feedback on the Discord), good to see the increase in player numbers wasn't just a flash in the pan! <3
Patch notes (v0.71)
Balancing
Trinity now doesn’t triple itself, i.e. only works on (and will only be consumed by) other items. (Sorry about that, it's often fun to see things get out of hand on lower difficulties and there are still plenty of ways for the game to go crazy, but Trinity stacking could render even higher difficulties trivial sometimes, which was a bit much.)
Small tweaks to make difficulties 5-9 a little more intense on average.
Improvements & fixes:
Added option to change target FPS in the advanced settings (default is uncapped as before). Should not affect most players, but potentially help performance on some lower-end devices.
Refactored level generation code to be much more robust in edge cases and be way easier to maintain or expand in the future. (You should not notice this for now unless you ran into a rare level-gen crash before.)
Fixed a few typos in tooltips and item descriptions.
It's been one year since GROSS was released, after being in development for over 18 months.
I'd like to take this opportunity to thank everyone who gave this game a try, told their friends about it, gave me feedback, wrote a review or sent me some words of encouragement. Making a game is a huge journey and it wouldn't have been possible without you.
For the next two weeks, GROSS is 50% off. If you already own it, it makes an ideal present for in laws, new neighbors or as an ice breaker on first dates. And if you downloaded it from The Pirate Bay, now's a good chance to clear your conscience.
What have I been doing lately? One of the most requested features for GROSS has been co-op multiplayer, so I've spent the last couple of months learning the core concepts of networked multiplayer. I don't like learning in a vacuum though, I need to learn with a clear goal in mind.
Which is why my learning took and takes place in a new game that I'll release later this year. It's a relatively simple game, combining key elements from Snake and Bomberman into a four way multiplayer game where players can mess with each other in all sorts of ways.
I originally planned for this to take a couple months at most, but it turns out building a multiplayer game comes with quite a few challenges of its own. Also, making an AI that allows CPU controlled snakes to find their way out of tricky situations was and is a bit of a challenge.
This game will take another couple months. In the meantime I've put a Steam page up for it, so if that sounds like your jam, feel free to add it to your wishlist:
Does that mean GROSS will get co-op multiplayer? Alas, no. Turns out, building a multiplayer game is very different from building a single player game. Since GROSS was not built with multiplayer in mind, adding it retroactively would be a huge task. A huge, very painful task. Essentially, it would require writing most of the game from scratch again.
So, what's going to happen then? Once "nope rope" is released, I'll start on a third game. This will be a full sized 3D game of a similar scope as GROSS, but with multiplayer support and a level editor.
The concept I'm working on at the moment is another TD/FPS game. Not a successor to GROSS, a completely different beast, but that should scratch the same itches and hopefully improves on everything that wasn't perfect about GROSS. This particular concept includes a non-human protagonist and a lot of 3D/verticality. For the older crowd: Imagine a Tower Defense game mixed with Descent and Tyrian.
Whether this will actually see the light of day or I'll come up with a completely different game idea is something time will tell. Sometimes when you flesh out ideas on paper, or when you build a prototype, it turns out they're not as good as you thought. That's just part of the process.
Well thanks for telling us nothing, is there at least a timeline? Due to different factors, not least of all my incessant need to eat food in regular intervals and my preference to not get constantly rained on (= have a roof over my head), I will return to working as an IT consultant again in a couple weeks. This means that game development will be a part time affair for me (2-3 days a week).
On one hand, this means that everything will take longer. "nope rope" will be released somewhere in 2024. The next big game will probably not make a public appearance before 2027.
On the other hand, this means I can take as long as I need with my games until I'm happy with the quality. I also plan to support my next game with new features and content for a longer time after it launched.
Is there anything else? Nah, that's me done. Have a happy 2024 you crazy kids.
Shipyard 2.0 Note: For the new Shipyard 2.0, you must enable Beta Testing in the Settings menu. It is currently fully playable. • [tune] Support for picking up and dropping cargo items with a game controller • [tune] Adding a hull part to a ship will no longer place it on the top. • [tune] Mining strength and boost are now visualized everywhere and separated. The first value represents the highest mining strength used, while the second value (percentage) is the boost added while mining, which stacks with other players. • [tune] An empty forge slot will display your total amount of nanomesh and fragments.
General Updates • [tune] Seamless switch from mouse to virtual mouse support. • [tune] Hotbar improved text, icon, and support for a game controller. • [tune] Name scaling and cargo/exp gain info text have been improved. • [tune] Corp HQ corrected and improved the last online time of members. • [fix] Lifetime of public subspaces corrected, preventing fast closure if someone recently left it and could then no longer return. • [tune] Rewrote how user rights are sent to the client.