We’ve long envisioned a place in ARK where players can converge, chat, relax, and have fun, irrespective of their tribe or whether they play PvP or PvE. A true social hub for all Survivors.
Now, that vision is becoming a reality. Saddle up and mosey on over to Club ARK, our brand-new social hotspot, riding into action next week! Dive into a stampede of ever-growing mini-games and missions, earning prizes, including items and dinos that you can take back “home” with you.
Additionally, starting with the June 17 update ‘Custom Cosmetic’ mods – including costumes, items, and even functional structures – will automatically be dynamically-downloaded in the background while you play, so you’ll soon see the worlds of ARK get a lot larger. This is toggleable option, of course!
Stay tuned and keep your ear to the ground for more on June 17th!
Give yourself a glow-up with Custom Cosmetic Mods in Club ARK! Shout out to two mods created by Cliffan featured here, Tactical Bunny Outfit & Sci-fi Wardrobe.
Conquest servers are being introduced to ARK: Survival Ascended by Snail Games. Conquest is a new PvP player experience for PC players which focuses on large-scale PvP while avoiding the problem of mega tribes. Increased rates will allow tribes to set up and establish themselves quickly and enable them to rebuild after potential losses instead of being wiped completely. The official Conquest servers start today on PC, Xbox, and Playstation! If you need any support during the Conquest season, join the Conquest Enforcement's Discord.
5x XP, Harvesting, Taming, and Breeding (imprint, maturation, hatch/gestation)
0.5x Mating Interval
Tribes are set to 50 players max
Tribe alliances are allowed
Servers have a maximum player count of 75
No cave building or rat holes
Server transfers will be off for the first week; they will be activated on June 20th
Enabled Tek:
Sloped Tek Roof
Sloped Tek Wall Left
Sloped Tek Wall Right
Tek Catwalk
Tek Ceiling
Tek Fence Foundation
Tek Foundation
Tek Ladder
Tek Pillar
Tek Railing
Tek Ramp
Tek Replicator
Tek Staircase
Tek Triangle Ceiling
Tek Triangle Foundation
Tek Triangle Roof
Tek Turret
Tek Wall
Tek Dinosaur Gate
Tek Dinosaur Gateway
Tek Door
Tek Doorframe
Tek Generator
Tek Hatch Frame
Tek Trapdoor
Tek Trough
Tek Window
Tek Window Frame
Behemoth Tek Gate
Behemoth Tek Gateway
Cloning Chamber
Tek Dedicated Storage
Tek Double Door
Tek Double Doorframe
Tek Fence Support
Tek Forcefield
Tek Stairs
Tek Teleporter
Tek Transmitter
Vacuum Compartment
Vacuum Compartment Moonpool
Disabled Tek:
Tek Boots
Tek Gauntlets
Tek Helmet
Tek Leggings
Tek Chest piece
Tek Rifle
Tek grenade
Tapejara Tek saddle
Megalodon Tek saddle
Mosasaur Tek saddle
Rex Tek saddle
Note: Tek Forcefield will be disabled when transfers open.
Download & play new custom content created by players, including new maps, creatures, items, and game modes, through a dedicated new Mod-bowser directly within the game. Enjoy an endless stream of new ARK content as the creativity and talent of the community is fully unleashed for the first time across gaming platforms and stay tuned as we spotlight more Cross-Platform Mods each week!
Creator: Gingarella In this video, Gingarella shares how her tribe defeated the Gamma boss fight on the Center on Official. She includes stats, strategies, and equipment.
Creator: Sanyxs Sanyxs, a seasoned ARK veteran but a modded newbie, dives headfirst into Omega Ascended on KingDaddyDmac's server—what could possibly go wrong?
Chibi-Stegosaurus by @cairoFifi
After the King Titan was slain by penguinlover583
Deep Sea Encounter by ole
Pyro by @falco_luna
Tusoteuthis by @MexiiCringe
Non-binary flag Tapejara by @Isopod22
We aren't meant to live forever... But I will find you again, old friend. by @artofnezuyu
Photo Mode by theograna
A monster in the underworld by jurassiccomedy
Designed a little pirate ship to get started on Ark by @BeefaroniJones
Sound Volume - a new volume that handles playback of sound emitters (clientside) based on if you are inside the volume or not. Has options to mute outside sounds as well
Game World Music Manager - override gameplay music for your custom levels
New IO inputs: "SetSound", "SetPlaylistID", "FadeToPitch", Fade duration
New Emote Menu!
We’ve jazzed up the emote menu with some custom icons and a larger UI! You can now set up emotes on your keyboard shortcuts for easy access!
Arcade Optimizations
This update includes Arcade physics server optimizations, which have been in progress for a few months now! They were tough to work on due to the many unique physics for each Arcade game, as well as a major cleanup of the code. What this means for players is that we’ve improved the networking and reduced the amount of work the simulation has to do so it’ll execute it faster - putting less strain on the Plaza servers.
Item and Inventory Changes
You can now see quick results as you type in the inventory search bar. This will allow you to get to your intended items quicker and to have a better view of your inventory as a whole.
Internally, we also optimized how items are queried in the system to make improvements to the inventory UI and you’ll see an FPS boost for large inventories.
Workshop Linux & Steam Deck Fixes
We’ve fixed the issue with Workshop Models not appearing on Linux machines. The change required us to rework how Workshop models are installed, and, with the added sound packs, the pipeline had to be gutted and refitted. We’re very happy that Workshop will be working again for Linux & Steam Deck.
Workshop Rig 3.0 & Animations: Phase 1
This update introduces phase 1 of the new Workshop rig! This new rig allows for more fluid animation of player models, IKs, modifying proportions of a model, and massive improvements to the process of rigging player models. We’ve retargeted the old rig to work with the new rig (and existing player models) without any changes needed. That means that legacy Workshop player models are compatible immediately. All the animations have all been overhauled and improved in many ways.
This change was extremely challenging, so we are going to be doing this in phases. This first phase is just implementing the new rig into the game and updating all the animations for it, while also starting to implement IK features for Arcade games (such as on Wheel of Fire).
We are currently getting the importer SDK updated with the 3.0 rig. In phase 2, you will be able to use it for importing your own player models. We are also creating a new updated guide.
New Accessibility Options
As we mentioned in our May Dev Update, we’ve been working on organizing our backlog of bug reports, crashes, and other game issues, and accessibility suggestions have been a part of that! We’ve been able to get a better overview of these suggestions and get a good chunk of them in the game in this update.
All of the accessibility changes in this update were suggested by players. These include various changes to improve general visual and audio experience, changes to reduce eye strain and nausea, changes to controls for easier interactions, and improvements to existing accessibility settings, among other changes. Plaza Minigames, Arcade, Minigolf, Drunk Effects, Condos, Stores, Controls, and other parts of the game all had accessibility changes, so be sure to check out what’s new in the change log below.
Big features in this update have had a connection to Condos, so other work has been done on our building tools as well. There are some accessibility additions such as a 3D grid visual and more editor options such as Noclip Speed Adjustment.
There’s also a new Replace Canvas URL tool and Find Canvas tool that will help out with quickly fixing dead image links in a Condo, as well as updating URLs quickly.
Changes have been made to the inventory system, grid snapping, organization, I/O options, and much more.
Condo Snapshot Improvements
And that’s not all! We also massively improved the time it takes to reset your Condo and load Condo snapshots. For builders, you’ll see immediate improvements to these systems.
Condo IO Updates
There’ve been quite a few updates to Condo I/O, but here's some of the highlights:
Volume Shapes
We’ve added Cylinder and Sphere shape types for Volumes!
Logic Gates
Logic Gates are now working! AND, NOT, OR, XOR, Boolean Switch, and Compare are all available to help your IO logic
A new "Relay To All" module was added which lets you call inputs to all items connected to it at once, allowing you to set properties on multiple items with just 1 input
We also moved some items to be I/O items; Sound Emitter, Floating Text, Floating Dialogue, Hidden Seat, Aquarium Volume, and Sound Emitter are now I/O items (no unit cost).
Libretro
We’ve made some improvements to Libretro support, too. These improvements include automatically positioning the camera for Arcade cabinets (allowing for easier play with controllers) and Fullscreen support. Fullscreen also comes with lightgun and touchscreen support!
You can also disable automatic save states and we’ve added hot keys for save states (F3, F4 keys).
Changes
New Feature: Workshop Sound Packs!!
New Player Emote menu! Emotes now have icons and you can bind hotkeys to each player emote. Hotkeys can be assigned by hovering over the emote and pressing the corresponding weapon key (1-9) and can be used by pressing C + the hotkey (ie. C+1, C+2, etc.)
Added new player emotes: Wave (far), Wave (near), Peace, Clap
Floating Text, Floating Dialogue, Hidden Seat, Aquarium Volume, and Sound Emitter are now IO items (no unit cost)
Updated high quality shaders setting to "Shaders Setting" with low, medium, and high options
Added setting to disable Workshop Player Models in SDNL (separate from the existing Game World setting)
Plaza - New Minigame: Robot Rumble
When the game is not focused, controller inputs will now be ignored
Zombie Massacre: Time is larger and at the top center of the screen now
Zombie Massacre: Weapon info now follows the nearest weapon pickup, making it more noticeable and useful
Virus: Improved Plasma Autorifle weapon animations and effects
Added Workshop Sound Emitter settings to disable, adjust volume, and enable only for your friends only
Store UI: Added +5/+10/+100 buttons when adding things to the cart
Store UI: Capped how many items you can place into your cart to 100 (checkout was always capped to 100, but cart could go above 100 for some reason!)
Store UI: Added remove all button next to items in checkout
Collection Book UI: Plaza Activities and Game Modes are now in alphabetical order
Plaza - Minigames: Increased collision radius of booze in booze bash (should make it easier to play)
Plaza - Minigames: Increased collision radius of fruit in Fruit Frenzy
Casino - Blackjack: Previous bet amount is now remembered for next round
Casino - Roulette: Previous bet amount is now remembered for next round
Casino - Bingo: You can now leave Bingo at any time, but it'll forfeit your cards if you had any
Laser Tag: Reduced waiting for players timer from 30 to 15 seconds
New Items
Added Workshop Sound Emitter (IO item)
Added Sound Volume, which is a new volume that handles playback of sound emitters (clientside) based on if you are inside the volume or not. Has options to mute outside sounds as well
Added Modern TV Stand, Teapot, Mortar And Pestle, Kitchen Plant, Kitchen Decor Plant, Modern Pot Plant Tall, Modern Pot Plant Small to Sweet Suites Furnishings store
Added Security Keypad Plastic to DIY store
Added TV Modern to Central Circuit store
Added Plane TV (a flat plane media player) to Central Circuit store
Added Plane Arcade (a flat plane libretro) to Toy Stop
Condo
Inventory: Search is now instant and shows results as you type
Added "Allow Melee Weapons" condo rule
Added "Replace URL" feature to canvas URL menu, which will replace a given URL with a new URL and apply it to all canvas items that are using that URL
Added "Find" feature to canvas URL menu, which will highlight all items that are using the same selected canvas URL
Added "Check URL" feature to canvas URL menu, which will test download the image so you can check if the link is working
Canvas URL menu now splits the Libretro artwork into its own tab
Added Inventory Icon Scaling: Small, Normal, Large, Very Large (Independent of UI Scaling)
Surfaces (built-in condo walls) now have a glow setting
Inventory: Added "Primitives" section to the category tabs
Inventory: Combined Animation & Story IO category tabs
Inventory: Added icons to the IO category tabs
Editor: Added grid snap settings to the inventory settings UI, so you can change your grid snap amount directly instead of just the hot keys
Editor: Added visual 3D grid while dragging/placing or moving items (Gizmos) or copying items (Copycat) while in grid snap mode
Editor: Defaulted grid snap values on placeable inventory, gizmo editor, and Copycat to 25 units
Editor: Added decimal support to grid snapping
Editor: Added "Ignore Z" setting to grid snapping, which will make grid snapping not snap on up/down placement (Z axis), making it easier to use grid snap while dragging items around
Editor: Each gizmo (translation, rotation, scale) now has its own grid snapping mode toggle, which means if you enable grid snap in translation mode, it won't enable grid snap in rotation mode unless you also toggle grid snap in that mode as well
Editor: Inventory outlines no longer draw tinted color of items behind other items
Editor - Advanced edit mode: Item Finder now remembers if it was open or closed when toggling
Editor - Advanced edit mode: When closing out of advanced edit mode, the gizmos and edit item menus will automatically close
Editor: Translation grid snap mode and grid snap scale are now synced across all actions - gizmos, copycat, and dragging (meaning if you are in grid snap while dragging, you will also be in grid snap while using copycat)
Editor: Added ability to adjust noclip speed within the inventory settings UI and also with CTRL+Scroll Wheel
Editor: Added current player coordinates to the top left of the screen when holding the inventory button (only for players who have build permission)
Added scroll bar to text entry UI elements such as editing Notebooks, Floating Text, etc.
Condo IO Changes
Added Shape types to Volumes, allowing for Cylinder and Sphere volume shapes (excluding Water Volume)
Added new "Relay To All" module. This module will call inputs to all items connected to it at once, allowing you to set properties on multiple items with just 1 input
Logic gates (AND, NOT, OR, XOR, Boolean Switch) now function. Works with specific items such as: Toggle Module, Switches, Physics Slots, Doors, Lights, and Laser Receiver
Added "Hidden Player Launcher Volume" which works just like the player launcher only without any visual model. Sound can also be muted
Added "Logic Compare" module. This module will compare a counter value if it is equal to the value you wish to compare. Also supports >, <, >=, <= comparisons
Floating Text now supports special keywords such as %name%, %time%, %date%, %health%
Counters can now be connected to Floating Text, which floating text can display their values by using the keyword %c0%, %c1%, etc. for each counter connected to it
Keypad now supports 0
Sound Emitter: Added "SetSound" and "FadeToPitch" IO inputs
Sound Emitter: Added "OnSoundEnded" IO output
Sound Emitter: Added duration to "FadeOut" and "FadeIn" IO events
Sound Emitter: Added "SetPlaylistID" IO input to Sound Emitter
Level SDK Changes
Added Game World Music Manager module that lets you override game world music through sound packs for your custom level. Has overrides for Waiting Music, Round/Level Music, Intermission Music, Post Game Music, and Bonus/Boss/Last Survivor/Intro Music
SDNL: Added "Health Amount" and "Armor Amount" to armor and health pickups
Item Changes
Sound Emitter: Added Playlist Mode. While enabled, you can add multiple sounds that will play one after another and can be used for Workshop Sound Emitters
Sound Emitter: Added 2D setting (default 3D) which plays the sound in 2D audio space (i.e. not spatialized)
Sound Emitter: Added Infinite Range setting which will allow the sound to emit across the entire map (compatible with Sound Volumes)
Added new Party Decorations, Particles FX, and Party Pals categories to the Celebrations store, which will display previously hidden items such as: Balloon, Confetti, Cupid Catsack, Festival Booth, Foil Balloon, Loose Balloon, Paper Lantern Catsack, Sparkle Fountain, Sparkle Fountain Extravaganza, Sparkles, Starfield, Starfield Flowing
Added new "Fans", "Clocks", "Outdoor", and "Laboratory" categories to Central Circuit, which will display previously hidden items such as: Ceiling Fan, Clock, Jacob’s Ladder, Modern Tesla Coil, Satellite Dish, Small Air Conditioner
Moved Toilet and Wood Toilet items from Central Circuit to Sweet Suites store
Added new "Snacks & Drinks", "Cooking Ingredients" categories to Fresh store, which will display previously hidden items such as: Binary Bytes Cereal Box, Butter, Flour Bag, Marshmallow, Peanut Butter Jar, Soy Sauce, Sugar Bag
Updated tags for Cinderblock (Physics), Eye Wash Station, Hospital Gurney, IV Stand so they show up in the proper categories at Rob's Imports
Added new "Studio Equipment" category to Songbirds, which will display previously hidden items such as: Headphone Stand and separate effect making machines better
Added new "Outdoor" category to Sweet Suite Furnishings, which will display previously hidden items such as: Open Outdoor Trashbin, Outdoor Floor Light, Outdoor Light, Outdoor Trashbin, Outdoor Wood Lamp, Tall Outdoor Light
Updated Coffee Mug tags to display it in the Kitchen category in Sweet Suite Furnishings
Added new "Drinks" category to Tower Theater Concessions store
Updated tags on Theater items, which will display previously hidden items such as: COLD Slushy, Holdable Aesthetic Chips, Holdable COLD Slushy
Updated name of "Popcorn" to "Holdable Popcorn"
Updated "Instruments" category of Asteroid Belt to include the Drum Machine, a previously hidden item
Updated Barcode Scanner to show up in the "Weapons" category of Asteroid Belt
New Keypad model, with 0 support
Accessibility Changes
New Accessibility Settings Menu added to easily access all accessibility options at once
Graphics Setting: Added Colorblind Mode (Heavily WIP, will be added to over time)
Colorblind Mode: Minigolf Arrow Power Indicator Color Changes
Colorblind Mode: Minigolf Flag Color Changes
Candy Cane, Crossbow, Ghost Blaster, and Snowball can now be fired by holding the mouse button rather than having to spam
Plaza - Minigames: Balloons are now emissive for better night time play
Plaza - Minigames: Gold Balloon blinks less
Plaza - Drunk System: Requires more drinks to start movement
Plaza - Drunk System: Added cap for movement shake and FOV rotation
Plaza - Drunk System: Decreased maximum FOV zoom in
Gore Setting: Beating Heart will now hide when gore setting is turned on
Gore Setting: Basic ZM zombies now hide their blood textures when gore setting is turned on
Vomit now turns off entirely when setting is off
Plaza - Dark Voyage: Changed Dark Voyage Gun reticle to be easier to see
Casino - Bingo: Raised volume of Bingo calls
Reduced shine on Metal Detector
Arcade - Bug Bytes: Made Hammer Location easier to see
Little Crusaders: Increased the color saturation of players ranks on the scoreboard, as well as added a letter representing their rank name
Typing Derby now uses the OpenDyslexic font
UI Scaling can now go up to 130%, previously 120% (Higher chance of overlapping UI, however)
Controls Accessibility: Sprint Toggle Option
Controls Accessibility: Walk Toggle Option
Controls Accessibility: Crouch Toggle Option
Controls Accessibility: Scoreboard Toggle Option
Volume Settings: Added setting to adjust volume of weapons
Volume Settings: Added Toggle for Achievement Unlock Sound (Sunshine Day)
Volume Settings: Added setting to adjust volume of the achievement unlock sound
Libretro Changes
Libretro: Added fullscreen mode (F6 key or through the menu)
Libretro: Added new hot keys: F3 - Save State, F4 - Load State
Libretro: Added lightgun/touchscreen support to fullscreen mode (F6 key or through the menu)
Libretro: Added setting to disable automatic save states (in Game/HUD Settings)
Libretro - Arcades: Camera now will reorient towards the cabinet's screen
Libretro - Arcades: Updated some settings to be clearer. Joystick mode is now labeled "Set Joystick To Keys" or "Set DPad to Keys", Keyboard Mode is now labeled "Full Keyboard Input"
Optimizations
Inventory optimizations
Inventory UI optimizations
Improved item stashing (much faster)
Improved reset condo (much faster)
Improved condo snapshot load time (much faster)
Optimized Arcade server side physics to lessen strain on Plaza
Bug Fixes
Workshop: Fixed workshop player models & models not installing on Linux & Steam Deck
Potential fix for AMD cards crashing in Hell on Dark Voyage
Fixed translucent items/materials/player models becoming opaque when sitting in seats
Store UI - Moved Version Added down a line to prevent store pages unnecessarily resizing when scrolling
Ball Race: Fixed glow effects being missing on melon pickups
Virus: Fixed infected model shoulders getting crushed when crouching
Casino - Bingo: Fixed not being able to leave mid-game or before a game has started (will warn players they will forfeit their cards)
Casino - Bingo: Fixed leaving the seat not actually leaving you out of the game properly
Fixed toggle third person button (T) not working
Media Player: Fixed fullscreen mode not fitting/scaling media well with ultra wide resolutions or square resolutions
Cat pets no longer say "Arf!"
Fixed Slimy variant plushes being louder than other plushies
Fixed food items being really small while using a workshop player model
Bug Fixes - Condo
Canvas: Fixed canvas textures not loading their saved tiling settings on map load
Editor: Fixed highlighted items sometimes not de-highlighting
Editor: Advanced edit mode - Fixed placeable inventory closing when a gizmo is shown
Editor: Fixed drag snapping info HUD element not showing sometimes or when the placeable inventory is closed
Editor: Fixed Sound Emitters being completely hidden when "Show Sound Emitter Ranges" is disabled, now will properly hide just the radius, not the sound emitter itself
Editor: Fixed drag copy with IO items not continuing grab of the translation gizmo (like normal items do) (for both normal and co-op condos)
Editor: Fixed drag copy with IO items not restoring their grouping
Editor: Fixed grid snap size changing when toggling grid snap with gizmos
Editor: Fixed drag copy with IO items not continuing grab of the translation gizmo (like normal items do) (for both normal and co-op condos)
Editor: Fixed drag copy with IO items not restoring their grouping
Co-op Condo: Fixed Copycat not allowing copy from an item you already have copied from after holstering the tool
Co-op Condo: Fixed Connection Tool oftentimes already being in wiring mode after holstering and unholstering the tool
Co-op Condo: Fixed Notebook editing not working for clients
Fixed Hidden Seats not letting you use buttons/interact with items while in the hidden seat
Fixed Copycat not copying surface tile size or offset to other surfaces
Fixed Toy Train item desyncing for clients
Fixed Water Volume flickering when above them or on the edges of the volume
Bug Fixes - Condo IO
Fixed Random module not passing through activator causing things like Global Message to not print out player names
Damage Heal Volume now properly applies damage/heal effects to players who are currently inside of it, if deactivated and activated again
Fixed Weapon Strip Volume not stripping newly created weapons while a player is inside it
Fixed Sound Emitter's SetVolume and SetPitch IO events not actually changing volume or pitch if the sound is currently playing
Fixed Damage Heal Volume not working with delayed IO outputs
Bug Fixes - Libretro
Libretro - Arcades: Fixed error screen saying on forever and not returning back to idle screen
Libretro - Arcades: Fixed players who are in third person while entering machines staying in third person, now it will first person your camera for you
Libretro - Arcades: Fixed entering game while crouch not un-crouching you
Libretro - Arcades: Fixed gamepad users accidentally entering keyboard mode in settings (keyboard mode and other key only settings will no longer show up on settings)
Libretro - Arcades: Fixed leaving machine with gamepad causing you to jump as well
Fixed workshop models fading out when using libretro based items
Known Issues
Arcade - Pluck-A-Pal is still very unstable/not in a place where we want it to be. We will be reworking it for a future update.
Items that have been moved to IO will be refunded in the future, we recommend players to NOT sell these items (sound emitters for example) and await for further instructions on how refunds will be handled.
Billiards still has issues after playing one game. We are working to resolve this. In the meantime, if a game gets broken, leave the billiards table and re-enter it to help resolve the issue.
Bingo sometimes has known screen issues, but if that occurs, you can now leave it and re-enter.
There may be some odd animation related bugs under very specific circumstances, we will be addressing these issues as they come up.
Join our Discord for development updates and community fun! https://discord.gg/pixeltail We love awesome people like you!
A stuck button has been added to the game (We heard you!)
Game balance has been modified.
If you encounter any visual or functional bugs or would like to provide feedback, please share them on "feedback-bugs" channel in our Discord server to help us improve the game.
When you completely run out of time to retrieve your Kinfolk’s soul flame, a brief cutscene now plays where they speak their final words. Long-time fans will find it reminiscent of the old Final Hope Message trailer. This gives your fallen party members the proper sendoff they deserve. We’ve written 60+ unique possibilities for the dialogue in this cutscene, so far. There are several factors that impact what a Kinfolk chooses to say in these moments, with one of the most notable being your Bond level with them.
During your playthrough, we expect that you’ll lose multiple Kinfolk. However, you’ll likely never see the vast majority of dialogue possibilities. A large part of the reason why we’re writing so many variations is to help ensure that when you do lose someone, it feels meaningful. Losing a Kinfolk you’ve grown close to is a very emotional experience, and we’re definitely leaning into that here. Below you can see a comparison of the graphics for the original Final Hope Message video and the cutscene you can expect in the game:
Jumping has been given some needed TLC. We fixed issues where it wasn’t costing stamina properly, and could send the character in odd directions if they weren’t on solid ground. Previously we had also introduced a .15 second delay to the upwards velocity of jumping, but now it’s closer to being instant again.
We added the concept of "Coyote Time" to our character controller. Coyote Time is a term in game development for a small window of time in which the player is still able to jump after they have already walked off the edge of a platform. This improves the feel of platforming when the player is often jumping off the very edge of platforms, and ensures that their character always jumps when the player intends to jump.
We removed an inconsistent delay at the start of shielding, so now it activates sooner and feels more responsive. We also fixed a bug where the cost of holding shield was not framerate-independent, meaning that if Player A ran the game at 30 fps and Player B ran the game at 60 fps, and both started holding shield at the same time, Player B’s shield would run out twice as quickly.
During playtesting we noticed that it was very easy to accidentally use all of your stamina when sprinting, which resulted in characters often becoming fatigued. To help improve the feel of sprinting, we added a visual indicator where the stamina bar turns orange as you sprint while under 30% stamina. We also made some adjustments to the stamina costs of sprinting to give the player a bit more time to cancel sprinting before the character becomes fatigued. Reminder: The "fatigued" state happens when a character reaches zero stamina, and characters cannot jump, dodge, or sprint in this state. You can see our old preview of the fatigued state here!
On the multiplayer side, we are making tons of improvements and additions to our current systems. A lot of our work has gone to reducing the time it takes to test these features, and we're better than ever in that department. We can now test multiplayer without having to load the full world, which saves a ton of time when you're just interested in hopping in and trying a quick battle.
Account system v2 is in the works! We're hoping to roll that out in the next few weeks in a smooth fashion (i.e. your experience using the account system on the website, checking inventories, etc. should be unchanged). The new account system has major benefits for player data and synchronization around the world. The major improvements are going to fix issues that you may remember from the Alpha, such as:
Seeing that you won, and your opponent also sees that they won
The system says it awarded points for the leaderboard, but neither player’s score changes
Not showing your end of match summary
The new system will be a lot more reliable and capable of showing more stats about your match. In the future, we also expect it to be able to show cool similar data for single player games. We're really excited about what this will allow us to do, and we'll probably show more in future newsletters as we continue work on it.
We fixed several bugs related to Kinfolk that are set to follow the player not obeying the current state of the player's team. For example, when you set up camp, there might be two of that Kinfolk— one follower, and one sitting at camp. They would also continue to follow after they died or you moved them into a storage box. Now your Kinfolk should only follow you when instructed. (We saw some discussion in the community about this after we updated the progress board— there might be more here later, as we’re taking some ideas into consideration.)
Just a short note about the post we made at the end of last year: All of our efforts are still being directed entirely toward either work on the Beta or securing a publisher. This is still the case. As soon as anything does change, we’ll be sure to let you know. Thank you for your patience!
Here is the changelog for today's Demo patch: - Improved accuracy of the mining laser - Added sort button in inventory - Performance optimization - More options for mouse sensitivity - Fixed some co-op desync issues - Fixed some issues with conveyors and splitters
When you completely run out of time to retrieve your Kinfolk’s soul flame, a brief cutscene now plays where they speak their final words. Long-time fans will find it reminiscent of the old Final Hope Message trailer. This gives your fallen party members the proper sendoff they deserve. We’ve written 60+ unique possibilities for the dialogue in this cutscene, so far. There are several factors that impact what a Kinfolk chooses to say in these moments, with one of the most notable being your Bond level with them.
During your playthrough, we expect that you’ll lose multiple Kinfolk. However, you’ll likely never see the vast majority of dialogue possibilities. A large part of the reason why we’re writing so many variations is to help ensure that when you do lose someone, it feels meaningful. Losing a Kinfolk you’ve grown close to is a very emotional experience, and we’re definitely leaning into that here. Below you can see a comparison of the graphics for the original Final Hope Message video and the cutscene you can expect in the game:
Jumping has been given some needed TLC. We fixed issues where it wasn’t costing stamina properly, and could send the character in odd directions if they weren’t on solid ground. Previously we had also introduced a .15 second delay to the upwards velocity of jumping, but now it’s closer to being instant again.
We added the concept of "Coyote Time" to our character controller. Coyote Time is a term in game development for a small window of time in which the player is still able to jump after they have already walked off the edge of a platform. This improves the feel of platforming when the player is often jumping off the very edge of platforms, and ensures that their character always jumps when the player intends to jump.
We removed an inconsistent delay at the start of shielding, so now it activates sooner and feels more responsive. We also fixed a bug where the cost of holding shield was not framerate-independent, meaning that if Player A ran the game at 30 fps and Player B ran the game at 60 fps, and both started holding shield at the same time, Player B’s shield would run out twice as quickly.
During playtesting we noticed that it was very easy to accidentally use all of your stamina when sprinting, which resulted in characters often becoming fatigued. To help improve the feel of sprinting, we added a visual indicator where the stamina bar turns orange as you sprint while under 30% stamina. We also made some adjustments to the stamina costs of sprinting to give the player a bit more time to cancel sprinting before the character becomes fatigued. Reminder: The "fatigued" state happens when a character reaches zero stamina, and characters cannot jump, dodge, or sprint in this state. You can see our old preview of the fatigued state here!
On the multiplayer side, we are making tons of improvements and additions to our current systems. A lot of our work has gone to reducing the time it takes to test these features, and we're better than ever in that department. We can now test multiplayer without having to load the full world, which saves a ton of time when you're just interested in hopping in and trying a quick battle.
Account system v2 is in the works! We're hoping to roll that out in the next few weeks in a smooth fashion (i.e. your experience using the account system on the website, checking inventories, etc. should be unchanged). The new account system has major benefits for player data and synchronization around the world. The major improvements are going to fix issues that you may remember from the Alpha, such as:
Seeing that you won, and your opponent also sees that they won
The system says it awarded points for the leaderboard, but neither player’s score changes
Not showing your end of match summary
The new system will be a lot more reliable and capable of showing more stats about your match. In the future, we also expect it to be able to show cool similar data for single player games. We're really excited about what this will allow us to do, and we'll probably show more in future newsletters as we continue work on it.
We fixed several bugs related to Kinfolk that are set to follow the player not obeying the current state of the player's team. For example, when you set up camp, there might be two of that Kinfolk— one follower, and one sitting at camp. They would also continue to follow after they died or you moved them into a storage box. Now your Kinfolk should only follow you when instructed. (We saw some discussion in the community about this after we updated the progress board— there might be more here later, as we’re taking some ideas into consideration.)
Just a short note about the post we made at the end of last year: All of our efforts are still being directed entirely toward either work on the Beta or securing a publisher. This is still the case. As soon as anything does change, we’ll be sure to let you know. Thank you for your patience!