Hello everyone, this update I will release a number of new system early preview versions, mainly for the late game experience, I will continue to update and improve them, expect to be fully completed by the end of the year stay tuned. I also fixed a lot of bugs, thanks to the players who gave me that feedback, and I also improved the performance of the game, which will significantly improve your graphics even at 3x speed. If you haven't played the game in more than three months, try it again this time.
Festival Celebration (Finished)
We are once again celebrating Dragon Boat Festival for a week. We believe that games are not just a closed virtual space, they should be connected to everyone's real life. We are passionate about sharing that joy and culture, and we will open up more fun festival activities in the future. To this end, we added a festival manager: we managed the festival exclusively as a separate system. We also added more festivals to the World Lab (preview)
Radiation Crisis (later content)
The current system is not very perfect, the specific gameplay i will fill in the next three months, please look forward to
Rule: Start with a random eruption of the Nest on multiple islands, which will infect surrounding creatures and become a radiation island
Spore Nest: Randomly refreshed on some islands as the origin point of a radiating spore community, which can be killed using a "purification potion"
Putrefaction Flying insects: Higher than alien insects, with spiky shells, these spikes resemble energy-rich fragments that regularly produce radioactive ore, from which they decompose
Radiation ore: After mining the "radiation ore", only energy-rich fragments are obtained after smelting, and energy-rich spires need to be synthesized twice
Important falling objects: rotten wood, radiation leaves, rotten body pieces, energy-rich fragments (=0.25 energy-rich SPAR)
Purification potion: Fluorescent fruit + radiant leaf, developed by medical system
Story Generator (Global Content)
The current system is not very perfect, the specific gameplay i will fill in the next five months, please look forward to
The new "Cause of story" : The Abyss of Terror
Abyss Fissure: Monster refresh point that requires mining the sealed "Abyss Rock" to activate, while multiple fruit trees and blueberries grow around it
Abyss Bat: Biting crew members will reduce their mental value, suck blood, and grow shadow tentacles around them
Abyss Slime: A small Slime that splits into 50% HP after death (and is also reduced in size by 25%) and does not die until the single Max is below 100 HP
New drops: Bloody Hearts, Dirty Black Hearts
Reworked "Space Systems" (later content)
The current system is not very perfect, the specific gameplay i will fill in the next three months, please look forward to
Add "Space" button, "Space" management panel (including star map, ship status panel)
The gameplay is similar to "underwater diving", requiring spacesuits, astronauts, oxygen, thrust requirements, and fuel requirements
Temporarily requisitioned cell towers as detection structures
Performance optimization
Reduced performance monitor operating frequency (significant pressure ↓↓↓)
More wildlife supervision (pressure significant ↓)
Regular (daily) cleaning of Marine resources, sorting of resources on board (significant pressure ↓)
Enable Vsync Settings (off by default) to improve frame rates
Archive slimming: The map data structure is optimized, the single archive slice is reduced to 5M, about one-fifth of the original, and the cloud archive speed will also be greatly improved. Backward compatibility is also guaranteed
Details
Added resolution popup: When the game is first started, the screen resolution is detected, prompting some players to modify the Settings - layout width and height
Add fuel filling rule option: By default, the fuel with a high fuel value is used first (if you do not want to give priority to burning natural gas, crude oil and other resources can be turned on)
Added reputation recycling when an external office deleted archive
Added tutorial guides, including tips on food acquisition, dangerous islands, and dangerous creatures
Add a resource collection, including persistence: You can choose to make the viewed resource permanent
Added Lily of the Valley: This flower will grow in large quantities around the moon spring and the statue, only blooming at night (Lily of the Valley fluorescent fruit is a key material for radiation control)
Added salt mine: ultra-deep sea (heritage area, crude oil area), sustainable sea salt mining
Added Guardian Statue: Cost Kill to gain talent or equipment
Added Fishman King: Gather nearby Fishman house, consume sea eggs randomly in exchange for various gems
Optimize technology, arcane, and other UI interface splines
Improved Archive panel: Layout and information changes, adding more detail preview and more user-friendly layout
Improve the attribute effect description of the missing button
Improved wall hit animation and lowered wall health
Improved the failure report on the failure panel: added a cause prompt for "Nightmare or Not"
Improved focus application: Increased view focus on the right side injury warning message of the crew
Perfect development group scrolling subtitles: Collection plugin technology supports unity, Lean(CW), Odin, Text Animation, Spine, Sentry, Behavior Designer, aseprite, Shapes, Chart And Graph, freepik (icon), FreeSound
Adjust the project version migration to 2022 LTS: This will be a new starting point, we must do well to face the next 5 years of possible technological innovation and challenges, Ocean current Punk as a key experimental project, we will introduce more new technologies, new plug-ins to make it better!
Reworked opening animation: Sci-fi opening animation using 3D footage (instant calculus)
Adjust Coal wiki: Source modified the furnace to an ore sorter
Adjust tutorial session schedule open permissions (no longer allowed)
Fixed an issue where some resolution sea maps were difficult to close
Fixed one of the flashback issues (turkeys crash when attacked while hiding out of view)
Fixed one of the issues where landing on some larger islands could flash back
Fixed an issue where the cover image did not automatically fit after adjusting the layout width and height
Fix livestock overcrowding: Livestock will have range detection anomalies if they are captured
Fixed log display error on the first day after entering the game
Fixed an uncontrolled volume exception for the opening animation
Fixed abnormal first frame position of working current effect
Fixed the lack of automatic refueling function in boat lights
Repair window Settings invalid exception: The window size is reset when the intra-office Settings are opened
Fixed abnormal garbage cards produced by garbage balers and added rectangular ring prompts
No need to dig through your cryo chits and barter on the Eye's dodgier markets - we're excited to announce, in addition to the Citizen Sleeper Physical Edition for Nintendo Switch (now shipping!), there's also new Citizen Sleeper merch available from our friends at Fangamer!
While you're picking up your physical copy of Citizen Sleeper, why not adorn yourself with this stylish fabric? The Emulated Mind tee, modelled here by Citizen Sleeper creator Gareth Damian Martin features the Sleeper, the stray, and a number of fun references to various cool moments throughout the game. How many can you spot?
Coming soon is the Neovend pin. Show your appreciation for everyone's favourite sentient vending machine with this awesome enamel pin. Includes acrylic threads representing the rat's nest of wires from within!
Finally, if you're wanting to literally spin that Citizen Sleeper soundtrack IRL, you can pick up a copy of the 'Wake Up, Sleeper' Deluxe Set from our friends at Stumpy Frog Records.
Composed by Amos Roddy (In Other Waters, Cloud Gardens, The Wild At Heart), this set includes:
Splatter 2LP variant
Printed transparent sleeve
Citizen Sleeper sticker sheet
’Sleeper’ sketch book
’NeoVend’ tote bag
Don't forget that Citizen Sleeper 2: Starward Vector is coming early 2025! If you haven't already, take a look at the new gameplay footage trailer we announced at the PC Gaming Show, and don't forget to wishilst!
This patch is big (including multiple game-changing features and deep mechanics) and has various features. However, since we are still working on it, some of the main features and balance have yet to be included. We will release it as a minor patch so you can have a try and, most importantly, add some needed bug fixing. We plan to release the big one soon.
New Features
- New Perks Systems with multiple skills (Stills WIP at some points) - New Control menu, now the shortcuts are customizable - New Skills Added to the dash and grenade (Stills WIP, will be detailed in the next big patch) - Multiple New upgrades with levels - New drop systems with multiple functions (Magnet, artillery, stun, heal)
Bug fixing and improvements
- There was an increment in difficulty after each game played without closing, which could lead to impossible games if you play too many games without closing the game. Now, the challenge will be correctly balanced. - Solved flickering of melee Unity - Solved multiple animation problems - Improved most of Hero attack animations - Solved bug related to some hotkeys - Improved Altered State System - Now, the effects that affect units work as intended - Solved a bug where some blood particles were misplaced - Improved animation system with movement
Hello everyone! We’re back for the July Dev Update!
Funding/ Makeship Campaigns
Hey everyone, we’re here again for our Monthly Dev Update! This is a big one! First off, since you guys are awesome and funded our previous campaigns, we were able to start two Makeship campaigns on June 28th!
The Minigolf map editor is planned to be the next update now that Eruption is out! During June, progress was made on the Base Height Settings and S-Bend tool. These are tools that will help with the shape and style of courses players make.
Features still in progress include the Ramp tool and the Holes tool. For the Ramp tool, progress has been made on Steepness settings and Ramp Type variations. We’re still working on Curve Tightness settings, the Flat Base setting, Base Height setting , Wall Variations, and Wall Height settings. For the Holes tool, we’ve been working on the Hole Type setting and the Dip setting.
Ball Race Map Editor
Lots of progress has been made on the Ball Race map editor! We’ve completed options to hide Bumpers and Trampolines, we’ve made a spline mesh for platforms, and we’ve finished making Start Tubes, Arrows, Spikes, Buttons, and a tool to test the ball. We’ve added Tubes, a Ball Launcher, Drums, Gongs, and Boost Volumes as well.
Plaza Optimizations
In the mean time, progress was made on Plaza Optimizations. We’ve finished up work on the art pass and optimization of the Transit Station and have moved on to optimizing stores (and doing some art improvements)!
These optimizations will not only help with performance inside these locations, but they will also help with performance in the surrounding areas in the Plaza, so we’re excited to get them all out to you.
These changes will be included in an upcoming update.
Moderation Tools
We’ve implemented a new ban appeals system which will greatly streamline ban appeals.
In short, you will now use this ticket system for appealing bans and will no longer appeal bans through our email.
This will allow for easier resolutions of appeals as well as informing appealing users of the status of their appeal in a more timely fashion.
After the Minigolf and Ball Race SDK are out, we plan to release an update for Dedicated Condos, the Workshop 3.0 Rig, SDNL, and some more new maps!
Workshop Rig 3.0 Preparations
In regard to Workshop Rig 3.0, right now we are preparing the SDK Importer and creating a tutorial for the rig. Once that’s done, we’ll release another update where this new rig will be usable.
SDNL Update
In June, progress has been made on the SDNL update we’ve mentioned this year.
We’ve been organizing and implementing the Announcer voice lines that were recorded last summer by the voice actor Gianni Matragrano, along with getting work done on some additional sound effects!
If you don’t remember, the SDNL update will include Announcer voice lines as well as changes to Container Ship and the release of SDNL: Lookout. Lookout is a rework of Zombie Massacre: Acrophobia for SDNL, giving you an opportunity to see that map from a whole new perspective!
Dedicated Condos
Due to Canvas and Workshop issues, there hasn’t been more progress on Dedicated Condos this month, but it’s still in the plan. We should be able to get to work on this in full swing in the coming months, so keep an eye out for updates.
We have also had some discussions this month on how to better advertise Dedicated Condos so more people can understand the concept by giving it a flashier name. Community Worlds was one we came up with, and we’re still brainstorming others.
For reference, our current progress on Dedicated Condos can be viewed here.
Arcade Update
We love the Arcade as much as you all do, and we’re always itching to get back to it. We have a fun Arcade update planned for the future that will bring in some new games. We’ll be getting to work on this very soon. Like Dedicated Condos, just keep an eye out for this in the future.
Map Work
In the world of Game World maps, progress has been made on a new Minigolf map! We aren’t ready to dive into the details of it yet, but know that more than half the holes have been completed!
VR Support
We also wanted to share that we recently had a breakthrough with getting motion controllers working again! With that issue out of the way, work can continue on VR Support.
July Calendar
Here is the calendar for July events! If you want notifications, we have the events set up on our Discord here. If you would like to make a suggestion for events, do so here. That’s gonna do it for this Dev Update! Thanks for reading, and we’ll see you next time.
<3 PixelTail Games
---
Join our Discord for development updates and community fun! https://discord.gg/pixeltail We love awesome people like you!
They are good at close-range attacks, taunting the enemy with their quick succession of attacks and movements. Thieves can change to one of the following classes when their character achieves Lv. 5: "Body Technician," "Assassin," or "Lord of Heavenly Wolves"
somatic surgeon
The somatic surgeon excels in close combat using combos. They have a wide variety of combos and can sustain them for long periods of time.
Assassin
The assassin is a specialist in close-range assassination and also uses a concealed weapon for long-range attacks. She approaches her target without a sound and finishes him off with a single quick shot.
Lord Tianwu
The Heavenly Wolf Lord is a style of combat in which "mystic wolves" are summoned to fight together. It mainly uses lightning skills to damage most targets.
The last two weeks and especially the last three days were hectic in terms of development and things are not done. Getting straight to the point; what's up next?
Upcoming
Most importantly I will be keeping an eye on feedback to make sure to address game breaking bugs, unintended mechanics, crash to desktops, etc. I simply did not have enough time to get everything I wanted in as well as testing all of it thoroughly. I was fixing major bugs less than 2 hours before release so there are certainly bugs remaining. Expect minor updates as I find and squish them.
Character visuals and other cosmetic rewards. I only added the cosmetics in the latest update, but didn't really add any "real" cosmetics, simply palette swaps. There will be additional character sprites, outfits, cameos and such, but also I need to figure out what I'm going to do for unit attack visual customization. No clear plans at the moment. Also interested in cute simple filler cosmetics like custom cursor, custom cursor trails, just more stuff to dilute the reward pool pretty much!
More content: stages, cards, a few enemies, and a few more mechanics are all planned. Most importantly is more build variance. At the moment a lot of the game is the core gameplay loop of solving the damage, energy, and casts per second for each unit in the party. I want to maintain that core loop while also increasing the amount of unique interactions between units and adding more types of secondary attacks that units can cast.
Linux builds are easy to do with Godot but I don't yet entirely know how to handle different builds on steam, so I'll do some exploration there.
Compatibility builds for people who do not have Vulkan support as well, though that is a little harder since the game does use some Forward+ only visual effects I think.
There have been some queries into an Endless mode as well which I think I can make available relatively soon.
Balance
Moving on, I want to discuss the changes that occurred between 2.1.3 and 2.1.4, namely how many seemingly random things were added out of the blue. About four days before release I was running some tests ensuring things were working as intended and letting my development build autoplay so I could observe different builds and eke out performance issues and such and unfortunately noticed just how bad the power imbalance between playing cards on each party member versus playing all of your cards on one party member had become.
The simplest strategy to beat normal mode was to simply place all your units in the center and play every card on one unit and it was successful just about 100% of the time on The Lovers stage. I felt very strongly in my mind that no matter what I did not want to release the game where you could simply not think about it at all and still win. So what did I do to address that?
The Problem
The actual root of the problem is that unlike classical RPGs there is no "equipment limit" in Get Those Bugs. You're allowed to put 50 "swords" in the unit's hands to keep increasing their damage. Mathematically this results in the most efficient method being to stack all of your damage related stats onto the same unit. I originally intended to mitigate this by having high energy requirements but it turned out that no matter how high I made them it was still most efficient to stack all the energy cards on one unit.
The lack of damage type and attack type specific cards exacerbated this problem since your main DPS could also be the best at applying debuffs as well. I absolutely did not want to limit the amount of cards you can play on a unit though so it was time to determine other mechanics I could use to address this.
Blessings
The Blessing mechanic is straight forward; every turn a weighted random unit is Blessed which gives them an extra play on the next card you play on them. The weighting is 1.0 / Cards Played so units with fewer cards are much more likely to be Blessed than units you stack cards on. The intent is to incentivize taking advantage of this mechanic to get additional power on the units you would otherwise ignore. When I implemented this I thought it worked quite well and moved on.
Energy Recovery
At some point I played some 20 Minutes Til Dawn for inspiration and realized I could also have a kind of reload mechanic in Get Those Bugs. If units have to wait for their energy to fully recover once they run out there will be a period of downtime where even your strongest unit can't attack and that's when it would be really nice to have balanced your cards. So that's how it works now!
Eventually I might be able to use this "reloading" as a trigger for different effects, but for now it's just a small part of the solution.
Damage Limit
The idea to add damage limits came from me thinking about what other ways classic RPGs limited player power. I think case I was thinking about how Final Fantasy limited you to 9999 damage even if you were actually capable of dealing a lot more. Once you hit a damage limit you have to find ways to deal additional _hits_ instead. And that line of thought is what made me realize what I really needed to focus on; creating little problems for the player to solve on each unit.
Micro Puzzles
What I'm actually trying to do is allow players to freely build units in whatever way solves these little puzzles: reaching the damage limit, recovering energy, and generating additional hits. Without a damage limit you can simply keep playing as many damage cards as you have on one unit and there is not much value in playing them on someone else. Now that there is one, you only play as many as you need on one unit and then figure out how to solve the same problem on your other units. This naturally incentivizes players to spread their cards out (the intended gameplay) without disallowing players from simply playing whatever cards they want on whoever even if it leads to failure.
Once you've reached the damage limit if you want to increase the effective DPS of the unit you need to increase the amount of enemies you hit and the frequency at which you hit them. As you do that however you generally increase the energy usage meaning you need to choose what types of energy recovery you're going to give to each unit. With some being much more effective than others on certain units, it comes down to picking the best options out of the cards you are given for the units you've taken into battle.
I would like to implement more little puzzles to solve, but I've got to figure out what they are first!
Enemy Stats
After all of these changes I had the final important decision to make; how hard do we make normal mode? My goal was simply to make it so that placing all four units down and putting all of your cards on a single unit _never worked in my testing_. This excludes Double, Support, and Party plays which is where the strategy is intended to be. So I tweaked the numbers and set up an autoplay that tried over and over with different unit types to win using that logic and once they failed every single time I checked to see how easily I could win the same seed with strategy. When the AI consistently failed at wave 18 and I won handily with very strong characters and only losing around 100 health I knew things were in a better place.
It is possible that the game will be considered too hard and that's something I can tweak going forward, but I'd much rather the game appear too hard before you learn all of the strategies than it be so easy to win that you don't have to think, so for now it is what it is. The balance will absolutely change as I play more and discover more issues or unintended interactions, but I'm much happier knowing that avenue to victory has been severely mitigated.
Stages and Difficulties
I have not done sufficient testing of these new changes on the other stages or the other difficulties. Based on how handily I won the tests I did after making these changes on the simple stage I imagine it's quite possible to win on the other stages though I'm not as confident about Apocalypse difficulty.
I will be playtesting to ensure what I think is true is actually true and pushing adjustments if not.
In the future I am almost certainly going to remove the difficulties between Normal and Apocalypse and have an Endless mode you can toggle on for some type of build pushing gameplay.
For now that's all I have to say. Thank you for reading and being here for the release of Get Those Bugs!