Please go to properties → Betas → RemakePlaytest branch to be able to play the new beta! Hi Asteroid Destroyers!
The current mode, Survival, is finally complete. This patch brings a final level, where surviving it for a full minute will complete the game. After completing, you'll now be granted with an achievement for finishing the current content + you'll automatically enter Freeplay which reverts the game back to Level 10 and keeps you playing for as long as you want. While there will still be some alterations to the final mode and eventually a boss battle, content wise, it's practically done and I'm happy to say I can now move onto other focuses on the project.
What's Next
I would like to move onto an objective-based short campaign mode which follows the original story of Rocky Mayhem, with changes to suit the new gameplay style. These missions will include completing objectives to continue the story, introducing new asteroid types, weapon upgrades, and more. Between now and then however, I would like to work on upgrading the graphics to mark a new era for rocky mayhem, as well as add in audio effects. Dev logs will be made in due time!
PATCH #7
NEW
Added Level: Final Level
Added Achievements
BALANCING
Health Pickups now spawn every 30s, down from 40s
Levels now change every 40s, down from 60s
Gunship's Base Firing Speed slightly altered
Spawn Protection increased from 2s to 5s
Escape now brings you to the menu, instead of exiting the game
New Features 🆕🌑🌚 --- Custom Games: Now you have the ability to fine tune your games, picking specific percentages for map generation, number of human players, number of enemies, individual enemy species, and individual enemy difficulty. --- Local PvP: With custom games comes the ability to play locally with up to 12 human players. When playing with multiple humans, a Dialog Window will appear between human player turns so that control of the device can be passed to the appropriate player. Of course, if you don't feel the need for secrecy, you can turn off "Next Human Player Dialog Window" in the settings menu, to jump straight to the next player.
⚖️ Balance Changes ⚖️ --- Along with the Custom Games comes the ability to crank the difficulty way up beyond what was ever intended (because why not? 🤷). Because of this, a hard cap was added to Ship Maneuverability at 90%. We'll be watching out for any other stats that get too bonkers in the future as well.
💩 Code Repair --- Numerous minor bug fixes that we stopped keeping track of when working on 1.1... Along with adding what are surely NEW bugs to hunt down and murder in the near future! \o/ --- Fixed several arrow display issues in the Tutorial relating arrows on the scrolling skill bar. Might have also fixed a crash related to them as well if it related to the game engine... Will be watching. --- Fixed a crash that could occur when reloading the app on mobile if it didn't complete loading to the menu previously.
Friends vs Friends turns 1 year old, but in the end it's what we bring to the table that's important, we suppose.
So we have prepared a set of features that we hope you like.
YAYYY 1 YEAR!!! :D
The shiny thingy
Somebody has created a new machine to improve the actual card packs so you can recycle them into something cooler. With these new card packs you will be able to complete your collection OR get shiny ones.
NEW MAP: Reality
We have made a new map not based on a streaming series or something similar. It’s our 1st birthday so we made something accurate with that. We hope you like it.
Grindy skins and such
Are you familiar with the paywall concept? It's an awful thing, isn't it? Well, we have done the same but with skins that in essence are recolors of the basic ones, but to get them you need to play many games with the characters, specifically 500. They are quite cool to be honest!
Changelog and bug fixing stuff
FFA ELO: The ELO now is dependent on the amount of players of the match. FFA matches are longer and more difficult, so now you earn much more ELO if you win, buddy.
The Carrotov Nuke thing: now you won’t burn to the ashes when a nuclear catastrophe is happening, finally
* Added "Show highlight" mode for Solitaire to show available move options * Fixed bidding outcome sound still playing when sound is switched off * "Continue" screens now automatically progress after 10 seconds
This patch is focused on improving and fixing performance issues that have been reported. Menus should run smoother and performance on the low quality settings should bring a reasonable FPS boost. Includes minor bug fixes.
Are you tired of your job? Start a new, better one in Rancher: A new life! Add to your Steam wishlist now: https://store.steampowered.com/app/2665250/Rancher_A_new_life It's an amazing rancher life simulator with a wealth of possibilities. Travel the forest paths by quad bike, raise cattle, build, repair, and improve your farm. Take care of animals, go fishing, cook, grow vegetables, practice your accuracy on shooting range, take photos, and much more. Relax away from the hustle and bustle of the city! 🏙️ ➡️ 🧑🌾
Thank you all for your patience in waiting for this patch!
This time, we are bringing you photo mode, new game plus, a plethora of bug fixes (including that pesky attic black screen and the Nobody Knows What Happened achievement), as well as additional QOL fixes.
We hope you will enjoy this patch and thank you for your continued support!
New Features
Added Photo Mode.
Added "New Game +" available after finishing the campaign once.
Start the game with all weapons unlocked
Completely overhauled balance with more and tougher enemies
Some additional gameplay-events and scares
New, alternative intro
Critical Bugs Fixed
Fixed black screen when solving attic puzzle after loading save made in attic.
Fixed achievement bug "Nobody knows what happened".
Fixed a large number of potential crashes and bugs related to audio issues.
Fixed missing keychain in French Quarter 1 after Save/Load.
Added fixes to avoid potential softlocks:
Door to from Spiral Staircase to Grand Parlor to avoid soft lock when transitioning to Taroella
Made sure the Parlor to conservatory door always in unlocked in Chapter 4
Fixed an issue where the door between Grand Parlor and Spiral Stairs was locked in Chapter 4
Fixed save issues with boiler valve
Fixed an issue where the camera in Ruth's room was not interactable when playing as Emily; preventing the player from proceeding to Warphoto
Fixed an issue where loading an autosave in chapter 4 made the player lose key items (contract and dagger)
Fixed more than 90 collision issues that could make the player get stuck in environments
Quality of Life Features
Added two additional save slots for the last autosaves.
Added tutorial popup for examination view.
Added contextual dodge tutorial for when you have been in combat but not dodged for a while.
Melee tutorial will now also display if player is already in combat state upon picking up weapon.
Added new icons for molotovs & brick throwable opportunities.
Added camera keyboard controls to the rebinding menu to allow rebinding of arrow keys.
Split map and lagniappe tutorial messages into separate strings to better fit the screen.
Combat improvements
Fixed wrong hit reactions playing for Steamboat Creature in some occasions.
Updated Cemetery Creature to be more responsive to damage received.
Disabled dismemberment on already dead creatures. Now only triggers on the killing hit.
Updated Emily's combat animations to allow her to blend out of the animations earlier (eg. getting player input control back much sooner).
Trimmed and sped up many of Emily's hit reactions to feel more direct and responsive.
The player can no longer switch weapon while suicidal (Dark Man).
Tweaked Edward's heavy hit reactions so the player is allowed to regain input control sooner (smaller chance of stunlock).
Improved Edward's melee swing arcs to hit so they hit enemies more consistently.
Decreased combat exit wait timer to not have the music played for too long after combat is finished.
Other gameplay improvements
Talisman: Increased the amount of time the player can look at the talisman when completing a puzzle to see all three pictures.
Updated Talisman pickup animations and sequence for both Edward and Emily.
Added bark for picking up the mummified cat lagniappe.
Added/adjusted various barks in Chapter 2 Derceto (pickups & puzzles).
Added sound when trying to pick up max stack item.
Removed enemies that have not been killed in the warehouse fight if we reach the show room building and load a save.
Made sure the warehouse event cannot be retriggered after loading a save.
Boiler Valve Puzzle: Made sure the player can't interact with the puzzle when taking damage of the steam.
Added fog and disabled the traversal to avoid backtracking down to the sewers in Gallatin street.
Added bark to noticing Cassandra's crime scene in the basement of spiral stair case.
Updated player character's "Awe" Reaction (used upon entering convent library).
Added various instances of force feedback on controllers:
Added proximity force feedback to active Dark Man
Added force feedback when landing on the ground after jumping down
Added small force feedback on player death
Added force feedback to transition to various game events (Steamboat storm event, cemetery, dead clerk in Derceto, crypt flicker anomaly, temple collapse)
Added force feedback to grapple
Added force feedback to unlocking doors with key
Added force feedback to unbolting doors
Added force feedback when trying to interact with a bolted or permanent locked door
Added small force feedback when picking up consumables
Added force feedback to walking in maggot piles
Added force feedback on tackling doors open for single and double doors
Added force feedback to resistance walk
Added save logic to the "Jack in the box" - lagniappe to ensure you can only pick it up once.
Added new plank walkway in Gallatin street dock area.
Allowing the player to triggering Edward's hidden ending in chapter 4.
Removed bark after climbing down ladder to crypt after plaza fight in cemetery.
Small audio improvements to cutscenes.
Added non-diegetic "boom" sound when an enemy is dismembered.
Visual Improvements
Updated size of objectives in the menu.
Tweaks and improvements to level visual guidance.
Tweaks and improvements to level lighting.
Added LODs to Edwards Ghost models.
Updated various animations (Combat, Gun Handling, characters reaching out to rails).
Optimized interaction HUD.
Various updated textures.
Updated various meshes and UI elements for multiple key items (Sitting Room Key, Stevedore's Key, Kitchen Garden Key, Edward's Desk Key, Jetty Key).
Updated UI for Batistes Keychain to only feature 3 keys.
Adjusted and added keys to both versions of Johnny the Conqueror cutscenes to match with the amount of keys you actually get.
Decreased lens frost intensity.
Added dust trail to car in intro cutscene.
Polished lighting of the final boss area and added more animations.
Improved mirror reflections.
Edited the jacket joints in Emily sneak animations to fix most of the clipping between the jacket and her skirt.
Removed some missed full body dismemberment effects.
Updated set dressing for better visibility in the voodoo courtyard in French Quarter 1.
Added a minor set of vines outside of voodoo drugstore in French Quarter 1.
Updated water drop shader and fixed many areas in the game with water effects to work with the change.
Updated Emily banter animations to fix sync issue between animation and sound.
Added blood splatter decal to rock crushing cemetery creature in temple escape sequence.
Fixed issue with part of Edward's hair going invisible when far away.
Reduced flickering issues of cloth in windy conditions.
Improved visual quality of 8bit filter.
Updated Power of the Verb UI to better match the description.
Fix for player character having frost effect on clothes during confronting the Dark Man.
Performance
Improved Lighting in various cutscenes, improving performance.
Added preload component to cemetery corridor transition to reduce texture pop-ins.
Several small visual fixes and improvements (reflections, lights).
Several bug fixes to art assets improving overall performance.
Removed preloading of Arctic levels to reduce stutter and lag in final Gray's Apt sequence.
Simplified fmod events for performance improvements.
Steam Deck
Added default video settings specifically for the Steam Deck.
Steam Deck UI support.
Steam Deck icons resized.
Steam Deck controller icons added.
Made the keybinding option hidden when playing on a Steam Deck.
Balancing
Boosted enemy health on hard difficulty and removed consumables.
Boosted the health of the steamboat creature.
Added new checkpoint in French Quarter 3 just before flooded section.
Added destructible weapons in French Quarter 3 to flooded area.
Updated weapon pickup in Cryptflicker Anomaly.
Added weapon drop spot to Dead Clerk Anomaly.
Increased chances of loot spawning, avoiding the possibility of empty containers.
Healing flasks now change the healing amount based on difficulty.
Added melee weapon pickups and dropspots to Derceto.
OilyRoom anomaly: Added melee weapons.
Added support for flare gun ammo in dynamic pickups.
Spawning of consumables due to empty containers now takes the current difficulty into account when calculating health flask spawn rate.
Moved pickups in chapter 5 from bossfight gameplay to regular gameplay.
Additional Bugfixes and Optimization
Fixed noir and 8bit filters being wrongly displayed with enabled HDR.
Fixed bug where flare gun ammo is over Revolver/Remington after loading a save.
Fixed the menu so the options for dlss and dlaa are not enabled if dlss is not supported.
Fixed bug with subtitle size reset after game start.
Fixed an issue when binding an action to a key that is already bound. Now the old binding will get properly unbound and saved.
Fixed an issue of players getting stuck while opening lockers in Oil Rig.
Fixed an issue of the "I abandoned him" achievement being possible to unlock early.
Fixed an issue where it was possible to see the Mound Beast despawn in Oil Rig.
Updated credits and fixed spelling errors.
Disabled Flare Gun when Dark Man is active to avoid letting the player setting him on fire.