We’re excited to bring you a minor patch update that includes some crucial fixes. Our team is dedicated to ensuring Cyber Clutch continues to deliver the best combat racing experience. Here are the details of what’s new:
Patch Notes:
🎵 Fixed additional music tracks not playing in the main menu and during gameplay.
🔫 Fixed spawnable weapons incorrectly replicating in online matches.
🏁 Fixed Race HUD sometimes showing incorrect race data.
🤖 Improved AI pathing to fix endless respawning issue.
📊 Fixed total kills being incorrectly showcased in the Profile menu.
🛠️ Fixed Garage UI panel misaligning when switching between controller and keyboard input.
We’ve received some great initial feedback, and our team is already discussing and taking action on it. Thank you for sharing your thoughts and helping us improve the game. We would love to hear more from you! Please use the {LINK REMOVED}Feedback form to share your ideas and suggestions.
Today we are starting our series of devlogs on the development of the adventure game “Neverseas” and want to share with you the level design process. On today's agenda is the construction of the Neverseas hub city (to be honest, we haven't come up with the name of the city yet). Let's start with the concept.
The original city layout plan sketched in Paint))
The goal that we pursued at the prototyping stage was to ensure maximum functionality and not create entities that would then not be used in the gameplay, so that the island turned out to be quite compact, but at the same time, it seems to us that we managed to achieve what we planned.
Final layout in Unreal (I apologize for the crappy light)
As planned, the island should be a place where the player receives orders, sells and buys equipment, repairs and upgrades his ship, and also be the calling card of unprecedented seas. We have been building the island for a month and have not yet completed it... But globally, all the features of the layout have been taken into account, buildings have been erected, roads have been laid, the rest is fine detailing. Did we succeed? – They will show gameplay tests and your feedback. Therefore, we will be grateful to you for your feedback and wishes. Write your opinion in the comments, we will be glad to read it or even listen to it (Which happens extremely rarely in our area)
-This update brings some more stability to the game
Fixes:
-fixed an issue where the players could climb on one another easily and sometimes would fly due to that collision
-fixed an issue where players could climb on objects above 70 degree slope, making them slide up on various objects
-fixed an issue where if a door was opened and we would shoot it aggressively it would sometimes miss the closing collision and would not close, but instead would go all the way to open to the maximum position in the other side
-fixed an issue where if the player has first spawned and interacted with a weapon part such as a laser or the hybrid Eotech then the hands of the player would be mispositioned until they would respawn again. It was due to the ik interactor not initializing properly the first time
-fixed an issue where the vaulting over obstacle would sometimes not vault the player over the obstacle due to different collision objects that stopped the player. This mostly failed on the Asia map over some obstacles in case you’ve noticed it.
-fixed an issue where Climbing mechanic over fences in Suburb for example would sometimes not work due to the nature of the collision of those fences
-fixed an issue where the “everyone is ready, game started” text would appear even if someone joined mid-game and started spectating. That wasn’t supposed to show for joining mid-game
-fixed an issue where if the player changed language the loadout editor filters and categories would not update to the new language instantly but after a game reboot
-might’ve fixed an issue where the force added to the ragdoll was crazy big, making it teleport in the sky in some cases
Added/Changed:
-added a way to vote a new map in the voting menu
-added a way to vote a new game mode in the voting menu
-due to feedback, added a way to vote the bots out of the room, and additionally we’ve added a way to vote the bots in the room.
-reviewed and re-adjusted all vaulting mechanic types (vault over, climb 1m, climb 2m and vault climb). They are much smoother and also not failing anymore (explained at fixes)
-changed the first person leg sprinting animations due to them looking weird in the shadow. They did look better than the current ones in first person but the shadow made them look janky. Now the first person sprint for legs is the same as the thirdperson sprint for legs.
-worked on the TP sprint animations as well, especially the sprint NW and NE because they looked weird
-given we’ve worked on fp sprints we’ve also made the weapon tilt to right when sprinting NE and tilt to left when sprinting NW. It’s up for feedback, might be removed if you guys find it annoying. I personally like them
-pushed the multiplayer version up to avoid unwanted mismatches. This means that players who didn’t update to the latest version will not see lobbies created by players who updated and the other way around
Congratulations to our Winners of the Su-meme-r Vacation Community Event!
Winner: Dogup1839
Shoulder Hawk: It must collect loot boxes from that sometimes drop form vanquished monsters.
Winner: nanoStel
Dino McDonald's
Rewards:
A feature on our next announcement post and a shout out on Social Media
One PixARK DLC key of their choice from the following: Jade Elegance, Every Little Thing You Do Is Magic, A Sweet Pack for the Sweetest, A Jingle-Jangle Christmas Pack.
Please message the Mod Team via Mod Mail in the Offcial Pixark Discord to claim your DLC key! Thank you for submitting. We enjoyed having a laugh at these memes.
Again, we want to cultivate more fun-loving events, so if you have any suggestions for future Community Events please let us know! We’ve been taking notes of all your suggestions thus far and have a great running list, but we could always use more!
Hello, Overlords! We hope you all are doing great! Our first Festival's update is finally here! We've worked on it long and hard and really hope that you'll love it. Here's a list of changes implemented to the game with today's update.
Reworked main story, quests and tutorial. We wanted to make the tutorial more player-friendly and convenient - now you'll be guided throughout the story by dialogs, quests and notifications, not by soft locks.
The main story progression will be wiped for all players. This means you'll get to experience the renewed story and one more time collect the first rewards for all levels of it. No building, except for Aerostat will be affected. You'll also still have all your resources, battle girls, shards, matriarchs' empathy progression etc.
Each main story chapter now have side branches with dialogues and/or battles - you'll have some awesome rewards in most of them, so be sure to complete them before progressing the main story. There are also new quests tied to these branches, so you'll get even more rewards!
New equipment for battle girls - each class have received a set of armor. Friendly advice - you really want to gear up your girls prior to the next updates. You can get new armor from the Portal summons, battles and quests. Sets of armor have been added to battle girls' equipment summon.
New empathy level for main story matriarchs and level 5 memory scenes - Overlord will receive a new portion of love from his favorite girls. New building – Shrine – have to be built in order to get access to Matriarchs' memories. Each empathy level is now blocked by the corresponding Harem level.
We've reviewed the Portal summons and have removed Basic girl summon for silver. You'll also see that we have a bit changed pool chances in some summons. In the same time, we've changed a pity system, so you'll have to make less summons to get a higher rarity character or item.
We've decreased a price of Memory shard guest summon and further increased a chance to get a guest memory shard.
The next, Legendary rarity of collectibles have been added to the game. Tokyo Babefest Event is prolonged until August 1.
Don't forget to check the in-game shop – all offers now have a huge discount, there are also some special Anniversary offers available for you. The Sacred runes used in weekly summons are now available in the in-game shop.
And we didn't forget about the gifts – while progressing on the first chapters of the main story, you'll be able to claim them in the in-game shop for free. You'll also get a free energy log in calendar – enter the game every day and claim your free energy bottles.
Some other changes and fixes:
Steam Achievements are added to the game, and Steam Community Items are coming soon!
Girls' equipment and skills screen have been reworked to be more convenient for gearing and levelling up.
Interface elements have been reviewed and changed to be more convenient for PC users.
Notification markers have been reworked - they'll be much more useful and understandable for players and will now correctly show you that you have new girls, equipment, available quests or rewards for them, etc.
Changes to the pre-battle team composition screen: you'll be able to change your team's equipment from there.
Silver Basic battle girls summon have been removed.
Some of the characters and their animations have been reworked.
The game client has been updated to a new Unity version – it should fix the login issue.
Some of the interface bugs are fixed.
Completed and claimed quests will now drop to the bottom of the quest book.
Equipment sorting is now fixed - items will be shown in order according to their rarity.
We are back with another status update. So what has happened in the last two weeks? Let's start with the art part of the game. Except for a few missing renders in some scenes, all static renders are complete. Apart from the static renders, we're still rendering the animations for the final cinematic and some scenes, which takes almost a day each. Writing and coding is also going well. With the current pace of work, it looks like the test version of the game will be ready in the next week or two, and after that we should be good to go for the release of the next episode in July.
Now that we have the status out of the way, we can talk about why this episode took 6 months to make. It started with the steam release and the tax stuff. To be fair, those things only took 1 month to manage and complete, but after that, when we went back to work on episode 5, we had a problem with our GPU, which we made a post about back then. Anyway, we changed our GPU and went back to development. Now you might be wondering why we bothered to explain this, but we wanted to clarify and maybe justify the long development cycle of this episode. Hopefully now that everything is straightened out, the next dev cycles won't be as long.