It's the end of the Steam Next Fest, I just wanted to say thank you for playing the demo! I've collected lots of great feedback which I can't wait to implement into the game.
This demo has also helped me catch bugs with different operating systems (I'm looking at you Mac!) so I have a short list of features that need revising before release. It's better to catch them now with a demo versus a full release.
Talking about releases, I've decided to push back the release date to Q2 2024 - the extra time will allow me to properly focus on all the things listed above. The response has been nothing short of amazing so thank you for the massive motivational boost and the only reason for the delay is to make the game as best as possible! ːorange_heartː
With that said, I will leave the demo up for one more week, in case anyone missed the opportunity to try it out.
Decoration Competition Winners
Oh boy, this was a tough one! The competition was fierce, we had so many great entries, and I wish I could pick all of them to win - like honestly. I'll go over a few of my favorites before announcing the winners.
"Am I doing this right" haha this one made me chuckle - MattGesetzt
My wife's favorite, aka the optimizer spreadsheet - numa_smells
This one is beautifully symmetrical while still being packed with plenty of variety, decorations, characters, and crops all at the same time. Great job!
Ostranauts v0.13.0.15 is now available on Steam, and your clients should be updating shortly.
This is a hotfix update to our recently released "Lucky Number 13" update, which addresses inventory issues, docking fees, and meat spawn rates.
Most of these changes should be compatible with older 0.13 saves. Though if that save has already had the goatman encounter, some of those effects won't be seen until a new game is started. (See below for some tricks to edit your save.)
Fixed a bug that could cause inventory windows to close intermittently when controlling crew and the captain was moving.
Fixed a bug that caused audio to cut out intermittently while controlling crew and captain was doing EVA.
Fixed a bug that could cause inventory container stack to be drawn incorrectly when picked up from the ground via quick action button.
Fixed bug that prevented quick action buttons from updating when item moved between inventory containers and slots via mouse.
Fixed a bug that caused ships to deny docking permission when they are a gig delivery target.
Fixed a bug that caused docking fees to continue forever after undocking with a stolen ship.
Fixed a bug that prevented NPCs from Fleeing in some situations.
Fixed several typos in game data.
Fixed a bug that failed to close the trade UI when a trader is closing for restocking.
Changed the trader code to force them to restock if an NPC becomes a new trader later in the game.
Plus some potential spoiler changes and fixes:
Changed goatman final encounter to stop new meat derelicts from appearing.
Changed meat derelicts to be less common before the final encounter.
Added Pray action to altar, so cultists that meet the Goatman can use altars to pray for more meat after.
Changed default meat infestation spawn size to be smaller.
Added new conditions to let player configure meat spawning rules via F3 console.
One of the more annoying bugs players have reported involved inventory windows closing intermittently. And thanks to some players reporting hints on reproducing the bugs, we think we've fixed it!
Basically, the inventory UI was assuming the character that first opened it was still the one using it. So if the player had multiple crew and was using the inventory, it could detect the wrong character's range and close containers without warning.
Related to this issue, audio effects for the captain could take over what the player hears when controlling other crew. The sound would appear to cut out for crew randomly, but it turned out to be caused by the captain going in and out of EVA.
There were also a few bugs related to item stacks and Quick Action Buttons available on items not updated when the item was picked up using a QAB.
We found the cause of perpetual docking fees after undocking, as well. This appeared to be due to ships not being owned by the player, and the station was using that to detect when to release the recurring docking fee cycle.
We also fixed a number of plot-related things, which we've surrounded in spoiler tags in case people don't want to ruin the surprise. For those that don't mind reading spoilers, we have some more information about patching your save to take advantage of them.
If you wish to edit your save to take advantage of the new plot variables, you can use the F3 console to query and/or add conditions to your character. For reference, the new conditions affecting meat spawn rates are:
StatNoMeat = For every point of this condition on the player, a normally-occurring meat derelict will be meat-free. E.g. 10 of this stat will stop the next 10 occurrences.
StatMeatRate = When the player does encounter a meat derelict, this many StatNoMeat points are added to the player.
StatMeatBlobMax = The largest starting meat blob size on a new meat derelict.
Adding a cond to a character works like this:
addcond Firstname_Lastname CondName 1
Where Firstname_Lastname is your character's name separated by underscores instead of spaces, and CondName is the stat you want to add (both are case sensitive). And the "1" is however many you want to add.
Note that if you are simply editing the current selected character, you can omit the name entirely, and the game will assume you meant the controlled character. Also, negative numbers remove.
You can also query the conds on your character in the same way:
getcond Firstname_Lastname CondName
This will report how many of CondName is on your character (if any). As above, you can skip the name if you just want the current selected character. And you can do a partial search this way to get, for example, all conditions starting with "Stat".
As always, there's plenty more for us to fix, change, and add! And we'll be continuing in roughly that order. In the meantime, let us know if this patch helps you out, as well as if it reveals new problems!
Best, Daniel Fedor Founder, Blue Bottle Games, LLC
PlayStatus - Media & Controller Battery Overlay - gymtimidator1996
Hi there, I wanted to make a quick post about issues some people have run into with controllers not being able to be picked up by other games when using PlayStatus.
I want to make sure that people realize that there is a full page dedicated to troubleshooting issues related to this, and even provides two instructional videos as well, that take you step by step on what you need to do to fix said issues. It seems though that many people don't seem to notice this troubleshooting page, so I thought I'd make a post anyway discussing the fixes.
SEE PAGE 3 OF PLAYSTATUS CONFIGURATION TO VIEW THE TROUBLESHOOTING STEPS IN-APP
What to do if other games are not recognizing your Controller
Ensure you have completed all the troubleshooting steps for your particular controller (found below)
Find the game that is having issues with detecting the controller in your Steam Library
Right-click the game, go to Properties
Under Controller, make sure that Steam Input is set to Enabled!
PlayStatus MUST be running before you launch ANY game that uses Steam Input!
If PlayStatus is not detecting your Controller
Follow these instructions if PlayStatus is either not detecting your controller, or is recognizing the wrong type of controller.
Open Steam
Go to your Steam Library
Right click PlayStatus -> Properties
Then under Controller, ensure that Steam Input is set to Use Default Setting
Dual Sense Detection Issues
What to do if PlayStatus is not detecting the Dual Sense controller
If PlayStatus is the application that is NOT recognizing your controller, please follow ALL steps:
Click 'Steam' in the top-right of the window
Select Settings -> Controller
Make sure Dual Sense is set to "Enabled in games w/o Support."
Disable "Enable Steam Input for generic Controllers."
Restart PlayStatus
If you have any other issues regarding the Dual Sense controllers, it is vital to ensure that you have also updated the firmware of the controller to the latest version using the Dual Sense Firmware Updater from Sony: https://controller.dl.playstation.net/controller/lang/en/fwupdater.html
Xbox Series not being detected by PlayStatus
Similar to the Dual Sense steps, you'll need to do the following:
Go to Steam -> Settings
Under Controller, make sure that Enable Steam Input for Xbox controllers is toggled OFF!
It is VITAL to update your Xbox controller to the latest firmware, as newer firmware added the ability to read the battery from the controller properly. YOU WILL NOT GET CORRECT BATTERY READINGS IF YOU DO NOT UPDATE YOUR CONTROLLER! You can update your Xbox controller by plugging it in and using the "Xbox Accessories" app to update the firmware.
Once again, if this leads to issues with your Xbox controller not being picked up, please see the first troubleshooting step at the top of this post.
Nintendo Controllers not being detected by PlayStatus
Go to Steam -> Settings
Under Controller, make sure that Enable Steam Input for Switch Pro controllers is toggled OFF!
Battery info for my controller is incorrect when charging!
This is normal for Nintendo controllers & Xbox controllers, as they do NOT report any actual battery percentage, and instead ONLY report that it is in a 'charging' state. This means there is no feasible way for me to fix this issue regarding the Xbox and Nintendo controllers. This does NOT affect Dual Sense controllers, or any controllers while they are connected wirelessly.
If your XBOX controller is not reporting correct battery info, update the firmware using Xbox Accessories app and unpair the controller and then re-pair it.
BREAKOUT REWARDS Every 2 weeks, a new Legend becomes free-to-play for the rest of the season. Each Legend will have a set of challenges to permanently unlock that Legend. Complete all Breakout Rewards Challenges before the season ends to unlock more rewards like the Reactive “Top Tier” Flatline and the Legendary “Runaway Renegade” Wraith.
The following maps will be available in Trios and Duos for the season:
Olympus Storm Point World’s Edge
PERFORMANCE MODE: 120HZ On PlayStation 5, Xbox Series S, and Xbox Series X, the Video Settings menu has a new “Performance” mode option that is available to players with 120Hz displays. This option targets 120 FPS performance with content optimizations and reductions to visual quality.
To achieve 120 FPS, current-gen consoles now run on a new multithreaded rendering system, built on top of the Rendering Hardware Interface (RHI). Previously, even with GPU optimizations, the Apex rendering engine has been bottlenecked by single-threaded rendering code, which could not scale to the capabilities of modern hardware. This new system allows us to fully utilize the GPU and forms the foundation for future improvements to the rendering engine.
CRAFTING Breakout brings a complete rework to Crafting, streamlining the system. Welcome to Crafting 2.0, legends!
Replicators have quite a few changes, including a fancy new paint job. They are now free to use, and no longer require crafting materials—we’ve removed them and crafting rotations. When you open the crafting menu, you’ll see that the available options have been reduced: Shield Battery, Medkit, Ammo, and Player Banners. Printing any item will exhaust that replicator specifically for you. You’ll need to find another one if you want another item, so choose wisely.
To offset the single-use system, the number of available Replicators have been increased across the board. Every game will start with 12 Replicators spawned at the start of the match, with an additional Replicator airdrop at the start of Round 4 to add some late-game opportunities. We’re also including a few quality of life changes for Crafting:
Decreased interaction time with Replicators Inventory can now be accessed from the crafting menu Printed items left alone will auto-eject from the Replicator after some time
WORLD’S EDGE: RAMPART’S BIG MAUDE With crafting materials gone, Rampart has been figuring out how to get more customers through her door, and what better way than with a Fire Sale!
All Big Maude paintball weapons are now free, but they will take time to dispense from their vending machines. Once a player has claimed their free weapon, they cannot get another. Loba will still be able to steal a second gun with her Black Market. There is also an increased variety of weapons to choose from, but gold kitted weapons are no longer offered at Big Maude.
LEGEND UPGRADES
This season we’re introducing the Legend Upgrade system for BR modes—an in-match progression system that deepens the Apex Legends experience by allowing you to tailor your Legend to your playstyle. Players will gain EVO points in a variety of new ways across the Battle Royale to level-up not just your armor, but your Legend—unlocking unique ability upgrades at Levels 2 and 3. With each match being a fresh start, the plethora of possibilities adds a new level of strategy and meta.
The demo offers three giants (Rock, Ocean, Swamp) that can create 3 biomes (Desert, Ocean and Rainforest). A fourth giant (Frost) can be unlocked, along with the Taiga biome through the new metagame progression. The player can play endless planets, but will only unlock up to the first 3 characters with their special powers. In this demo, the player can only play the first era of the game, but will have the choice of 3 branching turning points.
If you are not satisfied with the result, you can always start a new humanity!
We are really excited with this new demo and can't wait to know what you think, share our feedback in the Steam discussions or on Discord!
Hello Survivors (and Saboteurs). The Steam Next Fest has concluded. It was super awesome seeing players enjoy the game and getting feedback! Additionally the game hit 500 Wishlists, which is an exciting milestone for me. For those of you who want a little more time with the demo... The demo will be available until Feb 19th!
Additionally there has been an update to the demo: Volcano Improvements - There are now VFX and sounds when a player hits the lava - With a new toggleable game setting, roles are revealed on player exile -- The VFX spawned look different based on the team, and a message will display revealing the exiled player's team. -- This can be turned off by unchecking 'Reveal player roles on exile' in the game lobby rules -- In the case it is disabled all players will spawn the same VFX and the message won't show Other Tweaks and fixes - Survivors now win the morning after all Saboteurs die (as opposed to a full day later) - Fixed a few bugs with the Volcano - Fixed a divide by 0 error that caused the game to not end if all players died at the start of a night phase - Other small fixes / tweaks
If you enjoyed playing the demo or plan on playing it more before the 19th please leave me feedback! This can be done in game, but also on steam discussions, under this post or messaging me on twitter.