In this week's report I will talk about the bug fixes, improvements and high performance increases I have been working on. First of all, the improvements and bug fixes have increased the game performance considerably, while there are currently 500 active enemies in the game and every setting is at the highest, the fps is over 100. (Over 500 active enemies is a number you can generally reach in late-game). Considering that my computer has a 2070 graphics card and since these fps numbers are taken in Unity Editor, the fps will probably be higher on your computer lol. Below I list the things I did this week, including the improvements I mentioned;
Some improvements have been made to improve game performance after the player dies.
Fixed the bug that did not delete some crystals on the map after the player died.
Fixed the issue where projectiles were not destroyed when hitting the crystals in Gorith.
Fixed the bug that overestimated the player's death count.
Fixed the bug where the death panel could show the stats for that run as zero when the player died.
Fixed the bug that did not delete all components of the collected credit after the credit were collected.
Fixed the bug that did not delete some enemies on the map when pressing the "Try again" button.
Damage animations of crystals on the Gorith map have been improved.
Improved the space shuttle animation at launch after selecting the map.
Baby Stone Head's health has been reduced by 5.
Increased the overall power of the Disc Drone.
The power of the Laser Drone MK2 has been increased.
8 new achievements have been added.
Banner image has been changed. The banner image now features Guardian Stone Head as our enemy.
The credit collector drone's codes have been rewritten. It will be more effective now.
The code that determines the nearest enemy has been rewritten. Now companions will attack enemies more effectively. In addition, this change will lead to a certain amount of fps increase in game performance.
It doesn't end here! And a new object type has been added to the Gorith map. Nests! These nests are located in certain numbers on the map and do not activate unless they receive damage. When Nests take damage, they have a certain chance of awakening Stone Heads. These awakened enemies come after you to hunt you, and there is a possibility of summoning a new enemy every time the nest takes damage. Nests, like every map object, can be destroyed and give you nice rewards.
Thank you for being with me this week. See you next time!!!
Wow, what an incredible milestone we've reached together!
I am thrilled to announce that A Silent Desolation has been added to over 20,000 Steam wishlists.
This overwhelming support has exceeded my wildest expectations, and I can’t thank you enough for being part of this journey.
Stay tuned for upcoming updates where I'll delve deeper into the game’s world, sharing new gameplay elements, lore, and mechanics. Your excitement fuels this adventure, and I look forward to bringing you more thrilling updates soon.
Did you know that A Silent Desolation has its own Discord server?
It’s a great place to discuss the game, share tips, and connect with other fans. I’m also there to provide exclusive updates and answer your questions. See you on Discord!
Thanks to lots of feedback from all of you wonderful playtesters, I have squashed numerous bugs!
Also, I've done all of this stuff:
Added a cool looking main menu screen.
Re-designed the whole user interface.
Added the ability to play in Windowed mode.
Created a small tutorial screen that you can access from the main menu, that will also show the first time you play the game.
Translated the game into French! (I will be adding other languages nearer completion)
Added some pretty fireflies into the level.
And some other stuff!
The next update I'm currently working on will be the next stage of the level, so if you haven't yet made it to the top of this section, then get stuck back in. I believe in you <3
This minor update introduces new search and rescue mission content - person overboard missions!
These new missions involve locating and rescuing crew members who have fallen overboard from a vessel. Their location is unknown and they require locating and rescuing to a medical facility.
As well as the new mission type, are several important fixes and improvements. See the patch notes below for details.
Join us again in 2 weeks for the Commercial Fishing Major Update!
We hope you enjoy the new content and fixes, and look forward to your feedback!
Much love <3,
The Stormworks Developers
Patch Notes
v1.10.10
Feature - Man Overboard missions
Fix - #24563 Aerial mobility issues at ground level Fix - #24867 Gas spawners now spawn at high pressure Fix - Internal issues caused by detecting ocean floor in unloaded tiles Fix - #23286 Furnace heating due to coolant loop pressure issues Fix - #23430 Fix radiation leaking for doors, fluid ports no longer create fallout Fix - #23534 Added additional server side checks for creative menu client events Fix - #23564 Ignore static vehicles when building unloaded radar data
Addon Lua: Default missions decorative NPC support getTile no longer returns nil for unloaded ocean tiles getComponentData now returns: interactable creature_type animal_type
We’re happy to announce that we’ve partnered up with Makeship to bring the main character of CLeM to life as a plushie!
But to make this happen, we’ll need your support: Makeship requires a certain amount of community pledges before they start manufacturing plushies. We're aiming for 200 pledges within the next 10 days to turn this dream into a reality. Join us on this journey!
Here’s how this works:
Pledge just USD 2$ to reserve your plushie.
If we reach our goal, you'll be charged the remaining USD 27.99 (around late July).
Ready for your first lesson this semester? Make sure you've got your notebooks ready, and let's dive in.
From our latest devlog, you're all caught up on how to ace this school year smoothly.
Today, we’ve got an update straight from the dean about some big changes at the university. Top of the list, we've revamped our campus name and given our logo a fresh update. Plus, we're excited to give you a teaser about an important event coming up in just two months that we’ll be participating in!
Without further ado, enjoy your college days once again!
TRAILER
It might not be a music lesson, but let’s kick things off on a high note today. Up until now, your sneak peeks at campus life were just a few gifs and screenshots. But guess what? We’re upping our game. Check out the first-ever gameplay trailer!
Embrace your inner student and explore what our game has to offer – from buzzing student life and customizing your own character to diving into extracurriculars. How you rock your years on campus is totally up to you.
NEW NAME AND LOGO
Get ready for a rebrand that rocks: "Millennials" is now "Campus Life." The title points straight at the core of our game, the student lifestyle, perfect for both current curriculum grinders and those feeling college nostalgia. It's all about the fantastic experiences of college life, real and imagined. Jump into a world where your choices mold your college story. Grab your gear and let's kick off the campus life adventure in "Campus Life!” Along with our updated name, we've revamped our logo to better match the game’s theme and title. We aimed for a design that echoes other college crests. Now it ties everything together perfectly, enhancing the overall look and feel. Check out how the concept has evolved and let us know what you think!
STEAM NEXT FEST
We're excited to announce something we've been itching to share: "Campus Life" is hitting the Steam Next Fest this June. Gear up for this debut, where you'll get the chance to dive into our game's demo. Experience a slice of what "Campus Life" has to offer, and get a firsthand look at the exciting college journey we've crafted. We can't wait to show you what's in store and hear what you think!
KEEP UP TO DATE
That's all for today's devlog! We hope the new name clicks with you, that our revamped logo has grabbed your attention, and the upcoming demo has fired up your enthusiasm to dive into campus life.
As always, we invite you to follow our social media to stay up-to-date with the latest materials and information.
For those who'd like to get more engaged with the community we also invite you to our official Discord server, where you can find exclusive materials and get closer to the devs.
Don't forget to add our game to your wishlist to ensure you don't miss out on any updates!
Before building the anthill, every great endeavor begins with a vision.
Delve into the foundational artwork crafted by the talented team at Tower Five Studio, offering a glimpse into the immersive world of Empire of the Ants.
Discover the intricate details that shape our journey from concept to creation!
Happy April! As the No More Room in Hell 2 development team continues working on the game, we have new assets to share with you! The shuffle scrape, shuffle scrape outside the window catches your attention. Something is outside, making steady progress towards you. Your breath catches, hopeful that you have not been spotted. An assessment of the room gives you a crowbar, and you go cautiously to check…
Your senses play an important role in your survival against an enemy that is relentless in their pursuit of you. Zombies do not care about the weather. They do not get tired or dehydrated, but they are starving. It can be too easy to forget that your enemy isn’t just the zombie at your doors, scratching, scrapping, and pursuing you. It’s the environment around you.
The Zombie Survival Guide advises would-be survivors to take care of their firearms and know what weapon will work best for you. When it’s you or them, zombies will not stop, they will not freeze up. They will not be scared of a bolt-action Hunter 85.
Know your weapons.
With the Hunter 85 bolt-action rifle every shot has to count in the Zombie apocalypse. Players will need to take the time to aim and conserve their ammo. Use wisely and take care - having a firearm in an outbreak can be both a blessing and a curse.
For a survivor in No More Room in Hell 2, the Hunter 85 rifle is a high damage rifle that fires over a long range with precision. However, it is limited with the number of rounds in a mag, and fires slow. High Risk, High Reward.
The air is weighted, heavy, and your every step echoes your own heartbeat as you try to outrun that which will never cease…
Uneasy. Agitated. Tense. The pressure on our players builds with each location they explore, each survivor they search for, and each zombie they encounter. In No More Room in Hell 2, we want you to feel that weight on your shoulders, that voice at the back of your mind screaming at you to not open that next door, to not go into those dark woods, to not explore that abandoned place… and you will anyway. Because that is what a survivor does.