Hi everyone, it’s been quite some time since the last “State of The Game” post. Well, we were doing some underground developing work for Pile Up! and wanted to wait until something worth talking about comes out.
But before, if you still haven't checked the last update in which we reworked the camera controls, added chill mode and fixed lots of building behaviors, please go check it out! You can reach the update log here.
So, in this SoTG post we will; talk about our communication with you, what happened since the release, why our updates take so long and -our main topic which is- how the game is doing and what our plans for future updates are. Time for us to state now.
(The existence of the last sentence was Zyve’s idea, he suggested adding a beginning sentence which is like what Mangakas use. I wrote the sentence though, so now we are both part of the sin.)
Communication
We have begun to think that we can improve our communication with you. So from now on there will be a pinned report in our discussions forum which we will keep updated all the time. It won’t be anything long, just a short and quick text about the things we are aware of -bugs, problems, other stuff etc.- and what we are currently working on. We believe that you can get informed way faster this way. So don't forget to check our discussion forum!
Also you may realize the old pinned posts for bugs and your questions are gone. We just want to add that those are archived, so none of your messages are gone, we can still see all of them. The reason why we archived them is that we don’t get notified whenever a new reply gets created in those posts. So you can just create a new post in the forum. This will be easier for both you and us.
What has happened since the Early Access release?
We've won the People's Choice and Most Anticipated Game Awards in Game Connection 2023 Paris, we’ve been nominated for lots of awards including Independent Games Festival's Best Student Game Award, reached over 500 reviews on Steam and 600 people on our Discord Server all thanks to you! We’re so happy for all your support and trying each day to make the game better for you all. Thank you!
Why do our updates take so long?
Okay, so what is taking so long and why didn't we post an update for a long time? Well, after the Above The Clouds update we've realized that we had to develop our systems for the game which are the scripts that work in the background while playing the game. So we were developing stuff which you wouldn't interact with directly but are crucial for the game.
And when we consider the fact that we are still in high school / college and we can’t work full-time on the game because of this, it becomes obvious. Also, don’t be confused. Us still being students won’t cause any problems. We will keep working on the game until we are really and I mean really satisfied with the state of the game. Show must go on.
What have we done in a couple of months?
Other than developing the back-end systems of the game, we updated the camera system and controls, fixed lots of bugs and building behavior problems, reworked sound effects and made some quality of life changes in the last winter update. Now, other than getting prepared for the next MAJOR update, we are focusing on the feedback which you gave us from our Discord server, Steam discussions, reviews and our in-game feedback system to diagnose the problems of the game. We’ve updated our feedback list and planned what we need to do next.
How’s the game doing and what are we planning on next?
To begin with, we’ve updated the roadmap. In case you didn’t see, here it is:
You might realize that now the roadmap is sectioned based on major updates rather than seasons, literal seasons. We made this change to show you what each update will cover.
Let’s talk about what we are planning to do next now.
For our next MAJOR update we will work on gameplay. From buildings to new systems, we want to make the gameplay more meaningful. We know that the game is in a position that if you get a special building, you just win the game or if you don’t know anything about the game all it takes is a building to destroy your well earned progress currently. So our first plan is to fix Pile Up!’s difficulty curve and to balance everything.
After that we want to rework useless or overpowered buildings so everything can work great with each other. Because currently some buildings are really situational with really limited usages while some others are not viable choices at all.
The last thing that we will work on before the update will be adding brand new gameplay systems for you to have more freedom and strategy while playing. We want to keep them a secret until we get really sure about them, but we can say the book will have more usage. We will also update our tutorial, so that newer players have a smoother experience on their first few runs.
The next MAJOR update might be the last MAJOR update before our full release so it will be the biggest MAJOR update that we will be releasing since our early access release, which means with all this new stuff coming we may stay undercover for a couple months. But you can still easily contact us via our Discord server or Steam Discussions forums.
Next Update?
Lastly, we want to tell you what will be included with our next update which won’t be a major update. The next update will fix ALL of the achievement bugs, a couple problematic buildings which we talked about in the last update and rework some sound effects. QoL changes and more bug fixes will be in the update too. It will be released in a couple weeks.
Thank you for reading, see you in our next MAJOR update in a couple of months! Oh and don’t forget to follow our social media accounts to be informed about everything as early as possible. You can find all the links in our Discord Server. -Fausta
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Yeah... "Few days" he said... Sorry, but today I was working on it for 14+ hours and now it's finally here. Sill rushed despite all delays. But it is what it is. Please show me any bugs or grammar mistakes you'll found on Discord https://discord.gg/TRsT3wSC6U
Enjoy it if you can, I will get to my senses and write a good explanation for delay and my plans for the future in few days. "Few days" Ha-ha. Not funny.
Welcome to ONI's February 2024 Quality of Life update!
This minor update includes new buildings, UI improvements, performance improvements, bug fixes and new cosmetic skins for both the base game and Spaced Out! DLC.
Critter-Related
We split the existing Critter Drop-off into two separate buildings—one for drop-offs and one for pick-ups—making it easier to manage critter population and relocation between rooms.
These buildings will only count or permit drop-off/pick-up of the critter species specified in their filters.
We've also added a new Airborne Critter Condo! It's an elevated take on critter relaxation, designed specifically for Gassy Moos, Pufts and Shine Bugs.
QoL
You'll notice significant performance improvements for critters, as well as improvements in myriad other parts of the game. The Gas Reservoir storage capacity has been increased from 150 kg to 1,000 kg.
We improved the organization of tabs in the details sidescreen to make it easier to find what you're looking for. We've also added new tools there: "Material" lets you view and change what a building is made of, while "Blueprint" allows you to toggle easily between relevant cosmetic skins for buildings or Duplicants directly in-game. The latter also contains a shortcut to the Supply Closet.
Bugs & Other Cool Stuff
In both versions of the game, we fixed a slew of critter pathfinding bugs, as well as a bug where some plants were looking wilted when they were actually ready to harvest. The "Easy Livin'" achievement bug that required Auto-Sweepers to outperform Duplicants by 50% (rather than simply outperforming them) is also fixed.
For Spaced Out!, the Water Asteroid no longer mistakenly gets discovered on load when a Rover is stored in a rocket in space, and we fixed a glitch where rocket ports would sometimes delete liquids and gasses.
We've added more than 100 new blueprints (aka cosmetic skins) for both the base game and Spaced Out!, and added two new categories of blueprints.
In honor of the precious goobers lost in the name of space colony-building, we've updated the Tasteful Memorial to display the portrait of the Duplicant buried there. This applies to all future burials. In memoriam duplicantum, friends.
Summary
The Critter Drop-Off building is now two separate, single-purpose buildings! There's a new Airborne Critter Condo! The details sidescreen is simpler and contains new tools! Bugs have been squashed! Critter performance has been improved! The Tasteful Memorial now features Duplicant portraits! There are over 100 new blueprints!
You can find out more about our plan for this year in the 2024 ONI road map!
If your mods are breaking or you need a little extra time before switching over, you can opt in to the temporary, unsupported Previous Update branch.
Help us track down new bugs to fix, or click here to send us your feedback and ideas! We appreciate all your input.
As mentioned before, a Monthly Dev Log has been in the works, and here it is.
After one of our team members was absent for a longer period, we wanted to start with the good news: We're back at full strength! 🥳
What has happened since the last time
More languages🗣️
You can now choose from 12 languages in the new Wild Woods Demo 🔥 Since the Playtest was only available in English, some of you asked for more translations. It was a lot of work, but we're glad we were able to add more languages so that more people can enjoy the Demo. Even more translations are planned (not finalised) for the final release.
Blackscreen bug🐞
Unfortunately, we couldn't get to the bottom of the black screen bug before releasing the new Demo. That's why we added the disclaimer ⚠️ Meanwhile, Photon (our online multiplayer technology) has responded that the black screen is a problem due to a bad internet connection, which unfortunately either they or we can fix 😿 We're now trying to make sure that those who are experiencing the bug can see what's going on directly, while the rest of you can continue playing.
Second Biome🌊
After you have overcome the dangerous forest, new challenges await you in the water: The reeds are sharp as knives, and the water is so deep in places that you can easily fall into the holes. We figured if we were going to create a biome with water, it shouldn't be easy for our cats! 🙀 We also polished the Revive UI and made it rewarding to revive others ✨
What we're working on
We are still trying to fix the controller disconnection issue (some of you may remember this as one of the most common bugs during the Playtest) 🎮🐞
Expanding the options in Crossroads based on your feedback
Since we're going to PAX East, we need to make some special expo preparations (install QR codes, expand Quit, and more).
Hello folks, the updates are getting closer to be finished, and the next-to-last is HYPER SIMON X!!!
Here's the changes:
Languages Added
Russian
German
Spanish
Simplified Chinese
Traditional Chinese
Japanese
Korean
Making a total of 9 supported languages (more in a future update)
Improvements
Improved controller support
The mouse cursor disables if not beign used
As you guys might know by now, I'm also working on Burning Skies, my biggest project and I would love if you check it out, and maybe add it to your wishlist:
It's been a while since we've been here, but we haven't forgotten you! We hope you've missed us a little. Today we come to you with answers to your most burning questions that came up during our last Q&A session on Discord.
Q: Please let us know when you will reveal the release date. A: Unfortunately, we can't reveal a specific date yet, but it will be in the fall of 2024.
Q: When will you reveal the full car list? Are you still adding more cars to the full game? A: We will provide information on available cars near the launch and yes, we are constantly working on new cars.
Q: How many km of roads are there in the full map, and how long would you expect to travel from one side of the map to the other? A: Tough question, the planned area will be big, in the demo there is about 10-15% of the map. There will also be tracks, events, and other attractions.
Q: I could see a road similar to Akina in Initial D on the map. Will you also have roads similar to Akagi and Irohazaka? A: We can't reveal it but know players' expectations.
Q: I am not into drifting, but I love grip touge racing. What percentage of events in the full game will be grip events? A: You will certainly not be bored, we are planning various events.
Q: What are your inspirations when you create the game? A: Each team member has different inspirations, but mostly we are drift and JDM car enthusiasts.
Q: Will there be DLCs for the game in the future? A: We can't reveal anything officially, but we have plans on how to develop our game in the future.
Q: What feature are you most excited about adding to the game? (Certain track? Uncommon car interaction - car wash, tire change? Specific car, etc...) A: It would be a storyline inside the game, this will be something that will distinguish our title.
Q: What will the maximum capacity of players be in each online lobby? A: It's not specified yet, we are still working on it.
Q: Will there be a ghost car feature to practice tandem drifting offline/solo? A: We have a plan for this, however, the game is still in production, so I can't say how it will look.
Q: How many tracks will there be on the initial release? And will more be implemented in future updates/DLC? A: We can't reveal that, we are preparing a lot of surprises for players.
Q: How much will the game cost? A: Less than AAA games, we can’t reveal the full price yet.
Q: Will there be a prologue or second demo before the release? A: We say anything without an official announcement, stay tuned!
Q: Will there be more detailed cockpit animations, such as characters shifting through gears like in Gran Turismo 4? A: We are still working on it, but as we show in the demo, there is an animation of characters shifting through gears.
Q: Will there be different exhaust systems that change how the car sounds depending on the exhaust system installed, rather than having just one sound for different exhausts? A: It is possible, we have a great sound engineer who does all sorts of wonders with the sounds.
Q: Will the game be released physically and digitally for PS5/Xbox? A: We are focusing on PC at the moment, and consoles afterward.
Q: Will DLSS be integrated 100% in any future of the game? A: We can't promise anything. The game is still in production, we are working on many things and features.
Q: How will the livery system be? In-game editing, or can we upload JPGs/PNGs to the game/ edit them separately in the photo editor of PC? A: We are constantly working on the livery editor to meet the expectations of players.
Q: Will you update the game simultaneously on GOG and Steam? Or is it possible that one platform gets an update while the other doesn't? A: Yes, all platforms will be updated.
Q: Will you add more and more tuning options with updates and give us more and more content? A: Yes, after the premiere the game will be kept updated.
Q: Will we be able to switch between weather like rain, snow, etc.? A: Yes, there will be a weather system and day/night system.
Q: Will there be a storyline? A: Yes, we are preparing something special.
Q: How long will it take until we can use multiplayer? A: We're working on it already, it will be a big update to the game.
If you want to know more about Japanese Drift Master, then be sure to check out the pinned FAQ thread in the Steam Discussions. We've collected all the questions that have come in on our social media since the JDM demo release. Don't forget to add the game to your Wish List on Steam and join our Discord so you don't miss any news from the world of Japanese drifting. We are preparing something special for you, so stay tuned! Stay tuned.
"You’ve been on the go since, looking for a new place to settle down. You thought you might have found it in Brookton. Maybe you could see out your days there."
You were a lost pup. Your parents ditched you at a remote station when you were an infant. The manager brought you in, the station hands took to you, and you became a kind of mascot to them. You grew up with tools, and can fix most simple machines. You learned how to read an animal, care for its injuries, and put it to work. They taught you to hunt, giving you the skills to survive just about anywhere.