May is always a special month for us, because it's when Pixel Gun 3D celebrates its birthday!
We'd like to share how we prepared for this month-long celebration in this video. Our developers will discuss creating the new antagonist, the Multiverse Rift event, decorating the maps, and our future plans.
If you want to learn more about PG3D lore, see behind-the-scenes details from our studio, or suggest a topic for a video, let us know in the comments: https://pg3d.app/3V2xkIq
This patch includes the latest for all major bug fixes.
- Powerup Dialog now displays text when you can close the menu. - Powerup Dialog now turns off after acquiring powerups and characters. - Rocket Launcher no longer makes destructible objects float away. - Doors in present time line now play audio. - Player no longer gets stuck in arch ways in the Past time line. - Audio Plays in Main Menu. - Changed how particle effects look on keys. - Made the weapon icons more visible at the top of the screen. - Fixed the issue with locked doors always making a sound when not in front of them. Now locked doors only make the sound when interacting with them, directly. - Fixed issue with Rocket Launcher powerup pushing you back.
These patches have been made possible thanks to a friend of mine bug testing this game.
it has been a long time. Finally I have managed to get a stable game build on Unreal Engine 5.3.
This works quite nice and will provide sound platform for future development, while providing us new long awaited tools for game development and especially level design.
Additionally I have a new member in the team who will be focusing mainly on level design.
Prior this update the development was done on introductory UE 5.0 version. Newer UE versions 5.1 and 5.2 did brake a lot of stuff and were not of much use. This is why development was mostly blocked for long period of time.
Lot of testing was done on enabling DX12, but there is some bottleneck we managed to isolate on raytraced foliage, blocking us to enable DX12. I have even consulted it with several game industry professionals, we were not able to identify exact issue.
So the game is still on DX11 and we will continue to develop it under this setup.
I replaced old terrain auto-material going back to 2018 with the latest one available, that allows new features such as virtual textures and material blends. You can see a blend between sand and stone on left when you spawn on beach.
So I hope to get rid of the 2018 look and make more modern one.
We now plan to replace several textures to new photo realistic ones. Improve texture tilling on ground. We are already moving a lot of foliage to terrain auto-material, hoping this will help with optimization.
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Additionally we plan to replace the sun, and skysphere - allowing us to better control the lightning, clouds, fog and even weather changes. This was not available when I have changed the project to UE 5.0
Having this set and done will untie my hands to work on new long promised maps.
There are some new issues. Mainly the rotation of some loot when dropped on ground. Especially the opened loot box which might be little bit annoying but still playable. Similar goes for palm leafs - but those just look funny. I will investigate this problem.
On Mai 27, maintenance work will be carried out on the game servers. In connection with this game, it may not be available from 08:00 to 09:00 Moscow time.
Please note that completion times are indicative and subject to change.
New Cargo Robot: We've launched a new humanoid cargo robot that works tirelessly to help with bulk transport of goods. This robot is now available for purchase on our robot website. Supermarket Warehouse Stock Display: A new feature has been added to our ordering webpage that clearly displays the remaining stock for each product, making it easier to order what you need. 'H' Key to Hide HUD: Due to strong demand from content creators, pressing the 'H' key now hides the HUD for 5 seconds. Shelf Restocking with Red Reverse Arrow: This feature allows users to retract unsold items from shelves back to the warehouse, facilitating inventory management. Bug Fix in Fridge Food Orientation: We have fixed a minor bug, ensuring that the orientation of food items in the fridge is now correct. Shop Name and Signage Color Redefinition: Users can now redefine the name and change the color of their shop signage (no longer limited to red) on the shop decoration website via a computer browser. Addition of Security Staff Hiring: To better cope with theft, security personnel can now be hired through our employee website. New Internet Café Computers and Accessories: We've introduced a range of new computers, chairs, keyboards, and monitors for internet cafés, including the popular Sakura Pink series. More Scenic Decorative Items: New balloon letters and numbers are now available, allowing everyone to spell out their favorite words and numbers. Paintbrush Undo Feature: To facilitate a preview of paint jobs without unnecessary costs, an undo feature for the last painting action has been added. Numerous bug fixes. (Expect another minor bug fix update tonight, with more details to follow.) Other Detail Optimizations: More exciting content for you to discover.
Having gone back and played the game some more on my SteamDeck, I decided to put a couple of days hard work into some bits of polish and improvements.
V1.01
-Fixed D-Pad navigation on menus -Increased the size of a number of pieces of UI to work better on the SteamDeck -Moved from FXAA to TAA for the menu -Improved a number of readouts to guide the player through the UI -Mana Regen is now listed in Per Second, not Per Minute! -Tidied up a number of impact particles to help the player see what's going on better -Fixed a bunch of gibberish flavour text entries. -Fixed a large number of textures that weren't correctly streaming or at 4k resolution. -Fixed an issue where dropped pieces of gnomes could leak -Fixed issue where freshly-raised gnomes would cause an issue with the display of the army eLC32G55TQWRXXU,nergy. -Fixed randomly fast-spinning clouds -Fixed incorrect SHOPDUST, SHOPHEALTH and SHOPENERGY text -Fixed the name of the village. Welcome to Gnomertown. -Fixed a number of leaks over long play sessions -Fixed Bonus XP readout on results screen -Added numerical readout for health + mana -Optimised Map parsing -Player will now be told if they missed a chest on a level. -XP Bonus for spare Dust now correctly applied at level end -Fixed Golem Health Bars appearing inside the Golem -Fixed auto-Upgrade message -Player is no longer returned to Character Select after every level -Fixed some overly aggressive collision -Characters should no longer talk over the Narrator
Some users reported that the mouse rotation speed was too fast when a gamepad was connected to the PC. We fixed this, now the rotation speed is maintained on both the mouse and the gamepad.
Hello everyone! Welcome to the second and final The Hidden Room - Closed Beta playtest before the Early Access release! For this playtest we will be mainly focusing on bugs. You can report bugs in the Discussions section of the Closed Beta (please do not report them in the main game's Discussion page otherwise your post will be deleted), or in our Closed Beta Discord Server. If you haven't joined the Discord Server already, you can find the link to do so in the Discussions page of the Closed Beta. Since the last playtest, which focused on performance, we have greatly improved the game's performance with the help of your feedback. If you're still having issues with performance or if you just want to confirm that performance has improved for you too, make sure to do so in the Steam Discussions page or in the Closed Beta Discord Server! Important: Please do note share any screenshots/videos of the game. You can only do so in the dedicated #playtest-2 channel in the Closed Beta Discord Server or in Support Tickets created in the #support channel in the Closed Beta Discord Server. The playtest will run for 1 week, and will start on May 27th at 19:00 (7:00PM) CEST.
We will be running other playtests in the future after the release, stay tuned! Thank you!
The winning vehicles of the 14th voting is Mörser Karl! A self-propelled siege mortar with a caliber of 600 millimeters! I'll make it interesting and then add to the game soon ~~ Don't be upset if the vehicle you voted for didn't win, there will be vehicle voting every week!
Usually, I don't think it's a good thing to have such a landslide in the voting results, but I couldn't resist having this poll because it's just interesting And there were a lot of votes this time. Thank you to all the players for participating