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Hello chasers! OUTBRK RELEASED ! Huge newsletter to come, tighten your seatbelt, we're dropping a lot of infos about what we did to prepare the launch, how the launch went, and how we reacted to the feedback and issues.
PREPARING FOR LAUNCH
During June alone, we:
Integrated 8 new weather scenarios.
Rigged all commercial buildings and small props for destruction.
Created a massive technical optimisation solution of map assets management to increase performance when driving.
Massive town polish pass on all southern cities (Saint John, Fort City, Bridgetown, Southbay, Eagle Cliff)
Updated world map and minimap assets.
Added tornado sirens in all towns.
Fixed an issue on lower end PCs with terrains sometimes not loading correctly and leaving big holes in the map.
Fixed an issue requiring players to restart their game client between matches to join another match.
Integrated a system to prevent players not getting the same scenario too often in a row.
It’s 2am on June 28, we’re fixing critical bugs that were found during closed beta, we’re moving servers from the testing environment to the live environment and realized our servers still had a hard limit on them that would have prevented MOST players to connect and we sent our request to increase that limit just in time, we’re rendering the final version of the gameplay trailer, we’re all super tired of the crazy last few weeks of pre-release crunch to get everything sorted to be ready to press the big LAUNCH button on steam at 10am EDT.
Servers took some time to warm up and scale so it took time to identify the real issues that were preventing the players from joining.
We had different issues on NA and EU, further complicating our investigating process.
Once we identified the actual issues with matchmaking we got to work on hotfixes.
FPS STUFF
We are well aware about the fps issues with our new cloud technology and we are working on it, that being said, we released the game with the “fantastic” graphic preset by default for everybody so that really hurts the player’s experience with the game when they first launched it.
We failed to explain what we’re trying to do with our cloud technology to the average gamer, people see the average look of the game, which is very indie we know, and compare the performance with AAA titles. All our weather is a completely unique technology made for OUTBRK and it’s something that has never been done before. We’re rendering real weather data accurately, this is absolutely out of scope for any video game usually. The technology is brand new, we made it work for OUTBRK at the very end of the development cycle, right before we launched Early Access, there is a lot of work remaining still, for the people that follow our Trello work board, it’s everything under the Backlog - Catalyst section.
Part of this same point, we have some settings to mitigate some of the cloud fps issues in the graphical settings, such as Cloud Downsampling, but this is not really understood by players since it’s not a setting usually found in games. People think they have to play on low with a high end computer to run the game, when in fact they just have to up their Cloud Downsampling a tiny bit.
The game launched to MOSTLY NEGATIVE (aouch) reviews on steam, understandably so, we got to work non stop all day to get hotfixes ready as fast as possible.
It’s now June 28 at 23h45, we’re absolutely dead tired, we just want to catch some sleep and get back to work, but we forced ourselves to celebrate the launch of OUTBRK on release day even if it didn’t feel like a victory lap, otherwise we would never have.
OUR REACTION TO THE FEEDBACK
Let’s not kid ourselves, launching a multiplayer game is hard as hell. If AAA games have server issues at launch, we expected something would go wrong too, no matter how much we would prepare to some extent. However, being in the driver seat is another experience entirely. Having to work on critical bug fixes at the same time as we have to answer to the community is an incredible amount of pressure. Huuuuge shout out to our moderation team on Discord and Steam and our lead tester WalkOverYou that handled the bug reports coming in MASS, gave swift answers to the people getting stuck, and gave workarounds to players. Really an incredible support team that did a fantastic job under the huge amount of pressure that is release day.
We did our best to keep our cool and focus on what we do best, fix bugs. We went in “war room mode” tackled urgent issues, got a first patch out addressing critical issues, and behold, it worked! We released PATCH 0.1.571 and servers stabilized dramatically and new players now have much better FPS getting in the game.
We’re currently actively working on a new series of bug fixes and improvements for a new hotfix patch that should release shortly. We have a LOT of work ahead of us, but we already started working on important post launch features such as the party system, more weather scenarios, and critical continuous FPS improvements.
That's all for this development update ! Thanks for all your support, consider leaving a review on the steam store to reach more potential future chasers ! https://store.steampowered.com/app/1107320/OUTBRK/
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#RiichiCity × #Danganronpa Collaboration event Mahjong Ronpa is now live!! ✨ 🔽 Event duration The end of maintenance on 2024/07/01 (Mon.) - 2024/07/30 (Tue.) 23:59 (UTC+9)
* #478: Prevent save corruption - atomic save and restore if corrupted * #697: Keep 5 days of backup save files in case of corruption * #683: [FUNCTION]: Add "Exit Game" button to title screen
Bug Fixes
* #570: [ANIMATION] Game speed: Space Walk level's purple space cloud lacks scalable animation speed * #585: Fix height of item being grabbed so it doesn't go through the floor when picked up * #591: [ANIMATION]: Game Speed: Picking up Objects while In high gameplay speed causes picked up object to sometimes graphically 'fly' out from behind ChipWit robot, or launch into the sky from its head * #622: [KEYBOARD]: [Thanks for Playing overlap]: Navigating Thanks for Playing overlap with keyboard switches button focus, but also makes ChipWit move on West Station map under the overlap * #634: Bug: Range indicator is slightly lower than the stack indicators * #653: [SCORE]: [Global Standings Overlap]: "This Run" score is not reflective of actual score (either subtracts or adds to it) and does not update if level is replayed * #656: [ZAP HAPPY]: [REPLAY]: Gameplay speed the ChipWit sometimes fires an extra zap at a not graphically present Bouncer * #659: [MISSION OVERLAP]: [DR. DROOG]: Mission overlap is more transparent than others so it is possible to read the Station West map behind it * #668: [CLASSIC]: Good Things can be invisible * #670: [ANIMATION]: Zapping Things or enemies through a doorway/transitional area makes the Thing or enemy vanish without explosion animation * #674: [HEALTH BAR]: ChipWit's health bar is visible in scenes where it should be disabled * #675: Bug: Feelings and New Directions are not logging metrics * #676: [GLOBAL STANDINGS]: Overlap can sometimes be extra transparent * #678: [GAME SPEED]: Professor Chip animation does not increase with game speed increase * #679: [CLASSIC]: Loop to Start Chip can overwrite Stoplight Chip * #680: [CLASSIC]: It is possible to paste an IBOL code into a Classic mission and overwrite the Stoplight Chip * #681: [CLASSIC]: It is possible to copy Locked Chip IBOL codes and paste them into Classic levels * #684: [FUNCTION]: Home button is briefly actionable (and sometimes viewable) when transitioning into a mission from Mission overlap * #685: [SOUND]: UI or SFX volume does not adhere to toggle settings and remains active if muted * #686: [SELECT A MISSION]: Dr. Droog campaign progress bar is togglable * #687: [MISSION OVERLAP]: ChipWit model does not switch from Classic ChipWit to modern ChipWit in the mission overlap when switching between the two (Classic, Puzzle) * #688: [NEW CHIPWIT]: Skipping the Play button on the splash screen for a new character and going through Settings instead locks Settings in character creation state until competed * #689: [YOUR CHIPWIT]: Spamming Apply button on Profile overlap causes ChipWit to rubber band from side to side * #691: Bug: If median is at top of bar graph, it intersects text. * #692: Bug: Top % calculation is backwards for chips and cycles * #694: Bug: If you get 0 points, series dialog says Median 00 * #695: Bug: In Peace Paths, in rooms with randspawn, items appear in exactly the same place when leaving and re-entering a room * #696: Bug: Pressing Enter on "Thanks for Playing" icon crashes back to puzzle selection scene
ver1.1.5.0 [color=yellow] Optimization [/color] 1. Oil reserves in newly explored planets increased by 50%[color=lightgreen] [/color].
[color=yellow] Repair [/color] 1. Fixed incorrect translation in Advanced Technology. 2. Fixed a translation error in the countdown of the resource system. 3. Fixed translation issues with fleet replenishment.
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0. All known and confirmed bugs are eliminated! 1. Mercenaries did not return money upon dismissal the reserve. Now they are returning the money. 2. In pop-up windows you can now change values not only by scrolling the mouse (it was possible before too!), but also by using the A/D buttons and arrows, as well as entering the desired number. 3. Work with game files has been improved, and now there is much less chance of losing saves if the game is closed incorrectly. But there is still no guarantee that during a power surge nothing will happen to your saves. There are no such guarantees. There are no guarantees. Nope, can't give the guarantees. 4. When you hover mouse cursor over a mercenary on the road, you can see the numerical value of his health/maximum health. 5. The size of the game files has increased because we have added support for various languages (Chinese, Thai, Korean). >>>Support, not the localizations themselves!<<< Also in the game folder there is a file "Language Localization Rules.txt" for those who want to translate the texts or want to help with this, as we were asked to do. 6. Through the efforts of Ali İbrahim Çırpan and İbrahim Büber, Turkish language localisation was added to the game. Please note that this is a fan translation.
It's time to work on other feedback and add content! Thank you for playing, we work for you. And for ourselves too, we like to make a game.
ver1.1.4.0 [color=yellow] Optimization [/color] 1. Completed the translation of steam achievements. [color=yellow] Repair [/color] 1. Fixed incomplete text displayed by planting one key processing Spirit fruit.
[color=yellow] The game has been developed, the content is complete, and will be converted to the official version! But optimizations and adjustments will continue! [/color]
The author's new game《Multiverse Loot Hunter》!Already on the steam store! Welcome to follow, add wish list now!