Thank you for continuing to support 'The Devil Within: Satgat!' We have been hard at work on the next update, the first major one since Early Access began. In this notice, we would like to show some of the things that will be coming into the game.
The upcoming update is packed with many changes that we believe will meet the expectations of our community, adding layers of depth to the game. The overall flow and progression of the game has been improved to be smoother and much more enjoyable. Many things await our community, such as a variety of difficulties, boss challenges that really test your limits (depending on the difficulty that you select!), mysterious treasures hidden throughout the world that will enhance the exploration itch players have, and more!
In this upcoming update, the weapons and combat system have been significantly enhanced. The unique characteristics of each weapon have become more distinct and the parry system has been refined to maximize the thrill and excitement of combat. The AP System (stamina) penalty has also been eased, allowing for more mobility and evasion, greatly improving the flexibility of gameplay.
Speaking of mobility, a heavily requested feature is making its way to The Devil Within: Satgat -- fast travel. You can travel within the stage through campfires and between stages through Haetae statues (once it is unlocked), making your adventures more efficient and enjoyable. Improvements to various areas of the stages will allow players a more enjoyable exploration experience.
We promise that this update will further enhance the overall quality and enjoyment of the game. We deeply appreciate your continued interest and support as we work towards providing the best action-platforming experience!
This follow up patch to Update 11 addresses some of the more immediate feedback given by the community. Additional patches are soon to come!
Features
Amongst various changes to balance, guests and staff (particularly regarding travel speed and exploration distance), we've added a Sandbox conversion tool to Challenge Mode! This should help players whose parks are impacted by balance or calculation adjustments made throughout Early Access.
Going to Settings > Gameplay will now display the sandbox conversion button.
Animation issues with human props are still present
The newly introduced fence-end arrows appear on load. Placing a fence and cancelling will make them disappear!
Some visitors may disobey gravity at higher altitudes and continue walking forwards
Staff wages may be having too big an impact on the economy, so we'll be awaiting feedback on that
The sandbox toggles for staff and logistics are NOT currently implemented! Though the buttons have snuck into the build, we are still working on them and are being targeted for release ASAP.
Full Patch Notes
Features
NEW GAMEPLAY OPTION: Convert to Sandbox When running a Challenge Mode game, going to Settings > Gameplay will now display a sandbox conversion button, allowing players to rescue problematic challenge games and continue in peace
Changes
Balance
Increased starting cash when beginning a new Challenge game
Increased profitability of kiosks and restaurants by 200%
Reduced the placement cost of staff gates, park services, logistics and animal care modules
Reduced the upkeep cost of staff gates, park services and storage modules
Increased the placement cost of Loading Bays to $125,000
Increased the upkeep cost of Restaurants and Shop Large modules to $500
Small Donation Boxes now cap out at $3000 instead of $50,000
Compost Heap now converts 8kg of dung into 4kg of compost
Animals
Can no longer leave dung piles in deep water
Humans
Increased human movement speeds by 20-30%
Staff
Increased staff movement speed while transporting resources by 50%
Staff now explore closer to visitor areas while idle
Guests
Visitors no longer react to needs under their reaction threshold
Visitors' needs view has been modified to show their needs more accurately. Now Green -> Yellow represents their needs below reaction threshold, Yellow -> Red above.
Visitors with critical needs will leave the park a lot faster
Visitors will generally spend less time in the park, allowing more guests to cycle in and increase ticket revenue
Greatly increased the chance to explore the park when there’s nothing to do
Enclosures
Excess dung will not display a state icon until the enclosure reaches 30% cleanliness
Buildings & Scenery
Moved Visitor Spawner into Guest Amenities > Finances
A newly placed Loading Bay should no longer purchase new resources if there are available resources from a previously demolished loading bay
Loading Bay will now highlight overstock in red
UI/UX
Moved park service structures into their own building menu category, park logistics structures are now more accessible
The fence info boxes in the building menu now properly display the fence’s strength
Offset Paleopedia images for Spinosaurus and Tarbosaurus so that they are centered
Enabled the ‘Open Paleopedia Entry’ button in the Nursery Menu’s animal preview screen
Post Processing
Improved general image clarity and quality for TAA
Reduced visitor heatmap opacity significantly from 75% to 25%
Audio
Slightly increased delay after Nigel’s Leaellynasaura intro
Adjusted crowd audio parameters
Bug Fixes
Crashes
Fixed a navmesh-related crash
Critical
Patched an issue with screenshot preview generation that stopped the save system from finishing
Re-enabled the Kökşetau Formation after it was mistakenly disabled!
Patched challenge mode cheat that would allow locked animals to be breedable through the paleopedia menu
Modular movement of existing pieces is not cross checked with the economy anymore, which fixes a long-standing issue where moving structures would not be allowed if the park balance could not cover the whole building cost. Sorry to have missed this one for so long!
PTB saves can now be overwritten (and upgraded) by same or newer release builds (Beware that PTB saves may sometimes retain PTB-related bugs, we suggest naming your saves appropriately if you play on the PTBs)
Animals
Fixed an animal welfare issue where exhibit markers would be calculated towards the fence strength need
Staff
Fixed a bug that caused humans but especially idle staff to spin when reaching a destination
Should be less likely to fall into cracks and clip up through walkways
Keepers should no longer be prevented from using compost heaps that other keepers are using
Fixed staff giving up on dung cleanup assignments directly after shoveling if there was only one mound to clean up
Guests
Fixed some diffuse map mistakes in the female guest outfits
Buildings & Scenery
Glass shadows have been disabled after being temporarily enabled in Update 11
Fixed Fruit Block not having staff interact points
Construction
Fixed a bug that caused the modular grid to be incorrectly sized
Fixed gates snapping into fences causing breaks that prevent enclosures from forming
UI/UX
Fixed various ‘Call Staff’ buttons not properly initializing, losing their supposed functionality
Fixed typos in the Help menu
Fixed Ugrunaaluk name typo (again)
Performance
Fixed a major performance issue certain amenities could continuously try to generate queue lines
We are actively working on the networking aspect to resolve technical issues such as game lag and server disconnects. So above the new features and QOL adjustments the upcoming update is expected to significantly improve the overall networking and connection situation and make your gameplay even more comfortable and smooth .
Thank you for your patience and continued support!
🎈 It's nearly time for the BOTSU to launch into early access (eek!)
I've had so much fun seeing people play the demo and the beta, so I'm very excited for the launch, and seeing what new winning tactics people will come up with! The build is shaping up nicely, plus there's a new trailer and screenshots on the store page! Watch this space for an official launch date soon 👀
🪙 How much will it cost?
BOTSU will launch in Early Access at a price of £15.99 (and regional equivalents), reduced to £13.59 through a 15% launch discount. The price may increase once it exits early access, to full release.
📰 Find out More
Check out the new trailer and screenshots on the BOTSU Store Page
We are currently recruiting our dear creators to the Creator Crew Program!
Introducing Joycity’s game to newcomers and return users to get your rewards on hand!
Any content that you can create with game is your contribution!
If you would like to join our Creator Crew Program, please check below and sign ASAP!
[How To Join]
Go to Creator Crew webpage to become the member. LINK
Select [Apply to join Joycrew] button.
Follow the guide and submit your information.
Check our creator on every Wednesday! Link– Chart will be updated on next Wednesday
[Get Your Reward]
1) Complete Basic Mission To Redeem $225 Reward!
Recruit at least 5 new follower and reach 100% progress of SNS missions!
New follower must be user who joins 3on3 freestyle or other Joycity’s CCP participation game after the start of Creator Crew Program Season. They can be either new user or return user.
- New User: first login date is after the start of CCP season. - Return User: Without login records of more than 90 days then returned after the start of CCP season.
New follower must reach required account level to be eligible follower (for 3on3 FreeStyle, reach Lv.5).
Detailed SNS missions will be announced later.
2) Recruit At Least 15 New Follower For Extra Rewards!
You can receive 1 ~ 5% of the spending amount of your new followers!
To receive spending of your follower, you must recruit at least 15 new followers
Redeem rate: *15 New Followers: 1% *30 New Followers: 3% *40 New Followers: 5%
[Submission period]
Submission Period: 7/1 ~ 9/30 07:59 PDT.
Creator Selection Announcement: Every Tuesday during season.
Feel free to submit your application during CCP season! Your application will be reviewed by CCP team weekly.
[Q&A]
1) Will my current followers be counted as my follower? - No. Only new and return account who follow you via in-game will be considered as your new follower. Detailed guide regarding how to follow you will be announced later once we announced this season’s new creator.
2) How can I get portion of my followers’ spending?
- There is some requirements to receive reward.
You must have at least 15 new followers.
Your followers need to purchase DLC and do not refund it.
You must wait certain period so CCP team secure and confirm the purchase record of your followers.
If you decide cash reward, extra processing time will be required to process cash.
3) What is SNS mission?
- Mission will be related with your YouTube and SNS activity. Detailed guideline will be announced by CCP team.
If you have any additional question, please contact send email to: joycrew@joycity.com
*Do not send any CS regarding CCP to 3on3 team since we are not responsible of it.
First of all, apologies for the delayed update. I've been busy with finals and recently got hooked on the Elden Ring DLC, This time, I fixed a batch of very old bugs. Some of them I forgot, but generally, they include:
Fixed the parry red light display error Improved parry feel Fixed the bug where monsters would suddenly collapse limply after being parried and stunned (an old bug, finally fixed) Made enemy ragdoll physics more stable Improved skeleton dismemberment stutter on death Optimized the stutter issue when enemy death models gradually disappear Randomly placed a few new weapons on the sandbox floor (the feel isn't tuned yet) Added sprinting for Vive players (not sure if it works, if not, there might be a small update in the next couple of days) Currently, the major update for the tutorial level is in stable development. The plan is for this level to be very large. Rather than a tutorial level, it's more like the first chapter in a real sense, with many new monsters, etc. Please be patient.