I've got a nice juicy update for you all today! Have a look at what's changed in version 1.2!
Additions/Changes:
The health system has been completely overhauled.
You can now see your health.
You can now use first aid kits to heal yourself.
Added a faint light to some interactable items to make them more obvious.
Added a new item; the gas mask!
Added new interactable drawings around the map to give you more guidance on the location of items and also for more interest.(More to come in the future)
Added the controls popups to the starting sequence of the main scene.
Added inverted X and Y options in the menu.
Added some missing controls to the controls menu.
Added a disclaimer in the controls menu.
Adjusted some of the controls.
Alien eggs now produce a poisonous gas that will damage you (Use gas mask)
Completely overhauled the first starting scene, to make it into a short animation instead of a playable area.
Have made it so that if you do not pick up the map item in the starting sequence it will automatically be given to you.
Changed the way the injury system works, so now you will only be injured when your health is low enough.
Changed the day night cycle times, so now the cycle is shorter in general but also now the night time is longer than the day.
Fixes:
Fixed an issue that caused the player to stay injured if you opened the pause menu while injured.
Fixed an issue causing one of the alien spawns to not behave correctly when triggered.
Fixed various animations not playing correctly.
Fixed other various bugs.
Please let me know what you think of this update and any suggestions you have.
After a long time, we have news for you today, and it's for a very special reason: For almost 7 years now, we have been dedicated to developing exciting and technically accurate simulation games. During this time, we have achieved incredible things and have grown in many ways. One particular highlight was the release of WRS in the winter of 2019.
We are even more pleased to announce that we are now incorporating our passion for excellent simulators into our name. From now on, HR Innoways will be known as Simuverse Interactive.
Starting today, we will release all our games under this new name, and Winter Resort Simulator 2 will also undergo a small rebranding.
What is particularly important to us is that despite this change, the same team remains behind the company, and our mission to create top-notch simulation games remains unchanged.
This brings us to the question many of you are probably asking right now:
What's next for WRS?
In the coming weeks, we plan to release a smaller update. We want to fulfill some long-held wishes of the modding community and support some modders with small "quality of life" features. Additionally, there will be some minor bug fixes.
As for the future of WRS, we have many plans - and we can hardly wait until the time comes when we can share more with you. Until then, we ask for a bit more patience. But the good news is: we have not forgotten the game.
For almost 7 years, we have been dedicated to developing exciting and technically accurate simulation games. During this time, we have celebrated some incredible milestones and we have grown in many ways.
We are very pleased to announce that we are now incorporating our passion for excellent simulators into our name. From now on, HR Innoways will be known as Simuverse Interactive.
Starting today, we will release all our games under this new name, and our existing products will gradually be rebranded to reflect the new brand.
Despite this change, the same team remains behind the company, and our mission to create top-notch simulation games also remains unchanged.
This brings us to the next question many of you have been asking:
When is the next update coming?
Don't worry, we are still working on the next update in the background. However, some functions have a significant impact on the game logic (especially the new timetable layer that comes with the announced construction site). Therefore, we have to ask for a bit more patience – as mentioned before, we are working on it in the background.
In the somewhat distant future, the AL1 will also be coming, and who knows what else might follow ;)
Hello everyone, While waiting for the next patch we have a good news to share.
We love pixel art games, and we know you do too. So, let’s celebrate together 🎉
We’re super excited to share that Noreya: The Gold Project joins PixElated Festival next week! This festival is featuring some of the best pixel art games on Steam.
From retro-style classics to contemporary indie gems all in one place!
There will be ✨ discounts ✨ live streams ✨ art contest ✨ demos✨ developer chats ✨ all centred around your favorite games.
We will be streaming the game during the event, but also this Thursday 25th around 6PM CET on Twitch, talking about gamedev stuff and the rewards of the Kickstarter event.
The PixElated Festival sounds like an awesome pack of indie games and I'm excited to discover all those new games and try some demos.
Today we’ve released our first big update since the launch of The Splintered Sea expansion. In this update we’ve added 5 additional levels to the Splintered Sea’s campaign, rebalanced some of the existing levels and implemented general improvements & fixes based on your feedback!
The campaign’s levels have been rearranged to incorporate the new levels and account for adjustments made to existing ones. We did this to ensure a steady ramping up of difficulty and an understandable narrative for your progression through it. Please note that if you've edited your completed_levels.txt file in the past, the new levels may show as completed already.
The Sunken Stronghold
First in the lineup of new campaign levels is The Sunken Stronghold, a dilapidated underwater fortress, used by the Offlanders to protect a strange new mineral they’ve been trying to extract from the nearby rockface.
Stormrunner’s Grave
The Stormrunner, once the pride of the Offlander fleet, now lays at the bottom of the sea, along with its precious cargo. With such a prize carried in her hull, you can be sure someone will come to recover it sooner or later. Perhaps something can be done about that…
Ironweave Passage
The Ironweave Passage is a defensive fortification, designed to prevent uninvited guests from traveling deeper into the Offlander’s territory. A sequence of huge, powerful metal gates can be closed to keep their enemies out, but maybe you can squeeze through in time.
Razortooth Cave (Updated)
A mysterious and shiny golden egg has found its way into Razortooth Cave. Rather an odd place for such an object, surely there’s somewhere better for it... The Razortooths won’t mind if you move it, right?
Feeding Frenzy
Razortooths are among the most common predators in the seas of Autilis, tending to live & hunt in small groups (or “shivers), with their innate pack-like behavior & hierarchy generally preventing the formation of larger groups. In rare cases however, much greater quantities of Razortooths can join together, if their pack leader is strong enough to keep them all in check.
The Devouring Pit
At the bottom of the sea there is a pit filled with darkness, caged off with giant iron bars, and there resides an ancient horror none are known to have survived. Turn back now, or join the countless souls it has devoured…
Our goal with this update was not only to increase the amount of levels for the Splintered Sea Campaign, but also to offer greater challenges for you to overcome and new gameplay experiences that water makes possible. We hope you feel we’ve accomplished this goal and, as always, we look forward to hearing about your experiences and seeing the new content you produce! 🙂
Cheers everyone, Von
Besiege & The Splintered Sea will be joining a host of other great simulation games in the Steam Simfest sale, starting later today and running through to the 29th of July!
Changelog Version 1.56:
Block changes Aquatic Screw: - now has a top speed dictated by the angular velocity to emulate the ideal rotation speed for the pitch of the blades - speed slider max value has increased from 2 to 3 - "Mirrored" toggle added to select the chirality of the screw Harpoon Launcher: - Fixed unproportional forces between launcher and harpoon - Reel in behaviour has been slightly tweaked - Harpoons now don't break non physics objects in the user made levels and level editor - Fixed Harpoon sometimes being able to be stuck when trying to retract Rudder: - Now works as a control surface or aileron in air - Rudder now has proper health Paddle: - paddle push force now is proportional to how intact it is Sail: - fixed a collision issue on the sail - Sail now has proper health Source Cube: - newly spawned source cubes (i.e. not loaded from old saves) will be solved as accurately as wheels, to stop the behaviour where placing a wheel on a machine will feel different than without it Spring: - fixed a modded interaction issue when the dimensions were scaled down to near zero in certain axes Sensors: - fixed immense lag when tall terrain and water could be seen - fixed sensor's detecting floor when ignoring static Flying Block: - The flying screw now is less effective under water Water Cannon: - Now updates force particles during the physics ticks as well, so the forces applied from water cannons should be more consistent at all time scales and framerates Misc: - slightly updating how blood and damage looks on blocks
UI & Controls Camera: - Added option for follow machine orientation camera (similar to our console implementation) - Fixed an issue with centering camera on the machine - Various small camera fixes Options Menu: - Default controls for blocks now is in the controls section to be rebound. (The tooltips won't reflect this change atm) Main UI: - Fixed bottom bar on the UI looking weird when people do not own The Splintered Sea
Levels The Sunken Stronghold: NEW Stormrunner's Grave: NEW Ironweave Passage: NEW Feeding Frenzy: NEW The Devouring Pit: NEW Razortooth Cave: - Made sharks harder to kill - Replaced chest with faberge egg treasure - Increased distance to goal - Added shark eggs as obstacles - Added more sharks Seafarer's Haven: - Added Rock Ball - Added Ship wreck - Fixed rendering order of the large fire and smoke on the beacons Saltrock Fortress: - Using the correct ambience and music
AI Sharks: - Sharks now take reduced damage from blunt impacts - Sharks can now break free from being grabbed - Sharks now make decision based on head position rather than center position - Sharks now have swimming sfx
Misc - made attacks properly evaluate certain armor blocks in the way, that would otherwise have been ignored - Sharp vs blunt damage differences now properly interact with the AI - Harpoons now deal reduced damage on impact with AI
Bug Fixes Drasckar's Bastille now no longer has a motor force on the cog wheel Drasckar's Bastille now has gravity applied to the metal grate Fixed an NRE happening on middle mouse click Fixing scaling on some zoom dependent objects Fixed various blocks not responding correctly with their water interactions if zero-g was toggled Fixed an issue with water zones in the level editor when multiple were loaded directly on top of eachother Fixing length detector drawing out rope correctly Multithreaded our water aerodynamic drag comparisons to improve fps a little bit for large machines Fixed wrongly being able to use the block searching hotkeys even in simulation or as a spectator Made it so only the machine entering sim is in zero gravity during the sim change Fixed when loading level editor levels with water the rendering on the water surface would mess up if shadows were disabled Fixed an issue in zone 12 where something was automatically breaking Fixed structures like the airships not being able to be weakened by burning Fixed an issue with DLC enabling and disabling that would cause errors in multiplayer e.g. Attempted a fix for NREs caused by mods being processed like having unique controls, but returning null controls Attempted a fix for achievement syncing during startup and shutdown of Besiege where it'd fail to compare the proper progress between local and online Attempted a fix for macos when underwater explosions are triggered because the metal renderer can't handle either rendering them correctly nor throwing a normal error Fixing ripples on water sometimes rendering weird because they weren't spawning within the correct water height.
Hotfix 21553
-Made the new sail collider changes backwards compatible so it wont break older machines -Fix for The Devouring Pit not being counted -Razortooth Cave is now completable
Ladies and Gentleman, Cowgirls and Cowboys, Settler of the West.
The time has come. Almost. The coaches have been renovated, the horses are rested and the spurs polished.
This can only mean one thing: Wild West Dynasty is getting ready for something huge,
And it can't get much bigger than this: We will be leaving Early Access on August 22nd, 2024.
We spent the last weeks incorporating your cherished feedback that helped us tremendously to give you the best game possible - with the content you desire.
In the coming weeks leading up the release we will share many more details on the changes, optimizations and fresh content that you can expect in Wild West Dynasty.
We are very excited and can't wait to welcome you to a Wild West experience like no other, when the gates to our fictitious American Frontierlands open.
Join us on Discord and tell us what you are planning to do first, once you set your foot in the prairie.
For the first time ever in TEKKEN history, TEKKEN 8 adds an entirely new chapter to its story mode, expanding on “The Dark Awakens” storyline, which continues the clash between the Kazama and Mishima families. “The Dark Awakens” story mode expansion will be available as a free update for all TEKKEN™8 players.