Immerse yourself in the post-apocalyptic charm of the wasteland with the iconic designs like Pip-Boy, Vault Dweller, and Brotherhood Paladin! Show off your survival skills for a chance to get your hands on these Iconic stumblers. Don't wait, vault dwellers! The Wasteland event is your chance to dive into a world of chaos. Ready to stumble your way to victory and collect those coveted stumblers? Join the Wasteland event now and let the bottle caps roll!
V0.21.1b for the Demo is now live. Here are the latest updates:
Bird Eye Toggle Update
Previously, you could only toggle the bird eye view when the player was completely stopped. Now, you can toggle the bird eye view while moving! It lasts for a short time if you're on the move but stays active if you stop moving until you either move again or toggle it off. There is a small cooldown if you repeatedly toggle the bird eye view while moving. We hope this small change makes the bird eye view more useful while navigating the map.
Job Board Photo Selection
Before, shaking a Polaroid picture for a level would only reveal the level, requiring you to press again to enter. This felt a bit unnecessary and confusing for some players. Now, once you shake the photo, it reveals the level and automatically selects it, allowing you to jump right in!
New Pet Photos
We've received lots of amazing pet photo submissions on the official Discord. This update includes all of them! Each time you visit the shelter in-game, be sure to check out the pet board to see the new photos. The game randomly selects 10 photos from a big list each time you visit the shelter.
Want to see your pet in the game? Join our official Discord and submit your pet pictures in the pet-pictures channel. Check the FAQ or pinned comment for specific details.
Several other bug fixes have been included as well.
Hope you all enjoy the latest demo! If you have any other feedback or suggestions you can submit them on the discord or leave anonymous feedback here on the short survey.
As we've recently announced you can try out our game for free during the ongoing Steam Next Fest! If you havenโt done so yet, check out our FREE demo for yourself!
On that occasion, we are also happy to invite you to the upcoming livestream. You will be able to watch it on June 13 at 11AM EST.
About the livestream:
Watch one of our developers play Astro Hunters VR. You will be able to see tha basic gameplay mechanics, exploring one of the maps, Mothership, collecting resources with different tools, crafting, using diverse range of weapons, fighting with enemies and other players.
Let us also mark that this stream is pre-recorded and will be looped through the duration of Steam Next Fest.
We also encourage you to add the game to your wishlist, so you can stay up to date even after the event ends! ๐
Another small update today, continuing to flesh out the modding framework on advice from our awesome community on Discord.
- Added 59 hooks for mods to inject code at various points. These hooks include, but are not limited to:
onload -- Evaluated only once, after the module has finished loading ontick -- Evaluated every frame, whether or not a game is in progress onactive -- Evaluated every frame, if a game is in progress and is active (there is not a pending event, the user is not stuck in a menu or cutscene, et cetera) onnewgame -- Evaluated when a new game has begun onturnend -- Evaluated when the turn has ended, after all other logic has processed onturnstart -- Evaluated when a new turn has started, after all other logic has processed onnightmaretriggered -- Evaluted when the user WILL have a nightmare this turn (but may not have actually fired yet) onhavingnightmare -- Evaluated when the user is within a room-based nightmare (not a visual-only nightmare), including Airlock, Containment, Maze, and Nowhere onfatiguegain -- Fires when the player gains fatigue onstressgain -- Fires when the player gains stress onpsychosisgain -- Fires when the player gains psychosis onfatigueloss -- Fires when the player loses fatigue onstressloss -- Fires when the player loses stress onpsychosisloss -- Fires when the player loses psychosis (very rare) onpressuregain -- Fires when the player gains pressure onpressureloss -- Fires when the player loses pressure onarcfinished -- Fires when a story arc completes ondeeploregained -- Fires when deep lore is gained from the observation window onmemoryunlocked -- Fires when the player unlocks a memory (even if they already had unlocked it) oninsanitygained -- Evaluated when the player gains a new random insanity (Does not check certain event or task-specific insanities) onrandomdamage -- Fires when the Director damages a random system (Does not fire when certain events/tasks deliberately damage a specific system) onpassengerdied -- Fires when a passenger dies for any reason onpodscontaminated -- Fires when some or all pods become contaminated onpodcondamage -- Fires when a pod is damaged due to being contaminated onairlocktoggled -- Fires when the inner airlock is toggled onbreakersurge -- Fires when a breaker surge occurs onpowersurge -- Fires when a power surge occurs (random lock or overclock of all systems) onshuffleinsanity -- Fires when the player (generally ANNIE) shuffles insanities onconsolesabotage -- Fires when a console is sabotaged onconsolerepair -- Fires when a console is repaired onsystemglitched -- Fires when a system becomes randomly glitched (may not cover all cases) onpermaglitched -- Fires when a system becomes permanently glitched onsystemdisabled -- Fires when a system becomes disabled (may not cover all cases) onsystemlocked -- Fires when a system becomes locked (may not cover all cases) onsystemoverclocked -- Fires when a system becomes overclocked (may not cover all cases) onsystemhardened -- Fires when a system becomes hardened (may not cover all cases) onsystemlosesoverclock -- Fires when a system loses overclocked (may not cover all cases) onsystemsabotaged -- Fires when the player sabotages a system onsystemrepaired -- Fires when a system is repaired (NOT emergency repaired) onsystemrepairfail -- Fires when a repair fails onsystemerepaired -- Fires when a system is emergency repaired onsystemerepairfail -- Fires when an emergency repair fails onpowertoggle -- Fires when power to a system is toggled (on or off) onbreakeropened -- Fires when a breaker opens onbreakerclosed -- Fires when a breaker is closed onbreakerdamaged -- Fires when a breaker is damaged onbreakerrepaired -- Fires when a breaker is repaired onbreakerreplaced -- Fires when a breaker is replaced onthrusterdamage -- Fires when a thruster is damaged onmemoryapply -- Fires when the player gets their memory bonuses assigned at the start of a new game onapplydilemma -- Fires when the player's dilemma reward or penalty is applied at the start of a new game onscaredofdoors -- Fires when the player panics when interacting with a door due to Entamaphobia ondirectorstart -- Fires when the director (RNG function) starts ondirectorend -- Fires when the director (RNG function) ends ongameloss -- Fires when the game ends in a loss, but before endgame flag is set ongamewin -- Fires when the game ends in a win, but before endgame flag is set oncooldownevent -- Fires when the player is going to get a cooldown event due to having a bad time onreactordamaged -- Fires when the reactor takes damage onobservationtoggled -- Fires when the observation window has been toggled to open or close
You will now be able to get 2 item drops per day, assuming the code functions properly you should get a drop ~8 minutes into a run (as long as you have a minimum of 60 minutes of total playtime in Shrimp.io).
Drops are random. The Drop-rates are as follows:
80% - for a shrimp skin (split to 99% common rarity skin, and 1% rare rarity skin)
19% - for a unique rarity hat
1% - for a rare rarity hat.
I've listed 1 of each item (other than the rare ones) and set some prices for the items $0.25 for Common Skins, and $1 for Unique Hats, but the community market will ultimately decide the prices.
There is an "inventory" button on the main menu, where you can select which one of the skins and hats you want equipped for your next runs (if you have any items).
I added 8 new Achievements for creature kills.
๐ฆ Changes this patch: - Added item drops - Added some kill achievements. - Optimized a couple of things. - (?) Fixed saving issues
(?) = Potential Fix.
๐ Known issues that haven't been fixed: - some swarms in the Swamp Map are broken.
๐ทโโ๏ธ๐ Planned things for any of the future update: - Add Rerolls - Add More Achievements, Weapons, and Meta Upgrades. - In-run Stats panel. - Add Cloud Saving - Better Balancing - Full Controller support.
If you like or dislike the game, I would greatly appreciate it if you would write a review.
Regarding the size of the display of units in battle, The size of units in battle is now variable and automatically adjusted based on the screen resolution set in the options, The size of units in battle is now variable and automatically adjusted based on the screen resolution set in the options.
From this version, in the battle scene, The size of units displayed in battle scenes will be adjusted to match the screen resolution.
In addition, some screen resolutions that could not be set before can now be selected.
This is useful when displaying certain dialog windows, Fade processing, which could cause problems when displaying certain dialog windows, has been removed.
Graphics are now erased when the "Back" button is pressed.
Watch developers Markus and Simon play the demo, showcasing the game's exciting features. Don't miss this chance to see the game in action and interact with its creators.
First Hour and onwards: Join Simon and Markus on a public server and play the demo live together.
Join us at Steam Next Fest to experience the 'Ruins To Fortress' demo! 'Ruins To Fortress' is a side-scrolling, multiplayer survival indie game. Explore a post-apocalyptic island, craft, build, tear down enemy bases, defend and nuke your rivals! Life's about surviving in this multiplayer game, no matter what it takes!
In Ruins To Fortress, a full day-night cycle lasts 45 minutes. Choose between Player vs Player (PvP) or Player vs Enemy (PvE) modes. Pick your survival strategyโsearch for loot in containers and chests, or farm and sell your harvest at vending machines.
Build and design bases to protect your area and control the island's resources. Use a boat to navigate around enemy bases, craft tools and gear, hunt animals, and fight other players or NPCs.
You can host your own game or join dedicated servers. During the demo release, our servers can handle up to 100 players as we test the system. Weโve also added 10 languages to the menu for better accessibility.
We are a small indie game studio, exploring and innovating in ways that big AAA studios often can't, dedicated to creating great games.
Join our community on Discord and test the demo on Steam.