We have already given some clues in recent months, but after lots of preparation and very hard work together with our local publisher and partner GamerSky Games, we are finally ready to release Project Planet in China!
China release
In China, we're thrilled to announce the launch of Project Planet under the name 我不背锅 (I Won’t Take The Blame), catering to both Traditional and Simplified Chinese-speaking players. This marks a significant milestone for us as we expand our reach into one of the largest gaming markets in the world.
Update 1.3
China has a massive and passionate gaming community, and we couldn't be more excited to introduce our game to this whole new audience. We look forward to welcoming new players to the community and reading about their experiences with the game. Together with our partner GamerSky Games, we're dedicated to providing the best possible gaming experience for our Chinese players! In recent weeks, we already talked about all the features this new update will contain outside of Chinese translations, but check out the complete changelog here for the full list of changes!
Other Languages
If you're not Chinese but eagerly anticipating the game in your own language, you might be curious about what this Chinese release entails for you. While it may require a bit more patience, the translation of the game into Chinese lays the groundwork for future language additions. Following the rollout of this update, we'll get started on expanding support for multiple new languages as soon as possible!
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That’s all for today. Keep an eye out for the many streams by joining our Discord community. Here you can also stay up to date on the latest updates, find others to play with, join our playtests or get in touch and ask us questions!
And don’t forget to get Project Planet at 30% off this Spring Sale!
Friday was the most successful launch we've ever had, and the feedback and reception has been amazing. Thank you so much for your support
In the meantime, we didn't rest but instead focused on the issues that were reported, and we are happy to announce the first patch for OOTP 25, version 25.1.47, is available already! Plus, later today the 25th Anniversary Packs in Perfect Team will be added to your account.
Changelist (25.1.47):
Updated MLB roster set, including future draft pools, and fixed issues in the historical databases (need to start a new game for changes to apply)
Tweaked rating bar displays, darkening the potential part if bigger than the current rating
Tweaked Negro League player rating calculation, including in relation to the adjusting minimum AB & IP setting
Fixed demoting players also removing them from the development lab
Fixed possible crash after loading a game from a template with the development lab enabled
Further adjustments to scouting discovery strength
Improved development lab AI
Updated IAFA display of penalties
Fixed coach relationship headers
Fixed error in import player stats
Made the background of the content boxes in the light skin brighter
PT: Fixed problems opening Choice Packs
PT: Fixed incorrect stadium lists
PT: Updated timing on open pack screen
PT: Dimmed explosion of pack opening sequence a little
PT: Updated data for combinator cards in card sale dialog
PT: Updated “unknown” conditions on tournaments
PT: Fixed error with saved roster not showing when you enter a tournament
The next and first major patch of Dead Metal is coming up around the corner, its taken a little longer than expected as last I posted I said it would be ready in mid March at the latest. Now I'm thinking end of March or at worst early early April. This patch will include a bunch of new things listed below:
-New tile set and planet type to explore -Snow Ore Mines, which contain ways of getting ore for upgrades much faster than previously -6 New player abilities to be unlocked -2 New base enemy types -Various bug fixes generally to do with MP or the tech items introduced in the last patch
Here is a screenshot below of the new tile set:
I'm looking forward to releasing the patch and will have another post on what content is coming after once its out! Thanks for playing!
I did some code changes with color selecting dominoes and also revamped the graphics for better color matching and more professional look :) I will be adding more items soon I promise! Its been a long time coming!
--Fixed issues with different shoes such as high heels --Fixed the problem that "Hannah's Memories" mission could not be completed repeatedly --Added the exclamation point prompt for the "Hannah's Wrath" mission in Hannah's Dreamland --Fixed the disappearance of the weight of a piece of clothing and underwear in CDK --The RV in Hannah's Dream has an additional clothing gift box (shoes) --Add a clothing gift box (shoes) to the shelter
Maciej—a multilingual philologist, RPG aficionado, and award-winning writer—joined the Fallen Gods team in October 2014 as an editor. He quickly proved indispensable, and his role grew to include scripting events, then helping design events, then editing voice over, then implementing Unity content, then setting up combat encounters, then selecting the “deck” of events for different dungeons, then…. Well, you get the drift. “Longsuffering” barely begins to describe it.
While Maciej modestly claims not to have “made” any part of the game, the reality is that the fingerprints of his careful touch are everywhere. We’ve all benefited from his guidance, and I’ve never had anything comparable to his editorial work on any of my prior projects (even AAA RPGs with budgets in the millions of dollars). The only question is which of us will have the greater trauma from the process!
- Mark Y.
Mark: One of your principal roles on Fallen Gods is editor. How has your experience playing RPGs and adventures over the years informed your approach to the game’s text?
Maciej: To put it bluntly, my experience and preferences regarding games have made me wish for the texts simply not to waste the player’s time. Many games have very little regard to what is really communicated through their text — whether all of it is truly useful, or whether some of its parts could be removed with no loss in substance — which leads to a lot of meaningless reading that the player is compelled to sit through, just because it might hold something of value. I feel like in Fallen Gods we’ve put a number of constraints on ourselves that let us avoid this pitfall, and while in some cases the game does throw extended texts at you, I believe that each time all of it is significant.
Mark: You also serve as a sounding board and scripter for the event design—that is, the gameplay framework in which the game’s text appears. What do you look for in a good event?
Maciej: First and foremost — choices with weight. And by this I don't mean that they should all be epic in scale, but rather that they should always make you consider which one to pick. The antithesis of this is finding a desk and having choices like, “1. Open the left drawer,” “2. Open the right drawer,” “3. Look in the trash bin.” It’s empty content that brings very little to the gameplay experience and is only meant to draw it out by having you mindlessly click three buttons to get what you could have just been given at the outset with no input.
Instead, to follow the same example, I should have some knowledge of what the drawers hold, opening each should have some risk to it (the owner put a venomous snake in the left one), and I should only have enough time to open one of them safely — because the owner is about to barge through the door with a shotgun.
Obviously there are also other aspects, particularly those that pertain to replayability or obscure outcomes that require multiple “keys” to access and which are very cool to get on your nth playthrough, but I think the “weightiness” of the options presented is by far the most important one.
Mark: As one of the first team members on this project, and a de facto producer, what do you think have been its biggest challenges?
Maciej: The greatest challenges have always lain in the ebb and flow of the development cycle, primarily since everyone involved in this game isn’t doing it on a “full-time” basis, so every now and again someone may disappear for an indeterminate time. In other words, the hardest part is to keep up with the flow when everyone’s productive, and to keep it going when someone is dormant.
In the former case, considering that I have to manage and implement so many things, when I’m suddenly flooded with a lot of new UI assets, events to (re-)script, bugs to fix, VO to mix, and whatever else, it can simply get incredibly overwhelming. And given that some of these may be interconnected and require one for the other to work, it’s important to set priorities for yourself, as well as make sure you’ve noted down everything that needs doing. Because that’s the other major problem — when juggling a dozen different things, it’s easy for one to get lost somewhere, and that’s also definitely true for the project in general when you have to manage it for such a long time.
In the latter situation, during periods of slower productivity, the challenge is often to simply make sure that the development keeps rolling. It can be hard to implement new mechanics when you don’t have the UI to support them, or work on game balance when half the events are unfinished. You have to start taking shortcuts or making placeholders for everything, and these also have an uncanny propensity for taking root and staying in the game for much longer than they should. But overall, this is a small price to pay for not having to run a tight schedule where everyone is forced to work on the game, and letting them pace themselves.
First i want to say thanks everyone for playing and getting us 300 installations. Its been a crazy start. Today we update for our first of many updates and changes.
Additions
- New orc camps Locations
- New punching bag located in Vargas
Tweaks/Edits
- Summoning staff has been upgraded from 2 to 3
- Mastery experience has been changed to x2 bonus permanently