As we continue to develop Into The Grid at full speed, we plan to share updates more frequently. For additional behind-the-scenes content, remember to join our Discord! We hope you enjoy these updates and join us on this journey.
Let's get started![/h5]
ROADMAP
[h5]This provides a high-level overview of our upcoming milestones along with their current estimates, when available (subject to change).
1️⃣ Gameplay Trailer (June)
2️⃣ Playtest Round: UI Redesign (August)*
3️⃣ Playtest Round: Map Exploration (August)*
4️⃣ Demo Launch (September)
5️⃣ Steam Next Fest (October 2024 - February 2025)
6️⃣ Early Access Release (TBD)
7️⃣ 2nd Character Release: The Maker (TBD)
* Events 2 and 3 may occur simultaneously or separately; this is yet to be determined.[/h5]
ONGOING WORK
[h5]What actions are we taking to move closer to our goals? See below.[/h5]
[h4]Gameplay Trailer[/h4]
[h5]We are assembling a brand new trailer that will highlight more gameplay. It will premiere at a special event. Stay tuned ;)[/h5]
[h4]UI Redesign[/h4]
[h5]Taking into consideration the valuable feedback gathered from playtests, and in line with our search for an identity that matches the mature and harsh tone of the universe we're creating, we are overhauling the entire game's UI. We're aiming for a more minimalistic and retro-futuristic aesthetic.[/h5]
WIP - Subject to change.
[h4]Code Refactor[/h4]
[h5]We're undertaking significant work to enhance the game's code, making it more scalable, less prone to bugs, and future-proof. This is crucial as the game will be built in modules. This approach allows us to add new mechanics and content incrementally, maintaining the game's freshness for many years, as it has been our intention from the beginning.
As part of this development, we're also creating the "Enemy Brain" System. This system will enable us to create smarter ICEs that can adapt and modify their behaviors based on any game state we choose.[/h5]
[h4]Grid Exploration[/h4]
[h5]In tandem with the code refactor, we have commenced work on the Exploration System, making significant progress.
The procedural generation, based on game design rules, is functional and allows us to:
Generate Grids of virtually any size.
Define Node Types.
Group Nodes into Clusters and assign their Watcher ICEs.
Position Gates and assign their Bouncer ICEs.
Spawn Sentinel ICEs.
We have also implemented:
A Pathing System to demonstrate possible and impossible movements to the player.
A Glitches System that enables the Runner to collect these "Relics/Artifacts" that modify the game's rules.
Future developments include implementing:
Possible actions when engaging with each Node Type.
The triggers for elevating/lessening the Trace level and the effects of each level.
The triggers for disabling Bouncer ICEs to unlock Gates.
The Events system for narrative encounters and their outcomes.
New cards, Commands, enemy abilities, and Glitches effects.
Remember that you can find a detailed article on how the Grids function here.
There is still much more to come, which we will reveal and update in due time.[/h5]
[h4]2nd CHARACTER: THE MAKER[/h4] [h5]We are making significant progress with the design of our second character. This character, like all others, will introduce new mechanics, Commands, an entirely new card pool, and its own storyline.
Stay tuned as we will reveal more details about this in the future.[/h5]
[h5]That concludes this update. We eagerly await your comments and suggestions.
Remember to join our Discord for live chat with the team and other Runners!
Hello! V0.3.5 is 24000 words long, it adds 2 sex scenes and 6 CG sets. While the pacing is not exactly as I want it to be, we're definitely getting closer to the kind of action that I'm more used to.
You can reach the new content by using the "Jump to version" menu in the Extra section.
Welcome to this months development log, It has been a steady but monumental jump since the last log. So progress has been made to get the first playtests functional and we did it!
You can now request access to the playtest but also join us In private tests within the discord. It's not without its flaws though.
There was a serious issue with control latency on clients end which makes the game still very unplayable. Currently all focus is going on that fix but I have been getting positive feedback on the game so far so overall its looking good.
A few big bugs got fixed such as,
Cannon Balls Vanishing
Ability to kill a player after death
Projectiles vanishing
Death screens staying open
As well as working on the major aim bug we have a few know issues that I am trying to focus on,
Killfeed displays incorrect name
Names are not displayed above players (Feature to be added)
Issues with getting stuck on objects or inverted
So that is the update I have for you at the moment, feel free to join the discord on the store page to help come up with ideas and help improve the project as well as join in with private testing sessions.
Hello! Today I'm happy to announce a new change that should make your barn look a little less boring by default. Construction now has walls and floors!
Changes
Construction now has walls and floors. These come in all wood forms. More variants will be added eventually.
Easter event is over. Items from the event are still in shops and can now be purchased with gold.
Added junk from fishing.
Added a recycler that can be used to turn junk into random items. This can be placed in your barn, found under the "other" category.
Added a cooking range that can be placed in the barn.
Added lamps to place in the barn.
Added a cooked trout recipe.
Added a cooked beef recipe.
Selling items in the barn now requires to toggle on the mode. This should stop everything being hovered saying "Hold to sell". Also allows to interact with items such as lamps or the recycler
Fixed
Fixed an issue that caused plants to render behind windows in the barn.
That's all! I'm already working on V1.3 which will introduce 2 new skills so stay tuned for that!
It's been a few more days which, as usual, means more community feedback to address. We've tackled a range of issues from bothersome bugs to game feel enhancements. Here’s what you can expect in this update:
Improved hit sound effects to better convey the impact of your shots.
Increased enemy blood visuals to clearly indicate successful hits.
Added an option to invert mouse controls.
Implemented binding options for primary and secondary weapons in the control settings.
Resolved the black screen issue and various related problems, such as missing sound effects.
Doubled the maximum frame rate limit to twice the current screen refresh rate in the settings.
Added a HUD padding adjustment setting.
Fixed the positioning of the sword during swings in First-Person Perspective mode.
We hope these updates improve your gameplay experience. As always, thank you for your feedback and support!
Quick little update to mostly fix a few issues that came up from 0.2.14. I'm aware of a few extra crashes that are happening due to 0.2.14 and am looking into them with some additional logging added to this update.
Resolved Issues
Resolved issue with tile preview not working correctly
Resolved crash with UI when interacting with devices that have a fluid fuel such as Lava Forges and Reactors
Resolved issue with taking damage in emitted regions as if the region is not emitted
Performance Changes
Significantly reduce logging during saving/loading which speeds up both by a significant margin
Quality of Life Changes
Scaffolding can now be placed on the top blocks of a Mana Turret
When placing items, placing blocks, rotating things, and other similar actions the distance check is now for the entire block rather than the exact cursor position
The time has come.. The major update is being rolled out to live/production.
Fixed login for passwords WITH characters Fixed Pardner Adding Bug Fixed Errors in Demented Bob bounty for some folks (It was broken for some but not all due to an error) Added Fork Lift Unit (ITP): - Fling your enemies across the map by attacking them with this unit Added Blown Gasket Card (ITP) - Affected Steam unit can move 6 tiles; then cannot move Added Buggy Logic Card (ITP) - Opponent's steam unit is controlled for one turn Added Dust Devil Card (ITP) - Resurrects dead steam unit Added Monkey Wrench Card (ITP) - Damages steam unit for every tile they move Added Atomic Card (ITP) - Wipe the floor with your enemies and maybe yerself too if you're not careful Lots of new maps added to ITP map rotations (Currently about 20 new maps) Holding Backspace now works! You can now paste (ctrl + v) in any input for example for passwords.
All players will be given a one time 7 day trial, so everyone can freely test out the new content. We also will be posting more information thru Steam instead of just Discord from this point forward. We apologize for the lack of updates thru Steam, we have heard your complaints and are listening.
You can also join our Discord thru https://banghowdy.com and click the Help button to be directed to our Discord.