today we are celebrating the 13th anniversary of the launch of the first Panzer Corps game. Join us here at 5:30pm CEST for an event dedicated to the Panzer Corps franchise.
We will showcase never-before-seen screenshots, gameplay footage, and an exclusive interview with our developers, where we’ll discuss the future of the game and share some exciting news.
We’re getting very close to wrapping up development on the shapez 2 Early Access release build. At the end of last week we released Alpha 23 with 23.1 and 23.2 – the last Patreon-exclusive Alpha build – following shortly after. We’re moving to Beta builds where Patreons can test the release candidate and report any remaining issues they find.
In two weeks, we’ll officially reveal the exact release date (which is set in August) of shapez 2. If you don’t want to miss out, be sure to follow and wishlist the game here on Steam and join the Discord!
If you really want to get your hands on this build before the release, be sure to check out our Patreon! You’ll also get access to the betas to help us iron out the last couple bugs, the first of which released today! Your savegame will be compatible with the Early Access build from Alpha 23.2 onward, barring any unforeseen issues.
This devlog will be a bit shorter as we’re currently very busy, but let’s walk you through what Alpha 23 brought to the game. Final note, even at this stage everything is technically still subject to change.
New Content
Hexagonal Scenario
As teased in the last devlog, Hexagonal shapes are now real! Added as a separate scenario, a layer now holds 6 segments (sextants), 90° Rotators now rotate 60° and there are three new shape types exclusive to this scenario:
H – Hexagon
G – Gear
F – Flower
Hexagon (left), Gear (middle), Flower (right)
The shape code works as you’d expect, with an example below. We’ll leave the rest for you to explore for yourself :)
Train loop & Twister
We added the Rail Loop and Twister to spice up your trains. Wildly inefficient, but I'm sure you'll be forgiven. They're unlocked as part of the shapez 2 Supporter Edition alongside a whole lot of additional soundtrack!
Gif contains some placeholders
Other new things
Aside from that big ticket addition, there are a handful of other new bits of content and balancing changes.
Added train speed and capacity upgrades, as well as an upgrade to allow you to dunk a train directly into the Vortex to deliver all its cargo at once.
Rebalanced fluid buildings to be more intuitive and added more information in the panels.
Supplying a different fluid to fluid buildings now makes them slowly drain and eventually consume the new fluid instead of waiting for the previous fluid forever.
The same system also applies to trains loading a different shape or fluid.
Visuals
We added brand new visuals for Shape Miners, Fluid Miners and their respective Extensions.
Train locomotives finally have their visual!
Added new visuals for train loaders and unloaders.
Added animations for belt/fluid launchers launchers towards space belts/pipes.
There’s a new animation for shapes going into the Vortex.
Also included are several animation fixes and improvements across the board, including improvements to fluid shaders.
Development
As we’re finalizing a lot of things, there were lots of rendering, blueprint and simulation performance improvements. Placing blueprints and large islands should now be much faster, various issues with wire logic were fixed and we’ve vastly improved savegame loading times.
To show off the current state of performance optimization, here's the game running on a Mac Book Pro M1 Max at full HD with 420,000 buildings. The goal is still 1 million buildings at 60 fps, but we're happy with our progress!
Video contains some placeholders
UI / UX
The origin point (the part of a building that’s placed where your cursor is) of the Painter and Crystal Generator buildings was moved to the conveyor belt instead of the tank. This makes placing these buildings feel a lot better, but it does break any blueprint made prior to Alpha 23 that uses them.
There’s now a button to clear the selected platform, space belt/pipe or train (un)loader of all its contents.
Additionally, rail placement and the Feedback dialogue have been improved, the latter of which now has a link to report translation issues. Speaking of translations, the translations for almost all of the languages we wanted to include were added.
That’s it! As we said, a shorter devlog this time. The Beta has started in order to hunt down the last issues. Once that’s done, we can freeze development on the Early Access release build. We’re super excited to finally release shapez 2 next month, so be sure you have the game wishlisted (sorry for asking so often) and we’ll see you again with a big announcement in two weeks.
We are excited to present a new update for Spirit of the Island, where we finally can ditch the legacy version and have a unified experience between all platforms: PC, Console and upcoming Mobile!
We will present patchnotes for both PC and Console versions, respectively.
PC: - Fixed various errors in coop mode; - By merging the version, we've reduced the size of the game by half! Meaning that the install size will be ~3GB. - Fixed various problems with controllers; - Fixed an old bug with marriage; - We've added drag and drop system for PC version! Now you can manage your inventories more conveniently; - We've also optimised the game to load faster; - We've changed the Host-Second player interaction the New Story coop mode: now, only the host can finish the active quests. Second player can still interact with all NPCs and do everything else. This was done to ensure maximum compatibility and stability of the gameplay in New Story. - Fixed rare issue, when achievements didn't unlock for some players; - Fixed a very rare issue, when host's and second players save files were swapped.
More fixes for PC version will come soon after the Mobile release, probably in about two weeks from the date.
PC and Console versions are now exactly the same, so there is no launch option for a legacy one now. You just need to launch the game, select region and play!
Consoles: - Added the new story - This update also adds Adventureland and Beach Resort DLCs with all of their content for free! - All above fixes for achievements, controllers and other issues.
As a reminder: you can opt for the launch of SOTI on mobile stores! Here are the links: Android iOS
The full launch is fast approaching, and we know you have questions about the release in 1.0 on July 18 during TactiCon showcase (July 18-22). Here are some answers you’re seeking!
First, Aliza & Csaba have something to tell you:
As we approach the launch of USC: Counterforce, we want to extend our heartfelt gratitude to all of you. Your support and enthusiasm have been instrumental in bringing our vision to life.
The past four years have been full of challenges and hard work, but we've persevered thanks to your unwavering encouragement.
To our followers, thank you for your passion. To our early access players, your feedback has been invaluable. To our publisher and colleagues, your dedication has made this game a reality. We are honored to work with such an amazing team.
We're excited to announce that the campaign feature will be ready soon. We can't wait to share it with you.
As a small developer team, we are humbled by the tremendous support we've received. We look forward to creating even better experiences for gamers worldwide. Thank you for believing in us and our game!
With sincere gratitude,
Aliza Wenders & Csaba Bak
_
Full Campaign incoming!
The 1.0 launch will bring the full Campaign after a few weeks in Beta. Your feedback is instrumental in improving it, and we can't wait to see you discover its content!
Check out the map to lock down the release time in your zone and mission sector!
Prices
The game's price will remain the same with the 1.0 launch at 19.99€, $19.99, £16.75. However, to celebrate this huge milestone, a -40% off discount will be applied for 7 days!
Localization
We will have a new localization at release. The game will be available in these languages:
English
German
Simplified Chinese
Spanish
Hungarian
Supporter Pack and Bundles
We also have a Supporter Pack that you can buy at $4.99. It includes:
Exclusive Squad Logos
2 Wallpapers
New emoji
Exclusive Team Colors (Lime + Violet)
The Duckodämmerung
Ducky Grenade
Over 20 Profile Pictures for your social networks
Do you love fighting against alien invasions? Deep tactical turn-based games? Check out our complete-the-set bundle with Xenonauts 2 to have a -10% discount on the game!
If you're here, you probably are a turn-based lover, we also have a surprise for you: a complete-the-set bundle with Shardpunk & Cyber Knights: Flashpoint coming with a-10% discount off (because we never have enough tactical and turn-based games)!
We're so thrilled for the upcoming release. Got more questions about the game? Drop 'em in the comments or hit us up on Steam Discussions!
Stay sharp, marines, and keep your eyes peeled for the next step: release day!
In this blog, we offer our #BestCommunityEver another look into our upcoming Arkansas map expansion for American Truck Simulator. This time, we want to show you some wonderful art of the Natural State you will encounter on your deliveries such as some beautiful murals and street art which are inspired by their real-world counterparts.
Fort Smith, the third most populous city in Arkansas, is home to many wall paintings. Truckers navigating our game will be able to encounter a mural of a Native American woman shooting from her bow there. Another notable artwork along US-64 features a comic book-style giant banana pointed at a horseback rider against a dark red background. And we could not leave out the paintings on the Fort Smith silos towering 100 feet into the sky. In the real world, they depict three local residents, whom we have transformed into our asset makers.
Magnolia, the county seat of Columbia County, offers plenty of colorful street art painted on the sides of buildings in the downtown area. These depict the different parts of the town's and county's history. If you find yourself in the northeast corner of Arkansas, visit Jonesboro which will feature its colorful lion painting in ATS. This one depicts three grey lion heads with a vibrant background.
Hot Springs, renowned for its thermal springs and spas, will also have a wall painting celebrating the first residents of the area, the Quapaw Tribe. This piece displays two Quapaw tribemen with a yellow background and can be found not far from the famous Arlington Hotel. Meanwhile, in the capital city of Arkansas, Little Rock, truckers can stumble upon a cute artwork of two foxes cuddling amidst a leafy setting.
When arriving into DeQueen, keep an eye out for their artistic welcome sign that is sure to make you feel right at home! And if you are passing through the US-64, you can come across a beautifully decorated wall right next to the road.
In only two weeks the next step in our beautiful journey with Harvest Days will be complete.
We will be ready to leave Early Access with Harvest Days. We are looking forward to welcoming both old and new players to Duda's Village.
And we especially want to extend a very heartfelt "Hello" to all the console players that will be able to go on this cozy farming adventure at the same time.
Thank you for supporting us over the years since we started development, launched into EA up until now. Your feedback means the world to us and we are excited to hear what you have to say to version 1.0.
But of course you don't have to wait to talk to us. Come join us on Discord!
We’re getting very close to wrapping up development on the shapez 2 Early Access release build. At the end of last week we released Alpha 23 with 23.1 and 23.2 – the last Patreon-exclusive Alpha build – following shortly after. We’re moving to Beta builds where Patreons can test the release candidate and report any remaining issues they find.
In two weeks, we’ll officially reveal the exact release date (which is set in August) of shapez 2. If you don’t want to miss out, be sure to follow and wishlist the game here on Steam and join the Discord!
If you really want to get your hands on this build before the release, be sure to check out our Patreon! You’ll also get access to the betas to help us iron out the last couple bugs, the first of which released today! Your savegame will be compatible with the Early Access build from Alpha 23.2 onward, barring any unforeseen issues.
This devlog will be a bit shorter as we’re currently very busy, but let’s walk you through what Alpha 23 brought to the game. Final note, even at this stage everything is technically still subject to change.
New Content
Hexagonal Scenario
As teased in the last devlog, Hexagonal shapes are now real! Added as a separate scenario, a layer now holds 6 segments (sextants), 90° Rotators now rotate 60° and there are three new shape types exclusive to this scenario:
H – Hexagon
G – Gear
F – Flower
Hexagon (left), Gear (middle), Flower (right)
The shape code works as you’d expect, with an example below. We’ll leave the rest for you to explore for yourself :)
Train loop & Twister
We added the Rail Loop and Twister to spice up your trains. Wildly inefficient, but I'm sure you'll be forgiven. They're unlocked as part of the shapez 2 Supporter Edition alongside a whole lot of additional soundtrack!
Gif contains some placeholders
Other new things
Aside from that big ticket addition, there are a handful of other new bits of content and balancing changes.
Added train speed and capacity upgrades, as well as an upgrade to allow you to dunk a train directly into the Vortex to deliver all its cargo at once.
Rebalanced fluid buildings to be more intuitive and added more information in the panels.
Supplying a different fluid to fluid buildings now makes them slowly drain and eventually consume the new fluid instead of waiting for the previous fluid forever.
The same system also applies to trains loading a different shape or fluid.
Visuals
We added brand new visuals for Shape Miners, Fluid Miners and their respective Extensions.
Train locomotives finally have their visual!
Added new visuals for train loaders and unloaders.
Added animations for belt/fluid launchers launchers towards space belts/pipes.
There’s a new animation for shapes going into the Vortex.
Also included are several animation fixes and improvements across the board, including improvements to fluid shaders.
Development
As we’re finalizing a lot of things, there were lots of rendering, blueprint and simulation performance improvements. Placing blueprints and large islands should now be much faster, various issues with wire logic were fixed and we’ve vastly improved savegame loading times.
To show off the current state of performance optimization, here's the game running on a Mac Book Pro M1 Max at full HD with 420,000 buildings. The goal is still 1 million buildings at 60 fps, but we're happy with our progress!
Video contains some placeholders
UI / UX
The origin point (the part of a building that’s placed where your cursor is) of the Painter and Crystal Generator buildings was moved to the conveyor belt instead of the tank. This makes placing these buildings feel a lot better, but it does break any blueprint made prior to Alpha 23 that uses them.
There’s now a button to clear the selected platform, space belt/pipe or train (un)loader of all its contents.
Additionally, rail placement and the Feedback dialogue have been improved, the latter of which now has a link to report translation issues. Speaking of translations, the translations for almost all of the languages we wanted to include were added.
That’s it! As we said, a shorter devlog this time. The Beta has started in order to hunt down the last issues. Once that’s done, we can freeze development on the Early Access release build. We’re super excited to finally release shapez 2 next month, so be sure you have the game wishlisted (sorry for asking so often) and we’ll see you again with a big announcement in two weeks.
• New BANK layout to enhance the variety of missions. • Level cap increased to 155. • New Boss skin for THERESA (enhanced variant). • New Boss skin for VAMP (enhanced variant). • Rebalanced XP and cash rewards for all missions (mainly Multiplayer).
Updates
Progression
• Goldcup stealth gives full mission reward (previously reduced) • Playing with friends (other people) gives XP bonus • Bigger XP difference for completing a mission with 3 stars vs 1 star • Special thanks to Flavio93Zena for cooperation on XP and cash reward rebalance • Boss points increased for expensive assets (since they are one-time purchases) with tweaked prices and reduced unlock levels • Dragon Dogs main area can be accessed even after progressing to lower sewers part
Gameplay Balance
• Sentry turret is stronger (boosted damage and health) • Robot heister has lower HP (-20%) • Camera jammer is uncommon and can be unlocked earlier. • Sensor grenade is now a rare gadget.
Fixes
• Loop of refreshing assets when all assets are bought is fixed. • Achievements should correctly unlock when transferring saves from one system to another • Character class modifiers for Damage Received and Holster Speed are now applied correctly • “Don’t overheat the buzzsaw” bonus objective can now fail • Typos fixed on dozens of locations • Stability improvements • Optimizations
Known issues
• Dragon dogs join in progress may end up in loading lock up, we are trying to determine reason why. Only in case there is full lobby. • AI may slide in animation if doors are closed on their path.
It took longer than I had hoped, but it's finally here, 0.3.2!
new mechanics
Added Set Bonuses. the tags I introduced in the last update have been turned into set bonuses, granting up to 10 of their respective stats. the goal is to reduce reliance on equipment charms to get builds off the ground.
General and Important Balance
The equipment charms have had some of their stats shifted into the set bonuses. Overall stats should end up higher for completed builds
All base charms now give 2 of their stat (-1)
All path 1 charms now give 5 of their stat (-2)
All path 2 charms now give 3 of their primary stat (-2)
Some of the player stats needed to be nerfed due to the overall higher stats
Base Regeneration is now 50% less. This affects all increases to Regeneration
Base Dash Distance is now 14% Shorter. This affects all increases to dash distance
Additionally, enemy and player scaling was in need of some adjustment
Enemy Count Scaling Adjusted
All enemies now deal at least 1 contact damage. this allows every enemy to trigger certain effects
Item Rarity Chances Adjusted
I also wanted Ironskin to be more in line with the other player buffs
Ironskin is now +1 armor per stack, no longer has speed penalty
equipment
[new]A Healing and Pickup item
[new]A Healing and Dash item
[new]A Healing and Standing Still item
[new]A Healing and Taking Damage item
[new]A Healing and Experience item
[new]A Healing and Enemy Spawn item
[new]A dodge and Enemy Spawn item
[new]A dodge and Healing item
[rework]Reworked Topaz Tunic and upgrades
[rework]Reworked Chalice of Blood and upgrades
[nerf]Tome of Elven Curses is now legendary
[nerf]Winged Boots is now Epic
[buff]Magic Stopwatch is now Epic
[buff]Intagibilit-Orb is now Rare
[nerf]Root Boots no longer gives armor while standing still, in regards to the set bonuses