Aloft is participating in the London Games Festival as part of the International Innovators category! Many great games from London and around the world are partaking in the event. Check out the celebration on Steam from April 9th to April 25th! A gameplay video narrated by our game designer Nico, will be live on the London Games Festival Youtube channel on Sunday, April 21st at 2pm BST. #LGF24 💛 — Aloft participe au Festival des Jeux de Londres dans la catégorie Innovateurs Internationaux ! Plusieurs excellents jeux fait à Londres et autour du monde participent à l'événement. Profitez de la célébration sur Steam du 9 au 25 avril ! Une vidéo de gameplay narrée par notre concepteur de jeu Nico, sera diffusée en direct sur le chaîne Youtube du Festival des Jeux de Londres le dimanche 21 avril à 14 heures BST. #LGF24 💛
We are excited to share some fantastic news from our fellow survivors and outlanders at Bohemia Interactive. After much anticipation and numerous requests from its dedicated fanbase, Vigor is making its leap to PC! This marks a significant moment as the game opens up the gritty and engrossing world of the Outlands to a broader audience, now with the precision of mouse and keyboard gameplay.
Set to launch in May as an Early Access title on Steam, Vigor's move to PC is a strategic step similar to its successful releases on the Nintendo Switch and Xbox Game Preview. This early access formula has proven effective, allowing the developers to incorporate community feedback and refine the game experience continually.
v6.2.0 of Starground is now out! This update addresses some early-game balancing issues with both power and dungeoning. Batteries have been introduced to handle unreliable early-game power. Buildings now also don't require full power, and their speed will scale with consumption.
Additions
Added batteries
Added big batteries
Added the option to enable and disable vsync
Added a slider to allow setting a max fps
Added healthbars to enemies
Changes
Decreased the collector power consumption to 5 SE
Increased the length of the daycycle from 300 seconds to 600 (5 minutes to 10)
Made it so machines will now slow down when power is low instead of stopping
Made it so you can walk on solar panels
Made it so fists now have much longer range
Lowered moonshroom health from 8 to 6
Doubled the damage fists do
Made it so damage no longer stacks ontop of the base damage (so if you have a sword with 4 damage, you do 4 damage instead of 4.25)
Balanced weapon components
Fungdle cooldown 0.4 -> 0.1
Primitive Handle cooldown 0.5 -> 0.3
Long Handle cooldown 0.4 -> 0.2
Primitive Hammer damage 1 -> 2
Fixes
Fixed an issue where treadmills were not created in multiplayer
Potentially fixed an issue related to a tesla coil having a null network
Fixed an issue where the power generation and consumption values were incorrectly calculated when adding a tesla coil to a pre-existing network
Fixed an issue where blacklist filters on movers didn't work
Fixed an issue where treadmills blocked other buildings
Fixed an issue where the player was incorrectly layered with the treadmill
We celebrate the addition of over 130 brand-new Live cards in Perfect Team today by giving you a free, brand-new pack! Rip the new Live Spotlight Pack that is in your account NOW - and grab a guaranteed six brand-new cards.
The Clown's Forest 3: Haunting Apparitions - Viper Interactive
The Clown's Forest: Fear of a Survivor is an upcoming spin-off title set just after The Clown's Forest 2: Waking Shadows.
You play as 17-year-old Sarah Baines as she wakes up in Hartown Amusement Park, more specifically, the House of Horrors! Sarah had just survived an indirect attack by Blitzo the Clown who had lured her to the basement of a fishing hut.
Waking up, she finds herself scared and alone, and she needs to work out how to escape the hell she has found herself in. Unfortunately for her, Chester is not too far away, twisting the house of horrors to a literal death trap. Help Sarah try and escape Hartown Park alive!
The Clown's Forest 2: Waking Shadows - Viper Interactive
The Clown's Forest: Fear of a Survivor is an upcoming spin-off title set just after The Clown's Forest 2: Waking Shadows.
You play as 17-year-old Sarah Baines as she wakes up in Hartown Amusement Park, more specifically, the House of Horrors! Sarah had just survived an indirect attack by Blitzo the Clown who had lured her to the basement of a fishing hut.
Waking up, she finds herself scared and alone, and she needs to work out how to escape the hell she has found herself in. Unfortunately for her, Chester is not too far away, twisting the house of horrors to a literal death trap. Help Sarah try and escape Hartown Park alive!
The Clown's Forest: Fear of a Survivor is an upcoming spin-off title set just after The Clown's Forest 2: Waking Shadows.
You play as 17-year-old Sarah Baines as she wakes up in Hartown Amusement Park, more specifically, the House of Horrors! Sarah had just survived an indirect attack by Blitzo the Clown who had lured her to the basement of a fishing hut.
Waking up, she finds herself scared and alone, and she needs to work out how to escape the hell she has found herself in. Unfortunately for her, Chester is not too far away, twisting the house of horrors to a literal death trap. Help Sarah try and escape Hartown Park alive!
this update took way longer than anticipated, but finally we we're able to release it for all of you!
⭐ What's new?
Added a Recommended Dungeons tab to the online dungeon browser where the Dev team will add a few of their favorite player created dungeons in the future.
Map now automatically focuses on player position when opening it.
Added save popup when exiting the dungeon after collecting the golden egg in the editor.
🔥 What's been fixed?
Player is now correctly shown on the map when playing a dungeon.
Added Tooltips for some objects that were missing.
Online Dungeons would sometimes play the wrong music.
Stairs were missing in some dungeons.
👍 What are "Recommended Dungeons"?
The SDM team might just stumble across a fun dungeon by themselves or via the share your dungeon thread on our Discord. Just always try to create the most fun dungeons and it may very well be one of the newest additions to the list! The list is a wild collection of fun, long, short, puzzles, adventures and generally everything great about SDM! Go check them out if you want to spend a good time!
Also if you need friends to share your dungeons with, or just want to hang out with a great creative community, definitely check out our Discord server! We've got several ways to share your dungeon or recommend other fun dungeons as well!
💚 Kickstarter - A big thank you!
If you haven't checked your kickstarter page for SDM lately, it's worth a trip as we share some exclusive behind the scenes infos as well.
We hope you enjoyed our recent MultiVersus Developer Update video, because we couldn't wait to share it with you. Leading up to launch, we'll be releasing several blogs that take a closer look at the new features and changes that'll be heading to MultiVersus when we launch on May 28. We couldn't be more thankful for all of the invaluable feedback we received from the community during our Open Beta period and we can't wait to show you all what we've been working on. In short, when MVS returns it will incorporate a smoother, more reliable online experience. Let's dive right in, shall we?
REBUILT FROM THE GROUND UP
During Open Beta, MultiVersus utilized a client server model netcode, meaning that, for many players, hitting your opponent felt slightly off at times. Put another way, after you pressed a button, the logic for what you saw was calculated on one of various servers and if you weren't in close proximity to one of these servers, the latency made for a poor, imprecise experience, not only for you, but also for your teammates and opponents. This meant that people in different regions of the world had issues playing with their friends, and that needed to be fixed. Quite simply, our old netcode didn't meet expectations, and the only way to truly remedy the situation was to rebuild it entirely from the ground up.
So, without going into too much technical terminology, our team built a deterministic netcode that is tailor made for MultiVersus, regardless of mode or number of players. Our goal was and is to deliver world class online play that is fair, dependable, and gives us the flexibility to build for the present and future of MultiVersus. By vastly improving our networking foundations, we're able to optimize the experience for a variety of modes, including 1v1, 2v2, 4-player free-for-all, and more. Properly architected rollback networking is incredibly cool in that it essentially predicts what each player is going to do next and then uses those predictions to keep the moment-to-moment gameplay buttery smooth and consistent. Basically, our new netcode allows for a much more dependable and predictable competitive and cooperative experience that will benefit all players.
These videos demonstrate MultiVersus' rollback netcode in action. First we showcase a lower ping environment. The blue line indicates the path that the client predicted and the red line indicates the state after rollback has happened.
Next we show a higher ping environment. You can see that even with higher ping, the game still manages to maintain a smooth look and feel.
IMPROVED MATCHMAKING
With improved netcode, comes improved matchmaking. During Open Beta, matchmaking was often determined by latency, meaning that people were often matching with opponents in nearby regions, since being in closer proximity would yield higher quality matches with lower ping and better connections. Our new netplay will allow for people to play more seamlessly with friends and opponents who are farther away, rather than being largely dictated by geographic location, matchmaking will focus on grouping players by their actual skill level, creating a worthwhile experience for everyone. How do all these changes play out? We've been actively testing with very positive results so far, resulting in better connections for players with noticeable improvement to the overall experience.
It truly is our goal to have the MultiVersus online experience feel as though you're sitting next to your friends on the sofa playing locally, only with less sharing of the snacks.
THANK YOU
We can't thank you enough for being a part of the MultiVersus community. Be sure to warp into our Social Channels and join us on Discord to discuss our netcode improvements.
Actually, it's been complete for a while, I just haven't dedicated the time to the impressive amount of data entry needed :D. Dhaze was kind enough to write a very entertaining walkthrough of my game. Not an exhaustive or comprehensive playthrough, but a good look at what a first run of the game would look like.