FIXES - Player 2 controller fixes for some inputs not working - Adjusted parry kanas text to be more accurate - Hopefully fixed region selection problems - Other minor fixes
We hope that 2024 has been treating you right so far. Terraria development progress has ramped back up quickly, with productivity improving by leaps and bounds. We certainly do not want to jump to any conclusions here, but we still maintain that 2024 may be the best year for Terraria yet! Yes indeed, the team has a real spring in their step you might say. Well, I suppose we should hop right to it and dive into this State of the Game, right? Otherwise, before you know it, spring will have sprung.
Let's jump right in head-first, shall we?
PC - RE-LOGIC
TERRARIA 1.4.5 - THE ADVENTURE THUS FAR
What started as a "quick and short" update to add our side of the Terraria x Dead Cells crossover content has morphed into a much larger update that we have been working on for over a year now. The team is currently going over more plans and ideas in regards to what else might make it into 1.4.5, timelines, etc. That said, we thought it might be a good time to go over some of the highlights of spoilers released during the development of 1.4.5. This may not capture them all... but it definitely grabs some of our faves. Enjoy!
Of course, our good friends over at the Official Terraria Wiki keep a running list of upcoming features in case you want to dive deeper.
Terraria x Dead Cells crossover content (this is just the tip of that iceberg!)
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A plethora of revamped banners are coming your way in 1.4.5 - we think these look so much better!
Boss Trophies are in on the makeover act as well!
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Be the life of the party! Shimmer your friends for giggles with the Shimmer Gun!
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New languages are coming for Terraria 1.4.5 - including Korean and Japanese!
In case you missed it as well, we are currently working with the Community towards polishing the existing localizations - this was a huge success in the 1.3 era, so we are hoping for the best here again!
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Revamped Character Creation screen and the all-new World Seed Menu!
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Speaking of World Seeds, the team shared that new World Seeds are on the way - via World Seed Combos that have the chance to trigger unique experiences such as the Vampire Seed! What combos will you discover?
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We have whipped up some new ways to enhance your Summoner exeperience.
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More Transformations are on the way - including the Velociraptor and Bat!
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Take your throwing to the next level with the Magic Yo Yo Bag!
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New music tracks coming from Scott Lloyd Shelly - including some bosses finally getting their due!
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Tree vs Axe - which side were you on? Either way, we all win with some new items!
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Something fishy is definitely going on with these changes to fishing.
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Rubblemaker has been hard at work upping its game!
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Brand new toggleable filters - head back to the 80's CRT-style!
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Spectator Mode for those unfortunate moments where you have prematurely perished but want to peek in on the party.
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The Axearang - slice and dice those nasty trees from a safe distance!
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Picking up your drops and placing them in chests is SO 1.4.4...
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Slimevolution? What is this madness?!?
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Throughout 2023, we saw Crossplay creep ever closer - though this is going to be a post-1.4.5 addition (if we are successful!), we would be remiss to not share these again!
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We hope you enjoyed this quick overview of the spoilers thus far from 1.4.5 - of course, this doesn't even cover everything that was spoiled. There is also plenty more to come as well as things that you will have to discover on your own when the update comes out later this year.
STEAM WORKSHOP NEWS
Click the banner above to check out the Terraria Workshop!
We have finally broken the 100,000 packs/worlds milestone in the Terraria Steam Workshop! You are missing out if you haven't taken the time to check out these amazing creations from the community.
WHAT ELSE IS GOING ON?
Lots of heavy planning for rounding out 1.4.5 (team brainstorming session this week, anyone)?
TMODLOADER NEWS - TML TEAM
Hello everyone!
The tModLoader team and our amazing community of contributors continue to improve tModLoader. On March 1, the monthly update release of tModLoader will go live. This month's release mainly contains bug fixes.
This month we've continued our work to harden multiplayer by updating the server host scripts, made several improvements to Mod Config support, and fixed a dozen or so bugs.
Modders and users should also keep an eye out for our monthly Steam announcement on the 1st where a complete listing of bug fixes and API changes for this month's release will be listed. The in-game news button on the main menu will direct you to the announcement once it is live.
As always, if you are having issues of any sort, definitely don't hesitate to check out our FAQ on github or reach out to us at our Discord.
TMODLOADER STEAM WORKSHOP
The TML Steam Workshop has over 6000 mods for you to enjoy! Coupled with the in-game mod browser, the TML Steam Workshop is a great way to explore what modded Terraria has to offer - check it out today by clicking the banner above!
WHAT'S NEXT FOR TML?
More features, continuing to evolve and grow what TML can do... and getting ready for 1.4.5.
As always, you can keep track the current progress and much more in real time at tModLoader/tModLoader (But note that the completion percentage doesn't mean anything, because issues and PRs don't have weights.)
PlayStation, XBOX, Nintendo Switch, Mobile - DR STUDIOS
As with our PC friends, you will find our spoilers-to-date for Terraria 1.4.5 in the recap. We have shared so much already, and there is still so much to come. We hope you enjoy this trip down 1.4.5 memory lane and are as excited as we are for it to come out in just a while longer!
Until next time, Console & Mobile friends - thanks for all of your love and support!
COMMUNITY
Greetings Terrarians!
Here's the latest and greatest happenings on the Community side of things. Thanks as always for being the most engaged and awesome gaming Community ever!
TERRARIA MERCHANDISE HUB
The Terraria merchandise hub is where you can find all of the latest and greatest Terraria merchandise all year round - with new stuff arriving all of the time! Check out the latest merch drops as well as some classics and pick up that epic Terraria gift for a friend (or yourself!).
SILVER ARMOR PLUSH FROM MAKESHIP - AVAILABLE FOR A LIMITED TIME
There is still a week or so for you to place your order for our second plushie from Makeship - the iconic Silver Armor! We already have another few in mind - but what would you like to see next? The next one will be a bit longer to come out, but we think you will love it.
Get your order in today before it's too late! Click the banner above to check it out!
TERRARIA - THE BOARD GAME UPDATES
TERRARIA - THE BOARD GAME DESIGNER DIARY
Here we are again with the latest "Designer Diary" entry from the lead designer for Terraria: the Board Game - Chris Kingsnorth. Let's see what he and the Paper Fort team have been up to over the last month! ---
Hello Terrarians!
Chris here, game developer at Paper Fort Games; I’m back with another Terraria:The Board Game update. I had originally hoped to be able to share a lot of new things to see this month, but they didn't quite arrive in time. So, it’s going to be a quick check in this month. We’ve been deep in the design mines over the past few weeks and lots of what we’ve been doing is non-glamorous number balancing stuff, but our artist George has been hard at work so we’ll have loads of exciting things to share next month!
Don’t Miss Out! If you haven’t already, sign up at Get Ready for ⛏ Terraria: The Board Game! and be sure to click through to the Kickstarter ‘notify me’ page. We are nearly at 20,000 Terrarians signed up already! We’d be very grateful if you could share the link with fellow Terrarians via social media; you’re always welcome to tag us in using @paperfortgames.
You can also follow us on Twitter, Instagram and Facebook.
The Terraria community is filled with incredible fan media. We love to browse Terraria associated social pages and check out the creative minds sharing wonderful creations. We wanted to spotlight some of the trending media that caught our attention this month. Please let us know if any of the shared media has a different original creator.
(CLICK A GIVEN IMAGE TO HEAD OVER TO THE THREAD WHERE WE SAW IT)
by MoonRite
by Malabeja by SageTheWise
by shadouette by Ollie Omen
by Mihael by Kameo
by Rageman
by GreyL1me
by Lamp!
by EaldorPrime
by Malabeja
MONTHLY 505 GAMES PIN PROMOTION
Each month 505 Games will be hosting a pin promotion to giveaway one full set of our 505 Games Series 2 Pins which contains 10 Terraria pins and many other pins! There are 110 total sets of 505 Games Series 2 pins. Each pin has a unique X/X serial number. To be eligible for the pin promotion you must register on the 505 Games Pins page. Check it out for more details. We are only shipping within the United States for now. No purchase necessary. Void where prohibited. The first winner will be selected on March 21. Best of luck!
Further stability improvements. Players who are experiencing stability problems (such as Crosshair X randomly closing, etc) are encouraged to verify integrity of their files, or perform a re
installation of Crosshair X by uninstalling and re
installing the software.
Fixed bugs in the Steam Workshop Publisher, including fixing a bug where the preview in the publisher would not reflect what was going to be published.
Fixed bugs in the Simple Overlay Mode, including fixing unexpected behavior on 4k displays, and on screens that have been scaled by Windows.
Introduced more error reporting improvements.
Fixed a bug where Launch on Startup does not work as expected, leaving Steam reporting that Crosshair X is "Launching" with no visible results.
We’re excited to bring forth this update as our Q1 Quality of Life update. The main focus of this update was to level up the current set of characters skill sets and kits and make certain characters a bit more fun to play. We also have a whole host of global changes - Find skills can now activate on vehicles, we’ve made some changes to how Taunt works, and the dreaded misclick on the overworld costing you focus can now be refunded!
We’ve also made broad changes to the in-game encyclopedia, reworked tooltips to provide more pertinent information, added a few new settings, squashed a bunch of bugs and smoothed out a few areas of the game. We are once again asking the Kraken to drop more loot.
Global Changes
Passive Skills
We initially wanted passive skills to activate only on land, while traveling on foot. This was to help promote exploration and curtail any overreliance on vehicles. This ended up being a feel bad so we’ve removed that condition and “Find” skills can now proc on vehicles. We’ve also improved their chances of proccing in certain conditions and to bolster that they’ll now scale slightly higher with certain stats. This change should go a long way in making characters feel much more alive in playthroughs, as well as help address combat balance. Be sure to check out the in-game Encyclopedia to learn more about each of the skills and their improvements as we now provide more context on how or when they can proc.
Find Alcohol, Find Herb, Find Scroll all now scale with Luck.
Find Potion has been renamed to the more appropriate Craft Bomb. Functionally it is still a “Find” skill that can be activated on vehicles and scales with Luck.
Nice Day similar to “Find” skills will activate on vehicles and scales with Luck.
Refocus similar to “Find” skills will activate on vehicles and scales with Intelligence.
Taunt
We’ve had frequent feedback that Taunt is less viable in For The King 2 than it was in For The King. We want to improve Taunt while also preventing it from becoming a must-have strategy in every fight. As a result we’ve switched Taunt to consume a Secondary Action rather than Primary, this will allow tanks to taunt as well as get an attack off during their round.
Focus Refund
Have you ever been on the overworld, clicked focus and then said to yourself “Oops! Now how do I get my Focus back?” If you have, then good news! Focus Refund is now an option and players won’t be penalized for consuming Focus when not intended. In situations where Focus is refundable, the icon will look half empty. Be cautious though, if you consume Focus and do a major action, such as move, then it is no longer refundable.
Adventure Balance
The Royal Mines
We’ve adjusted the pace of the world level in The Royal Mines to remove some of the pressure that makes the mission feel more aggressive than it should have been.
Character Skill Changes
Woodcutter
With For The King 2’s combat involving more enemies, and longer battles we wanted to bring the Woodcutter more inline with his expectation of being a damage dealer. With this in mind we’ve improved the area of attack for Justice. The Woodcutter is now also flexing his woodcutting skills as they now convert Tinder Pouch Safe Camps to a Log Cabin.
Justice now delivers wave damage and causes 100% attack damage to the target, the target's flanks, and 50% attack damage to the tiles directly behind the target and flanks.
Log Cabin offers the party a chance to Rest, Meditate, or the new ability - Relax. Relax will fully replenish your health and focus, but will also give you the Lethargy curse. Don’t get too comfortable!
Elite Door Bash has been returned to the Woodcutter’s kit.
Hunter
The Hunter has long been a fan favourite so we wanted to keep their identity intact. There has been lots of discussion around Called Shot and Focus. This hasn’t changed - Called Shot is the Hunter’s way of boasting his abilities and we didn’t want to stray from that. That being said, we wanted to bring Hunter up to the task of having to deal with more complex battles. Called Shot will now do double damage and can trigger on bows, handbows, and guns, while also being able to trigger on a wider set of abilities.
Called Shot will now do double the damage output versus the previous 15% boost.
Called Shot can now trigger on guns and handbows, previously it would only trigger on bows.
Called Shot can now trigger on a wider set of combat abilities.
Shepherd
Since FTK2 launched the Shepherd has been a polarizing character in the community. The effectiveness, or ineffectiveness, of her Sheep has controlled the conversation. To remedy that we’ve updated Herd and the flock associated with the ability. We’ve upgraded the base sheep with a Taunt ability, added a secondary sheep that provides a Healing bomb, and increased the chances of the Big Bad Wolf appearing.
Sheep now has the Annoying ability which will Taunt until the end of their turn.
The Healing Sheep also casts Annoying and will provide 20% healing to it’s neighbours when it explodes.
Increased the chance of the Big Bad Wolf appearing.
Big Bad Wolf can now cast Attack Up and Defense Up to go along with two different attacks.
Hobo
The point of the Hobo is to have nothing. This is something we want to stay relatively close to but we’re also aware that we need to make the Hobo more interesting and fun to play. Given the Hobo’s travels across Fahrul and their general lifestyle, we’ve given them a new ability called Scrounge.
Scrounge allows the Hobo to Find almost any item in Fahrul.
Often the Hobo will find a little bit of gold, herb, or scroll, but there is a chance they will find new weapons or attire as well.
Friar
The Friar being a new class to For The King we didn’t really know how people were going to take to them. From what we’ve seen they’ve been a big hit with many players, but with Cheers causing confuse to spread other party members, we understand many have been reluctant to take the Friar along on their journeys. With this update we’re doubling down on Cheers and making it so Iron Belly will also apply to allies, preventing confusion. With the improvement to Find Alcohol this should make for some pretty fun battles involving the Friar but may also open up avenues for Cheers being too powerful. We’re going to be watching out for how everyone takes to this change.
Cheers now propagates Iron Belly when activated.
Blacksmith
The Blacksmith has been a favorite since For The King, and For The King 2 has been no different. With that in mind we didn’t want to get too crazy with their skillset, but we wanted to enhance the class’ ability to Tank—while also bringing something new to the table. With the changes to Taunt, tweaks to Steadfast to be more clutch, and their brand new skill, Mend, we hope the Blacksmith fills out their role a little better.
Mend will prevent a breakable weapon from breaking for any party member.
Steadfast now scales slightly with Vitality, Luck, Armor, and Resistance.
Steadfast now has a higher chance to proc when the Blacksmith has lower HP.
Pathfinder
Another new character introduced with For The King 2, Pathfinder is either a staple for your party, or never in consideration. Their skill update will take place over two updates. Survey is often seen as a must-have skill but can be a bit nonsensical in how it activates so we’ve tightened up the requirements to make it a more contextually meaningful skill. Scout now scales with Awareness but remains largely untouched for this update. We have big plans for Dungeons in the upcoming months that will bring new changes to Scout. Pathfinder mains stay tuned!
Survey will now find encounters from the current biome within a radius of 8 hexes. Previously, Survey could find POIs from much further away. This change was made to allow them to find more meaningful locations to the party’s current location.
Scourge Haunts can now be discovered with Survey.
Survey now scales slightly with Awareness and Luck.
Scout now scales slightly with Awareness.
Stablehand
Stablehand has been a popular addition to For The King 2. Lots of players have been able to exploit Hardwork so our goal was to keep it fun, while maintaining what makes Hardwork a great skill. Hardwork will now chain with decreasing frequency during the same turn. This will make it less exploitable and more of a feel good when chaining multiple Hardworks together.
Hardwork will always activate on its first attempt on last focus use.
Subsequent activations become less likely with each activation in a given turn.
Hardwork now scales slightly with luck.
Farmer
The Farmer has been one of the more polarizing characters in For The King 2. Early feedback was that the Farmer was a huge fan favorite and everyone (except the poor sheep) was loving the Scarecrow. Over time the conversation shifted a bit and the Farmer and Scarecrow fell a bit out of favor due to the rigidness of the Scarecrows placement. To alleviate that feedback we’ve moved Construct Scarecrow into a new ability called Last Straw. Last Straw will allow the player to choose where to place their Scarecrow. Now that the Scarecrow can live in the front and back row we’ve given him a new ability called Decoy. Decoy will have the Scarecrow absorb an attack that is targeted to a character to its left or right.
Construct Scarecrow has been renamed to Last Straw.
Last Straw will now activate at the start of the turn and allow the Farmer to place the Scarecrow in the front row or back row.
Decoy will intercept a hit from an attack on a party member in an adjacent tile.
Last Straw slightly scales with Strength, Vitality, Awareness, and Luck.
Alchemist
Alchemist being another new playable character in For The King 2 we were really excited to see how players were able to get this chaotic class into their party formation. However, most of the Alchemist conversation was centered around the activation chances for Find Potion, now renamed to the more meaningful Craft Bomb. To improve their kit we’ve slightly increased how often the Alchemist finds bombs, so we’re going to let them cook some more and see what everyone thinks of their viability now that they'll be much more crafty.
Greater chance of Crafting Bombs in more scenarios.
Herbalist
I think it’s safe to say that the Herbalist is sitting pretty high up in the tier list. Starting with Party Heal and Find Herb is a pretty strong combination. The Herbalist may not be perfect, but with the global changes to Find Skills we want to see how they perform before making any drastic changes.
Find Herb now scales slightly with Luck.
Scholar
Similar to the Herbalist, the Scholar is pretty strong out of the gates. With the Scholar’s Find Scroll benefiting from the global changes to Find Skills we’ve pretty much left the Scholar as is.
Find Scroll now scales slightly with Luck.
Gameplay Changes
Overworld
Ambush encounters on the Overworld will no longer reveal the enemy map prop while the player is walking to the ambush location.
Fixed an issue when using the Treasure Map the camera would pan but the clouds wouldn’t open to reveal the chest location.
Improved walking animations when leaving a town with a follower, ending a turn on a hex with a full party, walking from a boat to land, and improved companion walking animations.
Fixed the issue with non-thematic enemies spawning on water.
Combat
The combat timeline now includes more status effects, and not just tick damage based icons.
Dungeons
Tinder Pouches can now be used at any rest phase. Previously they could only be used at the end of a floor on multi-floor dungeons.
Kraken
Fixed the issue where killing the Kraken with a damage over time status was preventing the achievement from unlocking.
Defeating the Kraken, by killing its head, will drop good loot. Defeating a tentacle will now drop a random herb.
Improved visuals for Kraken fight.
Online
We continue to work and improve the overall network stability, primarily around disconnecting. We are currently working on a broader change to online that we hope to share details on soon. With this update we’ve resolved a handful of desync and sotflock issues, added Hong Kong as a region to the available servers, and from a UX perspective off-turn players will now see encounter roles and outcomes.
UX/UI
To improve readability and game information we’ve made broad changes to our tooltips as well as our popcorn text. In-game tooltips, and the in-game Encyclopedia, now contain much more detailed information aimed at providing more context on various aspects of the game. Popcorn text now contains the matching icon to the text. This change is to improve the visual consistency as well as better inform players on what’s happening in real-time. The combat timeline will now also show more status icons for any active statuses. Previously the timeline only showed status icons for statuses that provided tick damage.
Popcorn text now shows matching icons.
Most tooltips have been fully rewritten to provide more context. These can be seen during an adventure and in the encyclopedia.
Item Card Blur - In Gameplay settings we’ve added an option for Item Card Blur. This blurs out the scene when looking at an item card to improve the focus of what is being looked at.
Fixed a bug where removing a character while Class Info is open leaves the Class Info box behind.
Fixed an issue where devoting to sanctums would have the popcorn text appear twice.
Fixed one of the issues in combat where the screen could go black.
Fixed an issue in combat where visual fx wouldn’t appear on subsequent uses.
Encyclopedia Changes
With all of the character improvements the Encyclopedia saw a big improvement under Special Abilities. The changes to abilities and tooltips required a big change to the Special Abilities > Skills section in the Encyclopedia. Each skill has its own detailed breakdown of what stat it can scale with, effects, activation requirements, and conditions that may prevent activation.
Achievements
Fixed the issue where watching the ending cinematic wasn’t always triggering the achievement.
Controller
As we work on our console version of FTK2 we will be doing ongoing work to improve the controller experience.
Removed diagonal pathways in combat to improve the north/south and east/west traversals when selecting tiles on the battle grid.
Improved the controller button press cooldowns to improve the controller experience.
Fixed an issue on controller where the player was unable to regain control after dismissing a tutorial during a scourge event.
Fixed the issue where controller couldn’t select rewards in certain situations.
Fixed the issue where controller couldn’t use repair or reclaim services in ports.
All players will need to have updated to the latest build to play together in multiplayer.
We will continue to work on and improve the game so please stay tuned for further updates.
Sparta. Whether the name calls to mind Lacedaemon, Helen of Troy, Leonidas, or the Peloponnesian Wars, Sparta’s legend stands apart. In classical times, its influence stretched across the Peloponnesian peninsula and as far away as Italy.
So naturally, we wanted to feature Sparta in Titan Quest II. But we didn’t want these to be the same old Spartans. In keeping with our philosophy, we wanted to present a unique and fantastical twist that was nevertheless rooted in the history and classical stories that inspire us.
Ours is a world in which the monsters of myth are real, and they pose a real threat to the humans who live among them. Until recently, the Spartans and their powerful military served the role of protectors, defending the towns and villages of Greece from these mythological threats.
But what happens when Sparta falls, and that protection is gone?
Eagle-eyed observers may have noticed that our intro cinematic shows a wall ringing the city of Sparta. Of course, historical Sparta had no such wall. We don’t want to spoil too much, but imagine what happens when the most powerful city-state on the Peloponnesian peninsula turns inward and walls itself off, while seeking a power that can drive back the monstrous hordes and make them rivals to the gods. Imagine what happens when their hubris draws the attention of Nemesis, goddess of retribution, and she takes it on herself to punish them.
This is just a teaser of what’s going on in the world of Titan Quest II when the player starts the game. As they try to evade Nemesis’s wrath and free those she’s punished, their journey will reveal more about what happened to Sparta and why.
And as for that Spartan hipparch featured in the cinematic? He has a role to play, too, and he’s sure to cross the player’s path. To know more, you’ll just have to play the game. We don’t want to reveal all our secrets.
The mayor lost the keys to his safe. He asked you to find the keys and open the safe. During this event, at regular levels and in Challenge mode, you can collect Green Keys. If you collect the required number of Keys within the allotted time, you'll get a big reward; if you don't manage it in time, you'll get a consolation prize.
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.
It's time for the 2024 roadmap! We've been having lots of conversations behind the scenes, and have some big news to share:
We're back to work on content-focused DLCs!
There are tons of great things we want to add to the ONI universe, and they're getting too big to squeeze into free updates.
Wait, What?
When we were originally considering making more DLCs back in early 2022, we had just come off a three-year-long haul on Spaced Out!, and our ideas for future DLCs were all on a similar scale. Trying to make them work for both the base game and Spaced Out! was daunting.
But over the past year, DLC ideas just kept coming—many of them focused on content that would be a more natural fit with the base game, Spaced Out! DLC, and each other.
So after a year of smaller free updates, we're switching back to paid DLCs that'll allow us to take our derpy little colonists into wild new uncharted corners of time and space.
Our plans for these modular DLCs center around new asteroids packed with new biomes, critters, plants, buildings, elements, lore and blueprints (aka cosmetic skins).
At some point, we may make systems changes. If that happens, those changes will likely be added (for free) to any existing versions of the game that you may own.
What's Next?
We haven't nailed down an exact schedule, but we do know that it won't involve multi-year waiting periods between DLCs!
In fact, we're planning to release the first one this year. Perhaps featuring a chilly new starting asteroid...
We'll keep releasing free quality of life updates, fixing bugs and improving performance.
We're also continuing to build out the blueprints system, creating more opportunities for colony customization. You'll be able to earn blueprints through gameplay, and we expect to include new collections in DLC as well.
TL;DR
Our plan for this next chapter is to switch from occasional smaller free updates to content-focused paid DLCs. We're still doing free QoL updates.
We know it's a big pivot! This year's ONI adventure promises to be a particularly exciting one.
Thank you all for your ongoing support—it means the cosmos to us.
See you at the next DLC!
FAQ
Why the change from free updates back to paid DLCs?
DLCs were always the better choice for expanding the ONI universe, but we just didn't think we could do it. Now that we have new ideas that play nicely with existing versions of the game and lend themselves well to mixing and matching later on...we're making it happen!
Will these new DLCs work with both the base game and Spaced Out?
Yup!
What kind of DLCs are coming?
Lots of new content: New starting asteroids, biomes, critters, plants, buildings, elements, lore and blueprints (aka cosmetic skins). We expect that each DLC will contain all of these things, but that may change depending on demand or scheduling concerns. No big plans for systems changes right now.
How much will these DLCs cost?
The plan is to have them cost less than the Spaced Out! DLC. We’ll have more details as we get closer to release.
How often will we get new DLCs?
The first one is scheduled to come out this year, and the turnaround time between DLCs will be (much, much) shorter than it was for Spaced Out!
What's happening to blueprints (aka cosmetic skins)?
We expect that DLCs will include new blueprints, but blueprints already in the game will be attainable through gameplay.
Are you still doing free QoL updates?
Yes! We're still figuring out the scale and scope for these, but we have lots of performance improvements and bug fixes on our To Do list.
1 - Tunnel added to the map. 2 - It is arranged for customers to buy different products. 3 - If the warehouse capacity is insufficient when adding products to the cart, the "Warehouse Capacity Insufficient" notification has been added. 4 - Online store customers' spawn points have been increased from 10 to 29. 5 - Some shelves were placed side by side in an L shape. 6 - Prices have been updated.