Version 1.0.1 (Yesterday) - Added button to re-open campfire UI - Added higher danger notification to forage - Button to view the guidebook in the pregame lobby scene
*Disconnecting from the lobby service while in a game was causing players to be suddenly kicked from the match. Now disconnecting from the lobby service won't kick you from the match so you can play it out, however once returning to the lobby from the game you will disconnect. I am still looking into what is causing this error, but it shouldn't be nearly as obtrusive now.
As always please report any bugs via in game button or Steam discussion post.
Hey there, Wastelanders! 🌟 We're on a roll with the fixes! 💪 Huge thanks for all the glowing feedback. And remember, if you're loving the game, leave us a review on Steam. It's incredibly meaningful to us! 🤩
Improvements
• Refined Shivers audio. • Tweaked a platform in the Wasteland Cliffs area. • Modified Nea Vanda Ouk dialogue bubble overlap during head delivery. • Made sure Jimmy 7 and arena are removed only when offscreen. • Adjusted teleport pads pixel alignment in Skatepark and Sewers areas. • Improved minigame reward system. • Improve Shivers animation.
Fixes
• Fixed Kunoichi bug in Church. • Fixed Wasteland Bike Race minigame issue with Apple skin reward display. • Fixed issue with incorrect controller recognition in control mapping window. • Fixed randomly occurring crash when opening file selection menu. • Fixed interaction overlap between Shivers and their neighbors at end gate. • Fixed François from RKSS remaining stuck in his talking animation during ending at the gate. • Fixed issue with Turbo Child not dressing up as Apple when playing as Apple. • Fixed issue where Ziggy would appear in Naomi Lab when in Ark. • Added Shivers' final "Thoughts About" paragraph as a requirement for unlocking the Crayon Artist achievement. • Ensured that Shivers only appears at the gate after completing all three Shivers quests. • Ensured that the WC Chip can still drop from the Control Panel even after obtaining the Air Dash. • Added additional condition to check if the Jimmy 7 quest has not been completed before dropping the WC Chip[/spoiler]. • Fixed bug in Skatepark area where buzzsaws would quickly become desynchronized. • Corrected the bug preventing the "Ending Jimmy 7" cutscene from appearing. • Made sure Jimmy 7’s final notebook entry unlocks without having to talk to Naomi[/spoiler].
That's a wrap for today! A huge thanks to everyone who reported issues, streamed, and shared the game. 🫶 Come join us on the Turbo Kid Discord server to share your thoughts, questions, and memes!
Good evening gamers! Hope you're doing well and ready for a new update? This update includes a new Main Base, opening of Teammate training, and more. This update includes Demo Version. Read on for details.
New Main Base and more!
Total transformation of our Main Base! Imagine a Main Base where possibilities are endless, both indoors and outdoors. We've raised the bar with upgraded shooting training facilities, and the menu screens are now indoors in the main hall, giving you the freedom to explore and move freely. With this update, you'll spawn directly into the transformed Main Base, ready for action.
Main Base is now starting without Character Selection, however in Main Base you can change Character and Weapon in Main Base Selection.
Automatic assignment of the last used team, making it super simple for you.
New players need not worry as the game will choose a team for you.
Train your teammate directly from the Main Base, allowing you to refine your skills together.
Step into our renewed halls, where every shooting sequence becomes a legendary experience.
Get ready to experience the ultimate Main Base experience!
Total Score feature has also been added to all training facility halls.
All training facilities in the Main Base have been updated with a 10-second delay if you exit and re-enter, ensuring optimal functionality.
Teammate training is now available directly from the Main Base. In Train Teammate, you get a feel for how your Teammate functions when you give it commands. Learn how in this training session. When you enter Train Teammate, both you and your Teammate spawn in the same team as your Main Base, so you can't switch teams there. If you want to switch teams, go to the Menu Area and change teams under Main Base Selection. Teammate is now more updated and will execute all your commands. If your Teammate is busy shooting or dealing with Match objects, it will respond with 'negative'. If your Teammate is available, it will respond with 'Roger That' and act accordingly, depending on its proximity to you. A Teammate is invaluable in tight Match situations, providing protection and area surveillance. When your Teammate sees an open path, it will continue forward.
Fog is now available on all Maps. Some Maps already have fog, but for those that don't, you can easily go into Settings and select Fog. This Fog can add an extra dimension to the gaming experience by limiting visibility and creating an atmosphere of uncertainty and excitement. It can simulate realistic weather conditions or create tactical challenges by hiding enemies or objects on the Map. You'll need to adapt your strategy and use sound effects and other clues to navigate through the fog and handle enemies cleverly.
We've updated our Compile Shaders Status to be available in-game. If shaders need to be compiled, a message will appear in the lower left corner of your screen. Once the process is complete, the message will disappear automatically.
Hot Fix
Fixed issues with exiting to Desktop from MainMenu UI.
Fixed issues with missing UIs after Singleplayer in Main Menu UI.
Fixed Steam Friend List UI issues in Lobby Room.
Fixed missing Character Selection UI issues.
Fixed Lobby Menu UI Match select issues.
Fixed Copy Text not disappearing when turning Invite Code off issues.
Fixed MiniMap issues in Training.
Fixed End Match issues in in-game Menus.
Fixed UI issues when dead inside Conquest Zone.
Fixed issues with showing FPS arms when exiting Menu Screens.
Follow our Discord for the latest updates. To our fantastic community: Your support is the driving force behind delivering the best possible gaming experience. Thank you for being with us on this exciting journey!
If you experience any bugs, please report them to us as soon as possible on our Discord.
Content Update 0.9.4 has arrived and is full packed with a new arsenal of weapons enabling complete new playstyles, plenty of QoL improvements like overlay stats and crafting, faster skill tree and scene transitions and major memory leak fixes.
With update 0.9.4 we are kicking of our Early Access Season 14 and are also announcing the upcoming 48h Cataclysm Race event where things are a bit .... different.
48h Cataclysm Race Event
10.05. -12.05 at 7pm CEST. Featuring a price pool and a design with the devs price. Join our discord to participate and compete for the prices.
Moonblade - Melee Weapon: Each attack casts an additional AoE in attack direction, damage scales with projectile damage. If carrying Sun Orb gain 2 sun orbs on attack, damage scales with melee damage.
Sun Orb - Range Weapon: The projectile deal splash damage which scales with melee damage. If carrying Moonblade gain additional AoE on attack that scales with projectile damage.
Gloomtide - Melee Weapon: Spawns two orbiting melee blades each 2 seconds without attacking. If carrying Sunfire Sceptre gain 1 additonal orbiting projectile. Both trigger all projectile/melee effects.
Sunfire Sceptre - Range Weapon: Spawns an orbiting projectile each second without attacking. If carrying Gloomtide gain 1 additonal orbiting melee blade. Both trigger all projectile/melee effects.
Buzz Harbinger - Range Weapon: Instead of projectiles each attack spawns bumble bee companions that move like your projectiles and scale with companion damage. 30% chance on enemy death to spawn a bumble bee companion for 6 seconds.
Overlay Stats/ Crafting
You can now open and view the stats screen during gameplay by pressing the hotkey ("I" or "Z" button depending on your settings)
You can now open the crafting window during gameplay by pressing the ("c" button)
Added the new stats and crafting window options to the controller selection menu
Consolidated UI
The energy ressource bar was moved to the bottom so that you can have energy/endurance and dodge charges as well as your trinket and attack cooldowns all at one place. Please let us know your thoughts on this change. We will closely listen to your feedback.
Major Reworks
World and Skill tree are now cached which means no long loading times from switching between skill tree and gameplay anymore
Fixed major memory leaks that could lead to degraded performance on long play time
Performance improvements for projectile spawns.
Balancing
Bumble Bee companions have reduced lifespan of 6 seconds (was 8 seconds before)
Very minor increase in enemy hp for endgame
Higher tier maps now spawn a little bit earlier
Update 0.9.4 comes with massive changes and improvements to the scene management system which was tested in the beta branch for a while now. However, if you encounter any bugs/crashes please report them so that we can fix those as soon as possible.
Thanks for your support and for being part of this amazing journey!
Join the community!
Want to report a bug or talk with fellow players about the game and the new features? You are invited to join our official disccord.
Hi everyone! It’s been quite a while since our last post, for which I have to apologise. Things have been a little bit crazy, and on the technical front we bit off a little more than we could chew, leading to a massive delay in a content update.
Since we've been keeping you bored for ages, let me kick things off with some pictures first.
New UI
It's never been a secret that WuS uses AI generated art (and we still do in place of static 2D images). Saying that, we have now had enough money to hire an artist to redesign the GUI for us, where I'm sure you'll agree he did a tremendous job!
The entire UI has been overhauled - both in main menu, and in battle. We've added tooltips that explain all sorts of things that were missing, and everything should be a bit more clear.
Here's a comparison shot with old UI (although you can also see new post processing and weather effects there!)
New building: Mage Guild
Mage guild is a new type of building, which traditionally has three tiers. The guild periodically generates a resource (mana) which can be spent on casting spells. Naturally you have to research those first (in a similar way to how we research blacksmith upgrades).
The update will come with three different spells:
Pylon - a magic stone which zaps enemies around it
Swamp - slows enemies traversing through
Rock wall - imprisons a unit inside it
Each of these naturally has a duration and a mana cost. You'll find yourself casting often. The cool thing is there's no limit to how many spells you can cast in one area. You're only limited by cooldown and the amount of mana you currently have in store.
Here's a little image of the Pylons just hanging around! Spells are currently not upgradable in any way as far as endless upgrades are concerned, with the exception of Pylons (they benefit from the tower upgrade). This will be looked at and balanced out in the future when more spells are available.
We hope to expand the idea of the Mage Guild by introducing "Schools of Magic". These would be spell sets (such as life, death, fire etc.) that you can take, which would very much change how you play. We're undecided on how to proceed with this, but we'd like to avoid further card purchases in the shop. Instead some kind of reward based progression would be nice - we're still thinking!
Other changes
We introduced some fixes, but the update notes will only contain the biggest changes. The biggest QoL update is that you can now quit the battle manually and receive the gold for time spent in game. Right now, if you quit the game manually (without the enemies destroying your Town Hall) you'll not be rewarded. This lead to a lot of frustration from players that didn't know about this, and faced a massive and challenging grind, which in turn translated into some negative reviews on Steam as well! It's getting fixed now!
We upgraded the Unity Engine version as well to allow for some further optimisation improvements. New sounds for Goblins and Swordsmen were added, and more are to follow. We've optimised things here and there, but there's still more work to do on that front.
Lots of little issues were eliminated (like Anwen sliding like crazy when she's on speed boost), some pathfinding issues and such things... Buildings can also have unique sounds now, which adds some immersion, but only the Mage Guild currently has one.
The Future
Aside from ironing out the current issues, Schools of Magic (which will be a big update by itself when it all comes together) and long awaited mod support we do not have many plans to expand the content further until 1.0 hits. We hope there's plenty to do as is but we're still very much open to feedback and ideas. You can expect Fates of Magic update to hit soon...ish. I'm not going to give a precise date because it needs a little bit more work and testing, but we do plan to release it this month. Fates of Magic is out now!
Other things
Now, I do risk being a little bit crass here, but hey ho, that's the gamedev life. Those of you who have gotten to know us a little bit closer will know that we're a small team of hobbyists working on these games in our spare time, trying to "hit it off" so that we can make bigger titles in the future. We've been working on another game, called Warlords Battle Simulator, which will be released as a full title (not EA) sometime this year. The demo will be available to play by the time Steam Next Fest hits this summer. In fact, it will be available as soon as Valve approves the current built we sent off this week!
I do understand that some of you may find it a little bit concerning we're working on more than one game simultaneously but please remember we do our best to be efficient. When coding work on Warlords was stuck because it needed full UI implementation, I moved onto WBS while Gothim chipped away at the GUI. When design work on WUS was finished, Kiwi was writing the design doc for WBS and so on... We simply try to be as efficient as possible, so there is minimal impact on quality and time spent between updates. Although I do admit this was a long one!
When we had a spare moment, we also worked on something a little bit more fun and casual. The demo for Balling Up is available now. We made it simply for fun, to take a break from the top down view of strategy games. Please try it out, and let us know what you think (although there's a high chance you will rage quit!).
- Coaster bases are now a little bit longer. - The right side of the coaster editor is now a little wider, to make space for the new "Tangent Size". - The new "Tangent Size" (Tightness) has been improved, the range is now from 1 to 10 000 (previously 0 - 4000), making it easier to smooth large elements (especially useful for Hyper / Giga coasters). - A new tangent visualizer has been added to coaster nodes, it should help making smooth curves easier. The visualizer can be disabled in the gameplay options. - The default values for stations, launches, brakes, etc are now different based on real life observations. - Multiple coaster nodes can now be edited at once, coaster nodes will also change color when selected. - Resetting a node now resets the tangents on top of resetting its rotation. - Trains will now reset to a block when closing coasters. - Camera Collision in fly mode can now be disabled in the options. - A new filter section has been added to the side of the Scenery menu, the same filter section will be added to more menus later on. - Track components will now generate without gaps between nodes. - Stations now generate the components related to the "Dispatch Device". - The tutorial has been entirely revamped, it is now visual and interactive. - Removed the block condition for spawning trains, trains can now be added to single-block coasters.
Bug fixes:
- The Path and Coaster node's arrows will now use the selection color instead of red when selected. - Removed the track in the background of the Main Menu as it caused performance issues in the menu. - Trains now despawn when deleting a coaster. Note: When undoing, the train will not be spawned back. - Loading a coaster now loads the correct data for each node. - Tire wheels now display with correct texture and color.
IMPORTANT NOTE: While the coaster editor is extremely flexible, some angles or combination of angle and tangent can cause the track to drastically deform and potentially break your coaster. We recommend editing the track at a slow pace and to only build feasible layouts. As a reminder, Park Studio is not a fantasy game, so building things that wouldn't exist in the real world will cause issues, and will not be regarded as bugs.
We are currently working on a video tutorial series that will cover the systems of Park Studio from basic to advanced, if you have ideas for what should be covered in this series, please tell us in our Discord!
+ Added new interface for Techno Surgeon + Techno Surgeon can now grant armor to the player, allowing them to prevent damage for a few hits before breaking.
Fixes/Changes
~ Fixed the Grand Arena Collisions. ~ Fixed description in the Bestiary from continuing off screen. ~ Fixed Bestiary displaying incorrect information and added the name of enemies displayed above their description ~ Fixed the chests and breakable walls rendering above the player on the yellow line. ~ Fixed chests on the green line from rendering above the player. ~ Set the stopwatch recharge visual indicator to 0. - Removed the old inventory interface from the Techno Surgeon to prepare for his new interface.
The full version of the game is just a few weeks away, so we'd like to address some feedback and share some updates. There have been questions about the sound in the animated scenes - some players find it a bit repetitive. The solution to this issue involves increasing the game's size, and we're not sure if everyone would appreciate that. However, many players would be willing to sacrifice a few gigabytes of space for improved sound. Therefore, we are currently conducting a poll on this matter in our Discord server - feel free to join and share your opinion! Additionally, we will soon be posting some content from the full version there, so be sure to check it out if you're interested. Following this, we will be hosting a quiz on the characters and story of the prologue - winners will receive free keys to the full version!