Uncover the Mystery of Northern Quebec in ICEBOUND!
Brace yourselves for the ultimate test of courage and cunning in ICEBOUND - our upcoming driving survival simulator! As Henry, a wilderness firefighter stranded in the icy wilderness, you must use all your wits and skills to outmaneuver a hostile military and survive against the odds.
Travel the frozen landscape in your snowcat, but be wary of the ever-changing weather and hostile fauna that threaten your every move. Explore northern Quebec and uncover the mysteries hidden within. From dense forest to secret military outposts, there's no telling what dangers lie ahead. Will you have what it takes to survive?
On " FPS Fest Apr 15 - Apr 22 " we'll be going to stream 4h Relic Odyssey: Ruins of Xantao, which will go on full release Q2 2024, where we offer 100 game keys, for the participants who will complete the task, stay tune for the contest announcement.Discord
Since we released Update #6 we've had a ton of players both new and returning. I want to thank everyone who has played Update #6 and give a special thanks to those patient players who reported issues so we could fix them.
Update #6 Patch #1 ChangeLog
This patch #1 to Update #6 fixes the following issues players reported: Gameplay Add upgrade tech for Uranium Mines and Centrifuges Add 4 more upgrade levels for warehouses
Bugs Fix pipes and lakes missing from campaign maps Fix balance of micro and double docks Fix main menu background music not respecting music volume Fix missing localizations for new strings Fix crash when placing warehouse in map editor Fix demand/supply lines not rendering on long tracks Fix uranium mines multiplying on deletion Fix trains stuck on turnaround
Workshop Missions Highlights
Since Update #6 the community mission designers have been on a hot streak! This week along has brought a ton of high quality new maps to the workshop. Please check it all out here: https://steamcommunity.com/app/1355090/workshop/
Starting with today's announcement I want to start highlighting workshop maps. These maps are not the only quality missions, but just a selection of what I think Railgrade players will enjoying playing.
Industrial Prankster by Snek Snek has been an active member of the Railgrade discord and developed this story driven challlenge map with feedback from other mission designers on the discord. The mission represents what I hope to see a lot more of: missions with story, challenge, and campaign-like design. Link: https://steamcommunity.com/sharedfiles/filedetails/?id=3219796239
Nuclear mayhem by Tram-Train Tram-Train is another active member of the discord and his work in progress Nuclear Mayhem is another campaign-like stand alone story mission. I want to thank him for pushing the mission design community further and giving feedback to other designers. Link : https://steamcommunity.com/sharedfiles/filedetails/?id=3220117106
PS: Credit to 102_Ruby on the Railgrade Discord for this update's cover photo. He really pushed the limits on Railgrade's city growth!
Sorry for taking the week off last week. I've been experiencing sort of like a writer's block over the past few weeks, and it was wrong of me to ignore that.
In order to fix this, I changed focus to making cultist temples. The basic idea of the cultist temple is a maze-like or labyrinthine tunnel system, where the player must find keys to unlock gates in order to progress. Meanwhile, monsters emerge from the walls and try to hunt down the player. An early render of a cultist temple
Much like the mad scientist towers, nests, and monster lairs, the player follows a set of clues to the external feature. I imagine a low, gothic-styled shrine building, with a set of benches descending to the main staircase into the tunnels. Symbology?
That just left the tunnels. I tried roughly copying my road code, and it worked shockingly well. There were a few growing pains of course and I think I could probably make things a bit more efficient. Note the cyclic nature of the maze.
I threw in a few tweaks, particularly making the distances longer and getting rid of cycles. It can generate relatively efficiently (i.e., it would be difficult to notice the lag when it generates on-the-fly), but I might play around with it. Not only are you solving a maze, you're solving a maze for which you can't see all the paths.
Next week, I will add in the keys and gates. I have a pretty good idea on how to do that, so it will be quick. I also want to add in some visual indicator of a dead-end path, and possibly add in some ups and downs to really confuse the player. And add monsters and encounters of course. I hope to get an update out with these things next week. Remember to email any questions, comments, and prayer requests you have to roguesofeuropa@protonmail.com.
This is a minor update. it only contains 1 feature: A Restart Button
You can restart custom maps with the button on the pause screen.
Additionally, if you enable the "Show Restart" option under game options, you can wipe your save to quickly restart for speedrunning purposes. I repeat. THIS WIPES YOUR SAVE!!! so use with care :)
Want to see what I'm working on behind the scenes? I post weekly updates in the Pogo3d Discord :)
Update has been released Mr. Scientist v1.2.3! - Added Steam achievements - Added Easter eggs (If you find 10 Easter eggs, an additional pause button will open) - Added horror elements - Added a new event - Training updated - Changed loading screen - Fixed square letters in Russian localization in the Inventory (some players had a bug) - Now the tutorial does not appear if you continue the game through the menu if it is turned off in the settings - Now if you have lost an important item, it will appear in front of you - Fixed collision - Fixed minor bugs - Fixed cursor for bad ending - Minor changes - Fixed inventory appearance
- Added 9 new course and weather configurations to online matchmaking modes - Added minimap replay animation to end of race screen
- Fixed key bindings not persisting when launching the game - Fixed key binds not mapping to some keys - Fixed matchmaking repeating connection attempts to a single match - Fixed Quick Match and Fleet Mode matchmaking buttons behaving differently - Fixed Matchmaking canceling on failed connection attempt