GUARDS! - WYLDERZONE
ATTENTION GUARDS!

It has now been a little under 6 days since we pushed the big green button and released GUARDS!. In that time we have had nearly 10'000 players and over 1.5 years worth of playtime generated in less than a week. To say that we were not ready for the level of attention that GUARDS! received would be an understatement!

With that level of activity comes a huge amount of feedback. Now that we have left "New and Trending" and things have calmed down, we have been able to review hundreds of individual feedback items across the Steam forums, Discord and reviews and look for patterns.

Thank you to everyone who took the time to give us feedback. When we started making this game, we decided it was important to be as receptive and reactive to feedback as possible. Since launch we have read every piece of feedback, responded appropriately and released 6 updates to address some of the key issues we saw during launch.

In this update, we are going to briefly cover the most common feedback items, the timeline for addressing it and answer some of your questions about the games development.


Most Common Feedback



Looking at the data, we can see 3 issues that account for over a third of all negative comments.

Combat Feel
When we started planning GUARDS! we knew we couldn't compete with Mordhau, Chivalry and Vermintide in terms of combat feel so we set out to try something a little bit different. We were inspired by the fast paced, punitive combat found in games like Hotline Miami and Angerfoot and wanted to make something in that vein.

Obviously combat is a pretty integral part of the game, and we need to be really careful when making changes. We have started reviewing the game to understand what specifically is causing people to become frustrated and how to address it. This is probably the issue where we will spend the most time identifying and implementing improvements.

Timer
This one caught us by surprise. We had no idea that people hated timers this much! To us it helped force the action encouraging players to take risks, cause chaos and generally increase the amount of funny moments that happen in game.

Originally, we had the inverse system, where players would get gold / silver / bronze medals based on how long they took to complete a mission. In retrospect that probably would have been less frustrating. We hear you loud and clear and will make the timer more of a way to show mastery rather than a hammer to punish players who want to take it slow.

Difficulty
This is a 2 part problem. First there is a combination of the mission timer, enemy frequency, enemy composition and combat values like health and damage. That is all fairly straightforward to fix, as it is mainly editing existing values and testing it in all the various party sizes.

Secondly, we suspect that there are too many ways to insta-fail a mission. Spikes, killing a hostage, killing a suspect, breaking too many crates, etc. We will look into ways of letting players make mistakes without them being instantly shown a game over screen.

With all of these changes, it is important that we don’t swing the pendulum too far in the opposite direction and throw out features that people are already enjoying. The goal is to smooth off the rough edges so players are more incentivised to stick with it, rather than instantly rage quit the game.


Why Didn't You Launch Into Early Access ?

We just genuinely didn’t expect the amount of interest in the game that we received. At one point Lirik was streaming GUARDS! and we had hundreds of concurrent players. If we’d have known that in advance we would have definitely opted for an early access launch!

As players we’ve all been burned by early access games that make grand promises and fail to deliver. As developers it was important for us to avoid that trap. Hindsight is 20:20 and we put this squarely in the “good problem to have” category!


When Will You Implement These Changes ?

Addressing the 3 issues above is our highest priority. Our mission is to work with the community to narrow down the cause, implement improvements, test it on a separate branch and have them ready in time for the upcoming Steam FPS fest on April 15th.


Hopefully that answers some of your questions about how we ended up here, what we’ll be working on next and when you will be seeing the next update! Thanks again to everyone who took the time to give us feedback and we look forward to working with you to make GUARDS! the best it can be.

Thanks!
- The GUARDS! Team -
Grim Realms - edym
This patch does the following:
- Fixes it so that autofarming zones don't stack work orders over existing ones, and will not create works-orders when time-psynching.
- Fixes an annoying issue with storage UI overlapping with buttons when zoomed out.

Best wishes and lots of love! <3
//Mattias
BlackShot: Mercenary Warfare FPS - chuel7777

]
Toastercide - The Chairman
A lot of people have mentioned that the swinging rope feels too long. This is likely because the rope is created to be *exactly* the correct length between the toaster and the target. However, this makes the swinging rope feel a bit clunky, and players often hit the ground. In otherwards, while the rope originally functioned as it would in reality, it did not function as players expected.

Taking this into consideration, the rope is now formed to be slightly shorter than it actually should be, around 98% actual length. This creates a rope that feels significantly tighter, however, in some cases you are pulled slightly towards your target. In addition, when the distance between the toaster and the target is less than the length of the rope, the rope reels in. This means that slack is automatically taken out of the rope. In many cases, this results in a smoother swing. In cases where the length of the rope is significantly longer than the distance, the toaster will still fall to the ground, so there is still a skill involved. Hopefully, this will smooth out the learning curve for the swinging rope, while still not eliminating the challenge of using the rope to swing around.

There are some smaller quality of life changes, including that the UI should now scale for most resolutions. Several people have asked for wide screen support, and I hope I have delivered.

Oh also, there are now water hazards scattered around the levels, mostly in sinks and toilets. These will deal 50 damage to you, meaning that touching water twice kills you. That also means that health is actually a thing that affects gameplay. There will be more things that damage you soon, so health will play a larger part.

Oh also, I added some color correction in post-processing, so colors should contrast more and look brighter.

Camera changes and a toast mechanic are coming next!

Heres the actual changelog:
Toastercide 0.527: 3/6/24
Added movement trail
Added Camera bounding boxes
UI should scale better with Screen Sizes
Post-Processing on all maps
Added Water Hazards
You can die if you fall into water twice
Added Swinging Rope Reeling, Rope should feel tighter now
Mar 6, 2024
Ratopia - Kojes
Patch List

Notice: Those with this icon(💌) are inspired by the players’ opinions. Thank you so much again.


3 new structures are added.

  ▼Infrastructure
    Plate Block
  ▼⚡Electric Infrastructure
    Solar Panel
  ▼⚡Electric Royal Structure
    Electric Crematory
- 💌 Added a structure notice for workers unable to engage in production activities due to lack of material costs.
- 💌 Added an enable/disable function to the Maintenance Office.


Bug Fix

- 💌 Adjusted the prosperity gauge in the economy tab of the statistics window to show progress from current level to the next.
- 💌 Fixed an issue where the currency exchange graph was not updating.
- 💌 Fixed a phenomenon where allied soldiers fall to their deaths after returning from the weasel dungeon.
- 💌 Fixed an issue where the connection status does not update despite connecting transmission wires or tiles to power generation structures.
- Fixed a bug where Xbox controller images appear when using DualShock or DualSense.
- Fixed an issue where gamepad images obscure text during tutorials.
- Fixed a problem where the "Steel Reign" achievement was not being awarded on Steam.


3월 11일자 추가사항

- 💌 Improved the UI of the Royal Forge minigame.
  - Fixed an issue where there were errors in the success and failure judgments of the Royal Forge.
- Fixed an issue where some event options were missing.
- Fixed an issue where the trade log was not being saved properly.
- Fixed an issue where the exchange log would not refresh details upon mouse click.
- Fixed minor translations errors in the statistics window.


We will continue to strive to make a better game, thank you.
Mar 6, 2024
Spectral Scream - Spectral Scream


Check out the latest news via the official Spectral Scream Discord!
https://discord.gg/5S2udpMM3u
Not Another Dungeon?! - Daggerbunny Studios
Dear Adventurer,
we're checking in for a short moment! There were some small issues we could not keep in the game. They mainly affected those who play Not Another Dungeon?! on low-end devices with a low framerate.

Bugfixes with this small update include:
  • Fixed a bug where the text display speed in the tutorial and upon starting the third dungeon for the first time would be limited to your framerate.
  • Increased performance minimally.
  • Fixed a few minor bugs.

Found some more bugs? Let us know on our official Discord server.

With best regards
Tim "Beatless" B., Director of Not Another Dungeon?!

P.S.: We are working hard on our next title and are eager to show you what this entails. We will be showing you the results of our work once we feel like it's ready. Thanks for your patience!
Mar 6, 2024
Multiplayer Platform Golf - Robot Assembly
Changes:
- Added separate camera speed settings when aiming (improves the experience for players using controllers).
- Prevented other players' characters from triggering outlines on the main player's character.
- Optimized sound effects and particle effects using object pooling.
- Added a setting to disable collisions between your balls and other players' balls; however, collisions with your own balls will always occur.

Bug Fixes:
- Fixed a bug where balls would continuously trigger water splash VFX or ball-in-hole SFX at the last hole.

Notes:
I am aware that some players have experienced crashing or empty lobbies. I sincerely apologize for the inconvenience and am working diligently to resolve these issues. In the meantime, I recommend that everyone in your party restarts the game as a temporary workaround.

I am also committed to delivering 2 additional courses within the next 1-2 weeks, followed by a level editor. Thank you for your patience.
- Joseph
Korean Rail Driving Tour-LRT Uijeongbu - leegod
-After drive, gold earned by arrive position and arrive time. More precise record earn more gold.
-Minor bug fixes.
MOBILE SUIT GUNDAM BATTLE OPERATION 2 - satoshi_okamoto
Thank you for playing "Mobile Suit Gundam Battle Operation 2".
This is the Steam® version oeperations team.
 
Currently, we are receiving reports indicating that regular gameplay is being disrupted due to unauthorized behavior.
We apologize for any inconvenience caused to users who are enjoying the game normally.
 
We have been conducting investigations based on the reports we have received and information
from our internal investigation criteria, and in response to these disruptive actions,
we have been monitoring the action logs as appropriate on the management side.
We would like to report that for the accounts where issues were confirmed,
measures to halt gameplay have been successfully implemented.
 
As of 28th February, 2024 [JST]
 
■Number of Account Suspension Cases
Date
Number of Accounts Addressed
~July 2023
350 Accounts
August 2023
4,477 Accounts
September 2023
1,463 Accounts
October 2023
921 Accounts
November 2023
930 Accounts
December 2023
347 Accounts
January 2024
379 Accounts
February 2024
306 Accounts
 
■ Actions Taken: Permanent Usage Suspension, etc.
 
As this online competitive game thrives through everyone's collaboration
the management will continue to investigate accounts that are deemed to be
violating the terms of use or engaging in disruptive behavior towards others.
If disruptive or interfering actions are confirmed,
we may halt gameplay for the relevant accounts without prior notice.
We kindly ask for your understanding in advance.
 
Furthermore, we extend our gratitude to users who have provided information about those
engaging in disruptive or interfering behavior and have cooperated with our investigations.
We would like to take this opportunity to thank you.
※Please note that if there are repeated instances of false reports, penalties may be imposed on the reporting users as well.
 
If you come across players who might be engaging in unfair practices or using unauthorized tools
during gameplay in the future, we kindly request your cooperation in providing information
through the "Contact Form" mentioned below.
 
▼Contact (Inquiry)
https://bnfaq.channel.or.jp/title/2823
 
We are committed to applying penalties to those involved in unfair practices and tool usage, for the sake of our players.
We ask for your continued support for "Mobile Suit Gundam: Battle Operation 2."
Thank you.
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