"Pool Cleaning Simulator is a PowerWash Simulator-esque cleaning game where you use a variety of tools to make filthy pools sparkling clean." The game recreates the entire process of cleaning, scrubbing, & maintaining various pools, from luxurious backyard havens to community swimming complexes.
"Pool Cleaning Simulator is a PowerWash Simulator-esque cleaning game where you use a variety of tools to make filthy pools sparkling clean." The game recreates the entire process of cleaning, scrubbing, & maintaining various pools, from luxurious backyard havens to community swimming complexes.
"Pool Cleaning Simulator is a PowerWash Simulator-esque cleaning game where you use a variety of tools to make filthy pools sparkling clean." The game recreates the entire process of cleaning, scrubbing, & maintaining various pools, from luxurious backyard havens to community swimming complexes.
These new lower priority missions involve vehicles and crews who are low on fuel requiring resupply. Deliver and transfer the required fuel type to resolve their emergency.
As well as these new missions, are several fixes and improvements, including a couple of issues that could result in AI vehicles being spawned below the floor, causing poor performance when nearby one of these AI vehicles. Mission and add-on fixes are only applied after starting a new game, as these scripts are part of the game-save file.
Please see the patch notes below for full details.
Many thanks to all those who joined for last weeks live questions and answers stream! There were loads of great questions and it was great fun to chat to the community.
We hope you enjoy the new missions and improvements!
Much love <3,
The Stormworks Developers
Patch Notes
v1.11.2
Feature - Refuelling Missions Fix - #21006 #23999 Several trainline junctions inverted or derailing Fix - #21640 AI mission vehicle spawning in floor Fix - #21708 AI boats spawning in the Beginner Island floor Fix - #23191 AI boat horn stuck on with inf-electric Fix - #22066 Scaled vehicle handle counter force with atmosphere factor Fix - #22250 Adjusted rope forces in space Fix - Crash caused by physics data access by projectiles after an object was destroyed Fix - Missions do not despawn full vehicle groups Fix - Fixed some missions missing names
You might have wondered what is in the cave, and I am happy to let you know that it’s now available in our latest Update 1.1 Enter the Cave.
But before that, we want to take a moment to thank our amazing community for their continuous support.
Alright, let's dive into the notes and see what this update is all about!
Update Notes
Post-game content (we won’t spoil it here! 😉)
Added the Arcade, a place where you can play any training game you want and go for highscores! You can build this in your flock after you have beaten the game
New flock decorations.
You can now rotate flock decorations with the Q and E keys
Fixed bug that stopped slow ducks being able to escape water in races
With that said, I am happy to also announce our first Village Decorating Contest.
▶️ For more information about the event, check out our Discord Server.
That’s everything for now. Don’t forget to leave a review if you haven’t yet, and wishlist the game.
Hello everyone! Even though the game has been out for a few days, I'm trying to be attentive to people's feedback (including streamers I watch on Twitch, hehe). The downside of the game's development, and I only realize this now, is that there weren't enough beta testers. Now, I believe I have fixed the majority of issues, and I will be working on the multiplayer mode (although before that, I will make a small update that will allow you to customize your penguin... it will be fun in multiplayer). Since the release, here are some updates I've made:
Gameplay
Drastically reduced the "sliding" effect on the character to make the game more manageable.
Added input buffering on the jump. (Basically, this means that if you press the jump button a little before touching the ground, you'll still jump when you hit the ground. It's much less frustrating this way, and who knows, it might allow for things that were almost impossible before?)
Made slight modifications to some traps, especially at the beginning of the game, which were a bit too difficult upon closer inspection. (specifically with the clouds, they will remain active a bit longer, and the buffering will help maintain your sanity).
Fixed a bug in the options menu that selected the wrong language on the first launch of the game. There was also an issue with the selected quality not being the desired one; it should be good now.
Graphic
The character's shadow will now always be displayed, regardless of the chosen graphics quality.
Improved shadow effects for lower qualities to maintain an acceptable rendering (while saving performance) in the forest.
v0.8.6 Changelog: "Ah fuck, those other shooters were too good"
GENERAL GAME CHANGES - Animated the Maximum Punch Reached popup - Animated the Secret Found text - Deactivated an ability that really should've been deactivated - Added smoke to opening blast doors - New door open sound for heavier doors - Bathroom doors now creak when opened - Crates have silly FX text when smashed - Jazzed up the Pause menu (now with sound!) - Global game audio volume is halved when the game is paused - Music now fades out upon death - Added a Splatter fade-out to the Death Hints - Added very light footstep SFX to the player - Added an alternate death animation for the Calviscera - Calviscera Arms are now particles once shot off - Reduced volume of the Level Up notification - Re-added the level intros to the campaign from the first builds! - Added Menu button highlights - Loading game now uses the Splatter fade out effect
CAMPAIGN CHANGES misc - Reduced screen fade time in tutorial intro - Goofy doodles added to the tutorial level - The global volume changes in the tutorial now - Put the red keycard in the tutorial (good luck finding it) - Fixed the secret door collider in the tutorial (stop passing through it, dammit) - Added a kettle & nice rug to the saferoom
episode1 act1 - Added further decorative changes & posters [p1] - Changed lighting brightness in certain locations [p1] - Added railings to the grassy segments [p1] - Fixed the text popup on the exit blast doors properly [p1]