My Cooking Game, which I have been working on for about 8 months, has finally reached the demo stage and I shared it. It is an exciting moment for me, I hope you like the content I present to you.
Currently, the mode where you can play up to 4 players together is actively playable and stable.
The single player part is currently playable with some changes and improvements so that players who can't find time to play with their friends can experience the game.
Please share your experiences or any bugs, suggestions and requests you find in the game with me via the "Community Center".
If the demo meets your expectations, please do not forget to add it to the wishlist and follow it.
A new chapter begins… Author the story of the Leverian with the help of Dante and his Exalted Tome, Noctua! Dante Unbound is now live! Take on new challenges, master a new Warframe and much more!
Hi everybody. Helder here, creator of Europa. I’m afraid I have some tough news to share. Though we previously announced that Europa would launch on April 16th, it now looks like we’ll have to delay the launch a little - probably until Summer.
This was a very hard decision and came after a lot of discussion between myself and the rest of the team. Europa began as a side project I created alone, and in the years since it has grown more than I ever could have dreamed, though we are still working in the evenings and weekends around our day jobs. I’m very proud of what we’ve done together - which is why I can’t stand the thought of releasing the game before it’s in the condition we want it to be. Unfortunately, it looks like that’ll take a little bit longer than we expected. I go into a little more detail in the following video:
I know a lot of people have been excited for the launch, and I’d like to apologise, and ask that you kindly hold on just a little longer. I promise the extra time will be well spent, and I really believe the final work will be worth the wait. We’ll let you know the new date as soon as we’re 100% confident we’re ready to launch.
Thank you for all your support and patience - it really does mean the world to us!
Are you a streamer who wants to try out the Jackbox games for your next community stream? Then you're in luck! Whether you go live with your friends in Discord or play with your viewers in the chat, many games from Jackbox Games offer you and your viewers a unique experience that no other game can offer. In this article, we will introduce you to the games that are best suited for live streaming on Twitch.
When creating a new game, you can now select multiple 'Game Modifiers' that can change the game progression in dramatic ways. Many of them require some game progress to unlock.
Extra Idle / Extra Active: Changes construction & research speed to support more 'Active' or 'Idle' playstyles. Extra Active mode speeds up construction and research, removes the ability to earn Time Tokens, and increases Click Power. Extra Idle mode increases construction and research times, but increases amount of idle time that can be accrued.
Easy Mode / Hard Mode: These change the rate of coin & XP gain, the strength of many perks, available Land, and natural resource regeneration.
Mild Biomes / Extreme Biomes: This setting will decrease or amplify differences between Biomes. Mild Biomes removes a lot of the penalties from different biomes, and Extreme Biomes adds a lot of additional differences and makes many buildings exclusive to one particular biome or another.
Permanent Perks: This modifier prevents you from lowering the assigned level of a Perk within a playthrough. So you must be extra thoughtful when assigning Perk Points!
Low Population: This modifier decreases the amount of Workers you get per House. This adds extra management challenge as you decide which are the most important buildings to staff.
Infinite Storage: In this modifier, all resources and items have no maximum capacity. All Storage buildings and upgrades are removed. Recipes will not naturally self-limit, since they can not reach saturation.
Infinite Land: Buildings no longer take up land, so you can expand faster.
Infinite Consumption: There is no limit to how much you can oversupply a Market. This allows you speed up progression quite a bit if you can keep your production running.
Feel free to mix & match these as you want! Let me know if you have ideas for additional modifiers.
Simplified Research Tech Tree
As the game was developed, new tech was added and removed quite a bit. As a result the tech tree that linked all the research together was a bit of a mess. Besides cleaning it up to make it easier to follow, I also needed to make sure that new restrictions on buildings in the 'Extreme Biomes' modifier didn't cause any necessary tech to get blocked.
The full details of all the changes are too numerous to mention, but the most important points are:
Most research that simply unlocked new recipes were converted to Quests (e.g. Reinforced Plank, Copper Wire, Paper, Quartz). Players that previously produced these items will have these new Quests automatically marked as 'complete'.
Basic Logic, Intermediate Logic, and Advanced Logic were removed. Related dependencies were merged into Study, Tech Lab, and various Tome researches.
Magic Construction has been merged into the Enchanting research.
Many cases where a research was required as a prerequisite instead simply requires access to the research's input items.
Unlimited save files
Instead of 5 slots to pick from, you can now have an unlimited number of save files.
When creating a new game you pick whatever file name you want.
When loading, you will see a list of all the files you've created. Files created in versions prior to this update will be called "slot1", "slot2", etc.
When in a game, you also have the option to "Save As" under a different file name.
You can right-click on a row in the file browser to view an option to delete the selected file.
Balance Changes
Infinite Research “Omnitemple Speed Boost” is now “Knowledge Speed Boost” and it boosts all Knowledge recipes by 25% per level (including Omnitemple recipes)
Capped all research and construction costs at 10^300, to avoid overflowing the data types used to store costs
Polished Stone is now made from Quartz instead of Refined Stone Brick
Quest that unlocks Polished Stone now requires Quartz production instead of Refined Stone Brick production
Quest for Berry Cake no longer unlocks until the player has access to Berries
Quartz recipe requires 8 Stone instead of 10 Stone
Misc Improvements
Added Brazilian Portuguese localization
Changed icons for knowledge tomes so the tiers are easier to tell apart
If a biome is locked, but its required quest is complete (but not claimed), clicking the “Create” button on the World panel will automatically mark the quest as complete
Unmet requirements with item / research tooltips will display highlighted in red
All tooltips on research ingredients will show the full tooltip guide for the item
Tooltip guide for Coins shows which stores produce the coin type
Menu that appears when right-clicking an item icon will show an Info button at the top that will open the tooltip guide for the item
Game menu dismisses automatically after ‘Save’ clicked
Tutorial pointer finger will no longer appear if the player has reached level 10 in any of their previous save files
More details about recipe speed / productivity modifiers are shown in the tooltip for recipe progress
Bug Fixes
"NaN" would appear in very large construction costs
Tooltip panel would occasionally show items in the wrong order
Skill gain was being undercounted during Fast-forward (turbo) mode
Recipe speed modifiers were not being counted when calculating skill gain
Skills will now gain as many levels as they need to during a single simulation tick, rather than being limited to one level up per simulatio tick
Removed redundant building requirements from harvesting / farming recipes
Fixed tooltips for Harvesting buildings showing excess line listings for each item harvested
No reward was displayed when completing research “Ether Bonus: Earth Power” or any research that boosted cultivation / prospecting
Item icons in tooltip guide would not always show the items’s name in a text tooltip when hovered
IndexOutOfArrayBounds error was possible when returning to the main menu after launching with music turned off
(Hotfix 1.3.0h) Fixed German localization missing many terms
(Hotfix 1.3.0i) Fixed new natural resources appearing with "NaN" quantity when unlocking during gameplay
We're rolling out a new patch, 0.41.20, to tackle several bugs reported by our community. We're aware some known issues still need addressing - please bear with us. Further details on localisation, the difficulty slider for weapon effective range, and more will be shared as soon as we can. Dive into the new build, and as always, your feedback is invaluable in helping us refine and perfect ZERO Sievert. Stay tuned for more updates, and happy hunting!
Bug Fixes
Fixed a bug where there was no continuous cursor movement in menus when using a thumbstick on a controller.
Fixed a bug where held items always highlight inventory quick slots.
Fixed a bug where items dragged to the area around the quick slots are displayed incorrectly.
Fixed a crash with the call stack "Item 'ak_74u_3' not recognised."
Fixed a bug where inventory capacity does not update until the panel is reopened.
Fixed a bug where only the ESC key can be used to close the PDA menu.
Fixed a bug where weapons and armours can be equipped in inventory quick slots.
Fixed a crash occurring when quick selecting an item from stash to inventory.
Known Issues
Players are unable to place map markers in the centre of quest circles.
Equipped armour becomes misaligned after using Alt+Tab.
The right stick of a gamepad does not jump between panels when an item is selected.
Players are unable to scroll through Quest text within the PDA.
Please note that DirectInput devices have been temporarily disabled, meaning PS4/PS5 gamepads can't be used at the moment, due to them being incompatible with the GameMaker engine version we are currently using.
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We are back with another dev log! There are some really exciting things in store for you guys and coming sooner rather than later... get ready to get excited!
Prepare to Explore the Summit
A new area of the planet has been discovered and is being prepared for your exploration!
Vulcan's Summit is hot - super hot. I guess you could say the open pits of lava might be responsible for that. Discover new wildlife, a new mining location, and even take a peek at Duyi's lander while you're wandering the summit.
Make sure not to miss out on the "coolest" part of the summit however - there is a natural hot spring! With a little bit of fixing and questing, you can get the hot springs up and running to relax in and recover stamina.
Cows, Chickens, and... Robo-Cows and Robo-Chickens?
You wanted Robo-Cows. You're getting Robo-Cows!
The long-awaited livestock feature is starting to look like it belongs on your farmstead. With a barn and special fencing to keep them contained and safe, you'll soon be able to have your own little herd of friends on your farm. Just be careful to not get stuck in the gate!
If you want to be a normal farmer, you'll be able to get your cows and chickens through the resident animal lover Dirk. We know the truth however... you want to visit Aaron to get some robo-livestock.
If you haven't done so already, we would love to see your honest thoughts on the game with a Steam review. Reviews can make a huge difference for indie games and we love seeing what you think!
Don't forget to follow us on our socials and join the amazing community in our Discord to share your feedback and thoughts as well as any issues you come across.
Unknowingly, the game has been online for one year! Thank you all for accompanying us and making the game better! The game has now entered the official version, and we will continue to update the game in the future, so stay tuned!
Additions:
German language support (beta version)
Russian language support (beta version)
Portuguese language support (beta version)
Added a hint to the blueprint selection interface that shows details when pointing to a blueprint item.
Modifications:
Increased the width of the material column in the blueprint selection interface.
Adjusted the width of the letter UI.
Bug fixes:
Fixed an issue where names were reversed in the loading progress interface in English language.
Fixed an issue where names were reversed in the backpack interface in English language.
Fixed occasional crashes when using a controller on the crafting table.
Fixed an issue where some text was obscured in the building selection UI.
We will continue to welcome and gather feedback and suggestions from everyone. Please feel free to share your thoughts with us through the following feedback channels!
Regency Solitaire II has been updated, to include not just fixes and improvements, but also some gorgeous new Collector's Edition content, which we hope you will love!
We have included character bios:
You can customise your card backs:
And you can listen to your favourite tracks using the music player:
All of these new features are accessed via a new Collector's Edition Extras panel and buttons from the main menu page.
We hope you love these new features as much as we do!