Hello SCP: 5K backers, fans, and everyone else on the internet. I’m here today to share some news about the progress on update 0.14. I’ll cut to the chase: we’re pushing our update release to April 29th. And now I’ll explain why. Our development team on SCP: 5K has been working incredibly hard, doing a tremendous job of creating and implementing new content and improvements to the game for this release. It has been a monumental lift to say the least!
As stated in our previous Devlog: we’ve expanded our team and capabilities in a big way. The learning curve however means that we (as you might expect) hit some bumps along the way. Such is the life of a game developer.
One of the departments we’ve expanded on is QA with the addition of our newest member: Aaron James. A proper QA team is something we’ve always wanted but in the past we were limited to sharing that workload among team members in addition to their existing responsibilities. We’re excited with how much of a help it’s been having people dedicated to hunting down bugs and other issues within the game. This is a very time consuming process but vital to ensuring a great experience with minimal issues.
That said, through testing we’ve encountered a few unexpected things that required us to make a decision. Either ship it as is and hit our deadline, or shift the deadline and give our team more time. I would say it’s not an easy decision but I’ll be honest here…it really is.
Our current goals:
1. Make an exciting and fun experience for players 2. Treat our humans well
The entire team is so passionate about this project. It would be wrong to not allow this update a bit more time to cook. We’ve been reworking and polishing a lot of things. We’re all very proud of everyone for stepping up to the plate. I couldn’t be more grateful for the tenacity of this development team; they’re the real magic-makers and they deserve all the credit in the world because thanks to them, we’ll still be able to release 0.14 this month despite the challenges we faced.
In the meantime, we’ll have more information between now and then, along with a new trailer. Thank you for your support and for playing our game!
“Hold the light, watch the dark.” TREY BISHOP // SCP: 5K GAME DIRECTOR
Hello everyone! The game’s been out for over a week, time really flies! Here’s another bug patch for you all.
We’re also working on some updates for the game that we hope to share more about with you soon!
Patch Notes:
🎁 Added so that you can pick apples🎁 Bones are back!🐛💥🦶 Audio bugs stomped!!!! We’ve fixed a bunch of audio bugs related to sound disappearing💥Fixed issue where player voices could sometimes be muted💥Fixed issue where player voices could disappear after going into the diving bell💥Fixed issue where monsters somehow spawned in the house (if you’re playing with someone using mods to spawn them - this may still happen)💥Fixed issue when joining invites when already in-game💥Potentially fixed video overlay issue
Thank you all for being patient with us as we’re working on sorting out the bugs! 🙂
Please email support@landfall.se for any questions or if you need help troubleshooting.
Make sure to verify the integrity of the game files to make sure you receive the new update.
It’s almost been a week since Death Noodle Delivery has launched on Steam and we are grateful to everyone who has purchased a copy of the game, and even more to those who have left their review (this helps us a lot!).
When it comes to reviews from press, journalists globally did not shy away from trying Death Noodle Delivery and leaving their thoughts on a variety of articles, which we want to share with you below, in case you were still on the fence about grabbing your own copy, we hope these articles give you a glimpse at what Death Noodle Delivery is all about:
This week we have been working on improvements for two stories, the descriptions of all chapters in the beetles story (starting with the chapter "Hydrophobic") and the butterflies story (starting with the chapter "Graceful flutters") have been updated and the waves in all the chapters in the butterflies storyline have been balanced.
We have also started the work of adding new stories, Toad's story is first up. Even though it has been taking more time than expected, it is coming along and should be ready in time for next weeks update. Along with the new story there will be two new quests to complete.
Changes:
Descriptions of all the chapters in the beetles storyline have been updated
Descriptions of all the chapters in the butterflies storyline have been updated
Balanced the waves in the butterflies storyline
When starting a storyline, it is now 100% sure that you'll be offered the option to pick the next chapter in that storyline if all conditions are met for the next chapter
Added 3 new morals to appear on the score screen
Version number is now black
Bug fixes:
Fixed a typo in the description for "Winged allies"
Fixed the item sprites that were rendering on top of the reroll confirmation note in the chapter selection
As always, it is a good idea to back up your save file before starting the game after an update. If you want instructions for where to find the save file you can read the details below. [expand type=details] On Windows you can find the save file here: %AppData%/../LocalLow/Les Grenouilles/Froguelike
And on Mac here: ~/Library/Application Support/Les Grenouilles/Froguelike
The file you want to save a copy of is called "FroguelikeSaveFile.bin" [/expand] We'll be hopping back to you next week, with a brand new story toadally worth a read! Johanna and Rémi
Shai-Hulud has reared his head above the sands. Blessed be the maker!
The last few weeks have been an exciting whirlwind with both GDC and PAX East taking place, where we got to sit down with journalists and content creators to present some extended, mostly raw footage of the starting experience in Dune: Awakening.
After presenting the game, we spent a few nail-biting days waiting, but we were blown away by the reactions. Here are some of our favorite previews:
“Dune: Awakening is looking supremely cool – as it was written.” IGN
“I'm finding myself more and more interested in Dune: Awakening the more I learn about it.” PC Gamer
“For those of us who've dreamed of waging political, economic, and physical war on the Dunes of Arrakis, the game may be our best bet.” VG247
“Thankfully, it seems to be on track, judging first from the scorching gameplay released at the start of the month and now glowing preview coverage from outlet IGN, which has us more hyped than ever.” Pushsquare
“Dune: Awakening looks to spice up the world of survival MMOs.” Shacknews
“You are essentially given the opportunity to do whatever you want whether you are someone who enjoys PvP or PvE.” RectifyGaming
“If I wasn't already excited for the upcoming Dune MMO, what I saw would have put any reservations to rest about the ambitious project.” Techraptor
"Dune: Awakening ambitiously blends genres and lore.” But Why Tho
“Dune: Awakening has the spice to convert me into a survival game addict.” The Loadout
At the end of the closed-doors presentation, we also held a Q&A, in which we shared a lot of new information. Dive deeper into all the spicy details in Wccftech’s great summary.
Bug fixing continues, I've also added in building rotation which many people have been requesting. This currently only impacts the Barracks and RoboForge. Another QoL feature added is a more obvious alarm if your non-fortification buildings are being hit.
Added building rotation, R by default. Currently only relevant for the recruitment buildings.
Added an extra sound effect if a non-fortification building is attacked. It has priority over the normal warning and triggers more often.
Added a -15% speed penalty to The Sludge commander's forces
Fixed scroll sensitivity resetting
Fixed some situations where orbitors would disappear
Fixed DOT abilities like the pyro's Napalm not triggering
Fixed Life Support area of effect
Fixed the RFI being replaced by The Goo as a horde faction on load
Fixed the cost of ore from the Recycler being too high
Fixed some misnamed buildings
Fixed the difficulty achievements not triggering
Fixed batteries causing permanent max energy loss when powered off
Fixed enemies unburrowing in your base on load
Fixed The Sludge being selected as a commander too often
Fixed level 10's perk selection breaking
Fixed the Drop Pod Launcher not carrying across in saved games
Fixed some queued unit sprites
Added the Move binding to the controls panel
Let me know on Discord if you experience any more issues or if you have any suggestions.
After a long journey, it is with great pleasure that we are able to present the game to you all. I would like to say that we are ecstatic at this moment, but after monitoring gameplay and reviewing various communities since launch, I realized that we have a lot of work to continue to do.
First of all, I would like to express my heartfelt gratitude to all of the players that have provided positive feedback and comments. I would also like to express my gratitude to the players who have quickly pointed out critical issues and sharp feedback.
We are currently in the process of identifying major issues that are hindering gameplay. The following issues will be addressed through the April 10th patch/hot-fix.
1. Adjust the timing of Perfect Guard/Dodge/Charge
The timing for perfect guard, dodge, and charge will be significantly eased in favor of the player
This adjustment will have a positive effect on the overall gameplay experience. We will continue to monitor feedback and suggestions after this is implemented.
2. Fix the issue regarding the attack hit-boxes of certain monsters
We confirmed that certain monsters' attack hit-boxes are triggering at times that are not in line with their animations.
This is an issue that has a negative effect on the overall gameplay experience and needs to be fixed quickly.
3. Adjust the Health of Mother Gaia, the final boss of Stage 3 (Abandoned Land)
Currently there are many issues that have been reported during the Mother Gaia battle.
As a temporary measure, we will decrease the boss' health in order to shorten the length of the excessively long fight.
We are working on investigating the issues with Mother Gaia promptly.
The following are things that we will address/resolve as quickly as possible.
1. In regards to the lack of BGM (background music) in certain areas
During the process of polishing the game, there are areas of the game where there is no BGM or the BGM does not loop correctly.
This will require a comprehensive review, so while it may take some time, we strive to improve this part of the game as fast as we can.
2. In regards to the issue where there are not enough checkpoints (campfires) in the Dark Forest stage
The Dark Forest stage is quite large and we understand that if a player dies at certain parts of the stage, it can cause a great deal of stress to the player.
We are reviewing the stage design and checkpoint placement to resolve this issue.
3. In regards to the Korean voice-overs
Because we are an indie game studio based out of South Korea, we first worked on applying Korean voice overs.
The plan is to support multiple languages for voice overs by the time version 1.0 rolls around.
However, we found that some players do not want to have the Korean voice overs on by default.
Therefore, we are planning on adding an option where you can turn off the voice overs during the Early Access period.
4. In regards to the "Soul Destruction" skill issues
Players will come across a variety of 'systems' that they will need to use to advance through the game
The "Soul Destruction" skill is one of those key systems, but the utility, for a lack of better words, seems really low
We are preparing improvements to the "Soul Destruction" skill so that it is a more viable/efficient system for players to take advantage of.
5. Other Key Issues
We are addressing issues where trading hits right before the last hit (that send the boss to the next phase) prevents progression.
We are working on improvements to player/monster movement as it can interfere with intended gameplay.
We are aware of an issue where the attacks of monsters summoned by Mother Gaia can cause the game to crash in certain situations.
After certain gimmicks (ie. the conveyor belts in stage 2, the tumor bulbs in stage 1) are activated/cleared, there are issues where the activation/clearing of the gimmick is not saved after death or restart. This is a critical issue that impairs the overall gameplay experience of the player and is being urgently investigated.
The following issues are difficult to address as quickly as the others, but are still being handled as major priorities.
1. Addressing the narrative and staging quality
Staging a scene and the narrative that brings it to life are crucial elements for immersion in the game.
However, we are aware that there are still cutscenes that detract from this experience.
We will consistently work to gradually enhance these aspects and present to you massive improvements all the way until we get to version 1.0.
2. Addressing the quality of certain skills
Some of the skills that players can attain can greatly improve a player's gameplay, while others have somewhat of a lesser presence
During early access, we will adjust them to provide an interesting experience regardless of the skills that you choose to learn.
3. Exploration Quality of Life Changes
When it is difficult to get past a particular boss, it is very important to provide the player with a chance to improve/get stronger and challenge the boss again.
In the content released so far in Early Access, features such as fast-travel or weapon enhancements are limited. We planned on releasing these features in future chapters.
However, if the lack of these features currently negatively affects the gameplay experience, we should consider advancing these features ahead of schedule.
I would like to again thank you for all of the support that everyone has shown us thus far. We will continue to listen to your opinions, feedback and constructive criticisms in order to make The Devil Within: Satgat a true return-to-form for action-platformers. We will also continue to communicate with you as we head towards version 1.0!