Hey y'all! The Sophonce Demo (Version 0.102) is back today for round two a little before Next Fest for the Press Preview and also to give everyone enough time to check out the demo. It will be live until June 18th so grab it while you can! I polished and made some optimizations / bug fixes that should make your experience with the demo a lot more pleasant. I decreased the size of the demo to around 13 GB as well.
Some things to note:
If you don't have a native 16:9 monitor you'll have to play windowed or fullscreen with black bars. Only 16:9 resolutions are officially supported now but for the EA release I should have 21:9 and 16:10 resolution support.
This game requires an SSD (even an external one will work great), as an HDD causes some pretty hefty load stuttering.
The game was designed with mouse + keyboard in mind so I would highly recommend you play using that combo. Controller mechanics are still not up to par yet but feel free to experiment to your heart's content.
Hope y'all enjoy and thanks for checking out my game! Don't hesitate to let me know if you run into any more issues, thanks again!
My email is shirezi@outlook.com, so if you want to reach out me directly instead of using this message board you are more than welcome! I'll try my best to get back to you in a timely manner.
Hey all! We've got two pieces of news for you. First, the Ants Took My Eyeball original soundtrack is now available also on Steam! Second, the newest update for the game is out with new content as well as many fixes.
New quick select wheel
The first new feature that we'd like to showcase here is the new quick select wheel for switching between your ranged weapons, melee weapons and gadgets. The game has always had a quick select button, but we weren't happy with its design because it wasn't convenient and quick enough to allow you to switch between items mid-combat, which is how it was intended to be used in the first place. We also got a lot of feedback from you players that aligned with our opinion of that design.
The new wheel is used with the same old keys as the previous one (1, 2 and 3 on keyboards and d-pad on gamepads), but it looks and feels totally different. It's now a wheel that shows your first four items of that item type and lets you select between them by aiming towards one of them. The game speed is slowed down while the wheel is visible, but only in singleplayer mode.
Collectible cassettes
To celebrate the release of the soundtrack on Steam, we've added 21 collectible cassettes, each with a unique track from the game. They're hidden around the world in specific places and require a special secret method to get them. Once you've found a cassette, you can play its track at any cassette player, for example the one in Haymo's Hideout.
New items
We've added 10 new items, including the Guitar, which is most powerful if you hit with it on beat in sync with the music of the game. Many of the other new items' effects are also related to staying in sync with the music.
Tutorial skip option
Many of you have asked for the ability to skip the initial tutorial area of the first level. We've added this as a toggleable option that you can unlock for free at Haymo's Hideout.
Full changelog
New quick select wheel for switching between ranged weapons, melee weapons and gadgets.
Added 21 collectible Cassettes that you can find in hidden places and take them with you using a special item.
Added two achievements related to the new Cassettes.
Added the ability to skip the tutorial area of the first level. It's a free upgrade at Hideout Renovations.
Added 10 new items: Eject Button, Chromium Capo, Fast Guitar Pick, Metronome, Vengeful Harmonica, Unstable Amplifier, Studio Headphones, Jewel Synchronizer, Guitar and Electric Guitar.
Ranged weapons now slowly reload automatically while they're in your inventory unwielded.
Added tutorial signs for using the quick select wheel to the tutorial area.
Buffed Grip Tape.
Bloody Key, Soul Key and Trash Key now appear in the logbook after you've found them.
Made the "Show outlines around players" look nicer.
The Fly Twins now drop the items they took once they die.
Fixed potential softlock if you kill the Fly Twins super fast.
Fixed Frequent Donor and Pilgrimage achievements not getting unlocked if you don't finish the run in one session.
Fixed Glass Barrel's scaling multipliers and description.
Fixed Crippled status not working as intended.
Fixed not being able to melee attack at all if your attack speed is very high.
Fixed visual issues with inventory items staying gray even after their cooldown has ended.
Fixed scrollbar not visible in some menus + other layout and visual issues with menus.
Fixed the item info above the inventory sometimes showing the wrong item.
Fixed some items not appearing in the logbook even after you've found them.
Fixed Clock's discount going to negative if you spend enough time.
+ Other miscellaneous visual, bug and crash fixes.
We're always looking for feedback and bug reports, so feel free to join our chat on Discord or the Steam community forums!
Added numerous spawners for Mining, Digging, and Herbing that were missing on Port Aeriss.
The Medical Bed UI has been updated. It now displays “Medical Generator Required” when there is no generator in place, then updates to “Revives 3” when the generator is placed in. This was added to remove confusion of rez count after 3 are consumed and the generator is destroyed.
FIXES
Fixed an issue where shrink ray was replenishing to 6 energy instead of 8.
Fixed an issue where the delivery droid at Port Aeriss was not delivering.
Fixed an issue where nighttime Ore was spawning with the wrong value.
Fixed an issue where nighttime Herbs were spawning the incorrect herb that when scanned would read “ore”.
Fixed an issue where gatherables at Port Aeriss were not spawning.
Fixed an issue where the Cankers AI would sometimes not spawn its poisonous cloud on death.
Fixed an issue where players that resurrect after dying during the Night Shift would still have the spectating UI on their screen.
Fixed an issue where generator items could be duped.
Fixed an issue where greed would not drop the item it stole with the correct resource value it was stolen with.
Fixed an issue where exiting level 2 areas to outside, oxygen would go up instead of down.
Fixed an area in Port Ragnar where one spawn area for access crates could not be physically reached which may have been the culprit of not finding level 3 access codes.
Fixed various bridges in Port Aeriss where players were getting caught between the planks in a falling loop.
Fixed an issue where the railings on the elevator at Port Aeriss could be interacted with which would cause the elevator to teleport and drop the player to their death.
Fixed an issue where greed would attempt to steal the new 1-handed hatchlings and crawlers which would cause the game to freeze. Greed will no longer pursue players holding these items.
Fixed an issue where after dying, players would occasionally have a viewport that seems to fall below their currently held item making it hard to see.
Fixed an issue where players killed while interacting with the pilot seat would prevent other players from interacting the pilot seat.
Fixed an issue where unlocking suit colors was not updating the button to the “equip” button status which would cause players to double purchase the same color and lose credits.
Fixed an issue where interacting with the item replenisher monitor before placing a weapon in it would prevent any further interaction with the replenisher.
Fixed an issue where multiple herbs were displayed with the incorrect Quota value.
Fixed an issue where the collision of certain mushrooms at Port Aeriss were extremely large making it hard to maneuver through various places.
Thank you everyone for the continued support and help with bug reports especially in the Discord!
I have great news for the game! I just released the Early Gameplay Trailer which gives a little tastes how the game works and what to expect!
It's more or less just a little tease on what you can expect, and be sure to stay tuned for upcoming announcements about how to test the game out and when to expect a demo!
It has now been exactly one year since the release of Season 1, and as such it's the anniversary of me finally being able to do this full time. Thank you to everyone who has supported me by buying the game! You've earned some additional teasers for Season 2, which is coming along both bigger and better than Season 1 if I do say so myself.
The game just received a big update with plenty of improvements! Movement system was completely reworked, docking stations can now transfer utilities (electricity, water and gas), decals and snap elements are now correctly rotated and pasted with a new rotation. In addition, there are many fixes and optimization improvements!
Please check the list below:
NEW MOVEMENT SYSTEM
The movement system was redone to make it smoother and remove glitches in low framerate scenarios. In high-velocity situations, character could be pushed back, diagonal movement could be a little bit shaky. With new improvements, the movement is more reliable and has fewer network updates, which is good for network traffic.
There are also small changes like:
Character is moving a little bit faster (max move velocity 1400, before 1100)
Booster max speed is capped to 11000 matching previous
Ctrl key is now slowing down the character, useful with gravity boots, harpoon or when station elements needs to be precisely placed
Please let me know if any corrections need to be made!
NEAR STATION CONSTRUCTION DETECTION
Many new players coming to the game tried to drag elements from one docked station to another. This resulted in missing functionality, since conveyor belts belonged to two different stations. Right now, each time the system detects constructed elements near another station object or planet terrain, it will show a warning symbol (arrow).
This should help players to understand that the docking station needs to be used to transfer resources (conveyor belts), electricity, water, and gas.
To ensure that player knows where object belongs, it is showing station name for all looked at objects.
DOCKING CAN TRANSFER ELECTRICITY/WATER/GAS
Each docking station got new functionality to transfer utilities:
Harpoon connector - can now configure electricity transferred (max 20)
Docking station - can transfer electricity (max 100), water (max 100)
Adv. docking station - can transfer electricity (max (max 1000), water (max 100), gas (max 100)
Transferring is configurable, so it allows transferring the required amount easily from one station to another. For example, all water can be pumped from one station to another and then to a third.
SNAP ROTATION & DECALS PREVIEW + ROTATION
Before the update, only snap elements could be rotated via the menu. Picked elements did not paste rotation, but only size.
Right now, decals are fully supporting rotation. Both decals and snap elements can be rotated 90 deg using R key. Pasted objects are keeping original rotation. Preview of pasted rotation is also showing correct construction result. The constructed decal is now shown with a decal preview.
FIXES & IMPROVEMENTS
Finally fixed crash related to Apex Destruction when too many debris are spawned.
Fixed crash related to copying player data from single player savegame to dedicated server
Fixed issue where gas tank would reset quantity when player joins
Fixed issue where gas pipe would not update when gas tank is created nearby
Fixed issue of an invalid space station reference when docked
Fixed multiplayer issue with duplicating lights ...
Fixed changing size of replicated snap objects like lights
Animations of animals are now not in sync
Fixed arithmetic block to support multiplayer
Fixed timer pusher causing crash when the space station was removed and timer pusher had active cooldown
It was a very busy week, so I hope you will like the changes. Please let me know if you encounter any issues on Discord: https://discord.com/invite/EFzAA3w
Thanks guys so much for support! Tefel (Terad Games)