Welcome to a new issue of the Dev Diary, Brave Ones!
Today we will tell you about the new inhabitants of Bran Castle, new mechanics for outfits, and a completely different side of the character of the old warrior Bjorn.
Let's start with the most interesting part! Soon you will need to think not only about which combination of skills to gather to defeat all the monsters, but also about which equipment suits your hero best. By equipping a full set of gear, your hero will receive a special bonus. Each set has its advantages, so choose them wisely according to the situation and your hero!
We also can't leave you without bright novelties. Remember the fierce Bjorn? Now his fury has become more visualized. Right during the battle, this tough guy can go berserk and simply annihilate his enemies. Look at him, it's better not to cross his path on a narrow road.
Our news also includes bloodthirsty enemies. Introducing the beautiful women of Bran Castle's owner, who will protect their beloved and the dynasty's home until the last breath. These ladies are so beautiful that they were able to charm Death itself, who is ready to fight alongside the heroes. Do you think Bjorn will be able to overcome each of these villains?
Our issue is coming to an end. We remind you that The Braves: Beginning will be closed on April 22nd at 14:00 UTC, and all progress will be reset. Those who have been with us from the very beginning and complete the training in the full version of the game will receive nice gifts that will definitely help you start your adventure confidently!
Today, we’re rolling out our latest patch update, which not only brings visibility improvements to the game across all platforms but also addresses stability and performance. This update includes:
Map Visibility Improvements (Phase 1):
Adjusted camera framing for all screen sizes to provide a closer view of the map
Enhanced train and track visibility
Improvements to city names for increased readability
General improvements to the map to increase clarity
This is just Phase 1 of our map visibility improvements, and it is just the beginning! Phase 2 will be released imminently and it will bring a brand new map view to the game. Stay tuned!
Bug Fixes:
Changed the "Quit" button to "Resign" for clarity when leaving the game permanently. Thank you for raising this!
Fixed a bug that could cause the game to get stuck if a player's timer expired when there were no cards to pick up
Fixed a bug that would sometimes cause the game to get stuck after changing your screen resolution
Fixed several stability issues caused by edge cases
We appreciate your ongoing feedback! Please keep reporting any issues or suggestions you may have to help us further improve the game via the Community Hub, Discord or help@marmalademail.com.
Welcome to a new issue of the Dev Diary, Brave Ones!
Today we will tell you about the new inhabitants of Bran Castle, new mechanics for outfits, and a completely different side of the character of the old warrior Bjorn.
Let's start with the most interesting part! Soon you will need to think not only about which combination of skills to gather to defeat all the monsters, but also about which equipment suits your hero best. By equipping a full set of gear, your hero will receive a special bonus. Each set has its advantages, so choose them wisely according to the situation and your hero!
We also can't leave you without bright novelties. Remember the fierce Bjorn? Now his fury has become more visualized. Right during the battle, this tough guy can go berserk and simply annihilate his enemies. Look at him, it's better not to cross his path on a narrow road.
Our news also includes bloodthirsty enemies. Introducing the beautiful women of Bran Castle's owner, who will protect their beloved and the dynasty's home until the last breath. These ladies are so beautiful that they were able to charm Death itself, who is ready to fight alongside the heroes. Do you think Bjorn will be able to overcome each of these villains?
Our issue is coming to an end. We remind you that The Braves: Beginning will be closed on April 22nd at 14:00 UTC, and all progress will be reset. Those who have been with us from the very beginning and complete the training in the full version of the game will receive nice gifts that will definitely help you start your adventure confidently!
Hey everyone! Pepper Grinder launched just under a month ago, and thousands of you have played it. The reception has been mindblowing, and I am forever grateful for your support and the invaluable feedback you have provided since the launch. It helped shape this update and make the game better across the board.
With this update, Pepper Grinder gets full support for PlayStation and Switch gamepads, a new speedrun timer, and numerous quality-of-life changes and bug fixes. If you're interested in all the details, you can find the full changelog at the bottom of this announcement.
On an unrelated note, new Pepper Grinder merch with brilliant art by Jor Ros landed on the Devolver merch store (US, EU). It's up for pre-order now, with estimated shipping in June.
Thank you for all of your support! Riv
Pepper Grinder - Update #1 Changelog
NEW ADDITIONS
added additional support for Playstation and Switch gamepads on PC so that the correct button icons will now be displayed for them.
added a speedrun timer that can be toggled on and off with the tilde ~ key on keyboard or by clicking on the right stick on gamepad while in any stage or on the map screen
added a scene skip option to the 4-Boss intro and outro scenes
added a scene skip option to the Credits and changed the fast-forward feature to be activated by pressing Down rather than A or B, which are now used for the skip
added a feature for the Gatling Bit that will move it to certain checkpoints if it has been left behind in stages 2-3, 4-3, and 4-4
GAMEPLAY CHANGES
changed 1-Boss so that the Giant Beetle can be knocked down from a wider range of angles when on the ceiling
changed 1-Boss so that fewer ghost bullets are fired in the Phase 3 burst sequences, but with a larger gap between each one so the same area is covered but less densely.
changed time attack requirements for stages 2-A, 3-2, and 3-4 to be more forgiving
changed the screen shake option so that at 0 hit stop is also disabled
changed sticker gacha machines so that drop rates are heavily weighted in favor of stickers missing from the player's collection
changed the 4-Boss phase 2 arena so that grapple points now appear in the bottom corners to give players more chances to recover from a fall
changed Naro's skull projectiles in 4-Boss so that they all detonate when the player takes damage so that they'll never do an additional point of damage just as the player recovers
BUG FIXES
fixed an issue where more than one of each BGM record could spawn in the sticker book
fixed an issue where if a gatling bit and a key were dropped close enough to each other, neither could be equipped
fixed an issue with NarMortar enemies so that mashing grapple while pulling off their canopy will no longer teleport the player out of bounds to the origin point of the stage if input is during the same frame as when the grapple point is disabled
fixed the Mary Poppins glitch to foment unrest in the speedrunning community (sorry)
fixed an issue where audio could cut out after reloading from a checkpoint
fixed an issue where checkpoints could incorrectly carry some non-critical data between saves, like playtime
fixed an issue where it was sometimes possible to get stuck between points on the map screen if the player moved before a new path was fully revealed
fixed an issue where players could get blocked during a falling ice block puzzle in 3-4 if they did things in a certain order
fixed an issue where the player could become trapped if an ice block fell on top of them
fixed an issue where the intro stem BGM in 3-2 wouldn't play if the player skipped the drill startup animation
fixed an issue in 3-Boss where a certain animation trigger was failing to advance Mint's attack phase if it was interrupted by the player dealing damage, resulting in a hang
fixed an issue where it was possible to block progression by going back through the stage after exiting the mech at a certain point in stages 4-2
fixed an issue where cannons frozen in blocks of ice could still be entered if the player was already in drill mode
fixed several level design issues that allowed players to get out of bounds in un-fun ways
fixed an issue where a failsafe intended to place the player in an open position if they somehow got stuck overlapping a solid object could trigger incorrectly and place the player on the wrong sides of walls or out of bounds
fixed an issue where Naro could hang in the transition to phase 1 part 2 if it were triggered during one of his drop attacks
fixed an issue where Naro’s skull projectile explosions could kill the player during the button-mashing event for defeating him
Fixed the hint bar when renovating a vehicle. After pressing [H], it stayed on the screen instead of disappearing after the time had passed
Changing the location of information about marking the car body during renovation. Now the information is in the middle of the screen, previously it was in the game path at the height of the element we are selecting, which made it poorly visible and confusing
Add highlighting of the bodywork element we are looking at during car renovation, with another bodywork element already selected
Change the color of the selected body element to white, and change the highlight of the element we are looking at to orange
Removing the list of items when restoring a vehicle
Change the color of the grading stages for car restoration to green for the vehicle body element in the 2D car plan
Adding orange color to the selected vehicle body element in the 2D car plan
Making the background darker and blurry under the 2D graphics of the car diagram during renovation
Enlargement of 2D diagram graphics during vehicle renovation
Adding a separate panel with information about the possibility of pressing a hint when renovating vehicles
Added the text "STAGE" to explain the numerical information found in the vehicle renovation status graphic
Changing the Font for the vehicle renovation widget to a more readable one
Fixed Outline when looking at Glass while restoring vehicles
Repair for ESC, TAB, CTRL etc. inputs not working. If any of them don't work yet, please let us know
Making the crane operation widget more transparent
Visual improvement of the crane operation widget, similar to the widget during vehicle renovation
Making clicking in the crane operation widget more understandable. Now the number of buttons is limited to those necessary in a specific stage
Enlargement of the crane operation widget
Changing the background for widgets that appear when collecting vehicles for renovation on the map
Adding player teleportation along with vehicles for renovation
Changing the words when assembling vehicles in the workshop to ASSEMBLY VEHICLE and VEHICLE DIAGRAM
Shorten the message when inserting body parts. Now only "Press [E]" is visible
Consistent all widgets belonging to vehicle renovation mechanics and marked Press [E] is visible
Make larger spaces in the words PAINTING THE CAR and in the name of the element we are looking at
Reduce the scale of the 2D Car Diagram graphic by 25%
Change the color of the completed item in the 2D Car Diagram to a more green color
Reduce the waiting time after pressing Renovation Hint from 8 seconds to 4 seconds
Change the color of the disabled icons for the vehicle renovation widget from orange to gray
Make all orange colors consistent for the vehicle renovation widget
Change the color of the progress bars and inscriptions to green after completing the renovation of the bodywork element
Change the names of the car body renovation stages from Dirt, Rust, Metal to Cleaning, Sandblasting, Painting
Change colors for Stages, now turns green when a specific stage is completed
Fix Outline displaying when viewing and selecting Glass in the vehicle renovation process
Fixed - You can turn on the pusher sound without being at this stage of scrap processing - large crusher
Fixed - Resetting the magnet in the large crusher from the controller does not work
Fixed - Markers for F and C tasks remain when we are in the crusher
Fixed - controller operation on a large crusher, many small bugs reported by players
Shortening the nomenclature when interacting with the Car Lift to shorter text
Removed transparency for the loading screen when moving a vehicle
INFO - After Update
New version Key bindings not working or other problems? Please follow the steps below. In most cases, downloading the settings again will fix the problem.
1. Close the Junkyard Simulator and copy your savegame folder (make backup) 2. Close the Steam app 3. Delete the directory: C:\Username\AppData\Local\JunkYard 4. Open Steam App
After starting the game, check if everything works. If it's okay, then put your save game folder in place
We have 2 last critical bugs we want to fix before we're hands off.
Bug 1: Story Points Spawning Heroes [CRITICAL BUG]
you talk to Glasses in the Tavern and see Story Point G1-1 The next day she’s not in the tavern (good) She’s in the overworld (either for her TAUT or G1-2 storypoint) but the next day after waking up (day 3) I talk to Glasses and she’s telling me G1-1.
This is a bug consistent with the other heroes.
I can assign this bug to our new engineer Rell but can you provide some documentation on where to look? Even text directions is fine.
But if you’re burnt out no worries we can figure it out on our own
Additionally There’s an issue with TAUTs and their corresponding items / Tavern Action Skills
First off most of your Tavern Action Skills are LOCKED at the start of the game. All except 2 (the first Hosting and the first Dish). When you talk to a hero and they’re to tell you their TAUT, you get the item corresponding to the TAUT, it appears in your inventory, then when you go to Tavern Management Sim, that specific skill will be available to choose.
At present all the skills are unlocked. The TAUT does give the item but it doesn’t sync over to the Tavern Scene nor is it saved upon reloading.
These are the last two critical bugs we're looking at. Hopefully this'll be the last update hot fix we'll need :)
The developers of Goober Inc. want to thank you for getting and playing our game! We were astonished by the amount of players that got our game and are happy to see the positive reviews we've received so far.
So, we wanted to express our gratitude through this post. Again, Thank you!
EDIT: An update post on our roadmap will be posted soon!
That's it! Thanks again for checking out our game, we are excited to deliver you our vision of ATAN in the next few weeks.
These broken dreams have been restored with this remake of my personal all-time favorite map: Turf! There’s something about this map that I absolutely love—from the Warthog, to the downed Scarab, to the med tent... the routes are ingrained in my mind, and it feels like just yesterday my teammates and I were careening through the doors, hoping to splatter someone.
Octagon 1v1s are common warmups for many players, but sometimes you want some variety in your octagons. Rather than saving a bunch of different size versions, this unique creation allows you to play at a variety of ranges and you can add/remove platforms around the maps—both at will.
If you look up, you’ll notice some dice and a soccer ball. You start out on 1, the smallest map. You can increase the size by shooting the incrementally larger numbers. Shoot the soccer ball to add/remove the platforms as you desire.
Regrettably, there is no switch to improve your K/D or aim—you gotta do that one on your own through good ol’ fashioned practice.
If you want to practice the aforementioned aiming, Aimlabs is for you. This has been a popular “game” on PC for people on mouse and keyboard, but now there’s a version built into Halo Infinite itself. You can work on your aim in a variety of rooms and scenarios with every weapon in the arsenal. From my time with it, I can confirm that my Shock Rifle skills are still subpar.
If you want to do a combo of Aimlabs and an Octagon, you can do that too simply by interacting with the Octagon on the ground.
Author: DISTORTED JAKAL, C0mmnder, bullet3thehead9, JAKEV10, p1ss3doffcat, xLoud Mary Jane Map | Mode
Suit up and drop in like it’s hot with this battle royale created entirely in Halo Infinite’s Forge. You have your choice of drop pods that will have you land somewhere on this giant, beautiful vista. Beat the circle, and other Spartans, to emerge victorious.
That’s a wrap for now, we’ll see you again next month for even more fantastic Forge Features!