I'm continuing my efforts to improve the game's design based on feedback from you awesome players! Here's the next batch of changes:
Game Changes
Added decals on the doorways to hint at which direction to go if you spot an anomaly, or don't spot an anomaly. I have no idea how much this will actually help, but hopefully it does?
More lighting adjustments in the Medical Bay.
Added decals on the control panel in the hangar to hint at what to interact with.
Flipped the pentagram. This was an asset included in one of three asset packs I used by Synty. I used it because I personally have no opinion on which way some spooky pixels are positioned, just that they give a creepy space cult-like vibe. I did however notice that some people would have strong responses to an inverted pentagram. If I flip the asset upside down and add another decal of an infinity symbol in the middle—I've kept the weird cult-like visual, while not offending certain people.
Greetings players! The newest patch (0.20.7) is now live on all platforms on the experimental branch. Please save your progress and restart your game client to update. You should be able to load normally and continue playing. If you have any problems, please let us know.
Bugs and Fixes
Fixed several crash occurrences.
Fixed the issue where the settler's job priorities would all turn to 5 when that settler went on a caravan.
Fixed the issue that allowed a settler to be owner of two rooms.
Fixed the issue where the selection panel in Prisoners tab wouldn’t update for strip and release toggles.
Quality of Life improvements
Releasing prisoner procedure is functional now:
Settler will rope prisoners and take them outside to an area that can get to the edge of the map.
The prisoner will go to the edge of the map and disappear, resulting in a friendliness bonus towards their faction (unless that faction is permanently hostile).
All other prisoners get a positive mood effector applied to them when this happens.
Known issues:
If your settlers are experiencing weird animations with some actions, be sure to turn off V-sync and cap the game's FPS in the game's options. Cap it to 60fps. If the issue persists, cap it at 30.
Organizing hanging event doesn't work.
Some items are missing icons and localization values.
Player-triggered events don't have sound effects
Settlers will not refuel torches without floor/ground beneath them.
Settlers will not choose the closest production building (if there are more of the same type), but the one with a production set first in the global list of productions.
DISCLAIMERS: ⚠️ We decided to keep Dev version of the game on the experimental branch, and that means that a Dev log with red text will appear from time to time. This will help us get more info from your side when crashes and bug reports occur. ⚠️ Also, at the moment, the experimental and the main branch are different. You should not play saves from the experimental branch on the main one as it can cause various bugs - please avoid doing this.
As always, use F10 and/or the experimental bug subforum for reporting experimental issues. If you want more dynamic/direct communication - head over to our Discord server. Even though we might not reply, we are reading everything. Thank you!
I'm excited to announce the launch of our official Pixelmancy Discord server! 🎮✨ If you're a fan of the game or just curious about it, this is the perfect place for you.
Welcome to the Pixelmancy community! 🌟 Here, you’ll get frequent updates, have direct access to me, the developer, and receive exclusive sneak peeks at upcoming features. Join us to stay in the loop, share feedback, and help shape the future of Pixelmancy.
Click here to join the community and be part of our journey: Discord server 🔗
Thank you for your continued support, and I can't wait to see you there!
It's the Postseason Sale! Out of the Park Baseball 25 is on sale for a 50% discount - and the best time ever to jump in and take your team to a World Series championship!
From awesome Live Starts - including up-to-the-minute Playoff Live Starts! - that bring you rosters, trades, injuries, and standings of any day all season long, to taking over your favorite team ANY year in the history of baseball, or obsessing how to beat your friends in the always-online Perfect Team, OOTP 25 has something for everyone!
Plus! Perfect Points are on sale too - up to 30% off! Turn your League and Tournament squads into powerhouses and dominate your friends. For one week only!
Enjoy this AMAZING MLB Postseason and make some of your own history at the same time with Out of the Park Baseball 25.
Hi everyone, Here are the most important changes in the latest build:
Reworked Levels: Warding Flame & Burning Air
Due to the abnormal difficulty spike. The introduction of fire shields was ridiculously brutal and even misleading as not only Fire can break them!
Added more hints on how to play with fire.
Tweaked layouts to give more space to fight with enemies.
Adjusted platforming bits to keep the flow.
More options for fire strikes (Fire Pots, Braziers).
I hope the new versions are more in line with the previous towers and finally fun to master!
The Grappling Range for Grappling Points has been increased significantly.
Moments where you can barely reach the point even in a jump aren't very shady. I want you to have more opportunities for epic comebacks from a fall or in the midst of action.
Other Improvements
Improved placement of the hint glyphs for new players.
Reduced the slow-mo effect when taking damage. The old value felt too disruptive, the slow motion is just there to give you a moment to decide what you're going to do when you're vulnerable.
Added a hint to the bonus levels to make the rules clearer.
Added more fall checkpoints in the second half of the game.
Added grappling points to arenas to give a chance of instant redemption.
Hubris' final arena exit platform improved.
+ some other tiny things I probably forget to mention. Thank you so much for playing, leaving feedback and for your amazing reviews! I’ll keep improving the experience.
Editor's Note (Oct. 14, 2024): We have updated the paragraph below to provide additional clarity on how the Mustang RTR vehicles can be obtained by players.
Forza Motorsport launched worldwide for Xbox Series X|S and PC exactly one year ago – October 10, 2023! That day was an important moment for the team as we finally got the game in your hands, however it was only the starting line of this journey, which as you know, is far from over.
Since launch, we’ve improved stability and performance, while also developing new content and features – many of which were inspired by your feedback. These have been released as part of our monthly game updates, and all of this work is part of our ongoing effort to shape Forza Motorsport into the best game it can be. Between the return and evolution of features already loved by the community like Spectate Mode and Multi-Class Racing to all-new additions such as the Car Proximity Radar and Challenge Hub, each update has helped us get to where we are today.
They’ve also allowed us to fine-tune existing features: Forza Race Regulations, Drivatar AI, as well as Driver and Safety Ratings have all received tweaks and upgrades based on player feedback and telemetry, and we will continue to refine these systems over time. Car Progression also changed, becoming more freeform by unlocking all upgrades and allowing you to exchange Credits for Car Points at any time – giving you more choice in how you experience cars in the game.
There have been a variety of tracks added to Forza Motorsport since release too, including Brands Hatch, Daytona, Nürburgring Nordschleife, Road Atlanta, and Sebring International Raceway, as well as new cars. Some of our favorites here at the studio include the 2018 Aston Martin #97 AMR Vantage GTE, the 2019 Ginetta G40 Junior, the 1988 Nissan #24 Nissan Motorsports International R88C, and the 1977 Renault #15 Equipe Renault Elf R.S. 01.
So that’s a short recap of some of the things we’ve added or changed to Forza Motorsport over the past year, but more importantly, what have you, our players, been up to since you began playing the game? We asked our talented Data Analytics team here at Turn 10 if they could help us dig out some fun gameplay stats that we could include in this blog for you, and they certainly delivered! Have a look at these, which have been tracked since the release of the game last October:
Total Races Played: 162,544,532
Distance Driven in Practice: 877,800,712 miles
Distance Driven in Races: 1,781,794,423 miles
Total Distance Driven: 2,659,595,135 miles
Total Credits Earned: 2,178,838,047,110 CR
Cars Bought: 30,450,153
Liveries Created: 14,219,411
Total Layers Used in All Liveries: 4,952,829,635
We also thought it might be fun to let you know the cars and tracks that the community has been playing with the most in Forza Motorsport, so here’s the breakdown of those. Note: For these stats we are not considering the introduction races at Maple Valley and Hakone that you play when starting the game for the first time.
Top 10 Most Played Tracks
Kyalami – Grand Prix Circuit
5,764,014 Races Played
Circuit de Spa-Francorchamps
5,626,610 Races Played
Maple Valley – Full Circuit
4,925,444 Races Played
Laguna Seca – Full Circuit
4,415,114 Races Played
Catalunya – Grand Prix Circuit
4,136,468 Races Played
Grand Oak – Club Circuit
4,118,748 Races Played
Le Mans – Old Mulsanne Circuit
3,835,669 Races Played
Suzuka – Full Circuit
3,805,985 Races Played
Homestead-Miami Speedway – Road Circuit
3,788,670 Races Played
Road America – Full Circuit
3,559,873 Races Played
Top 10 Most Driven Cars
2020 Honda #73 LA Honda World Racing Civic
3,380,075 Races Played
2018 Ford Mustang GT
3,243,790 Races Played
2019 SUBARU STI S209
2,602,924 Races Played
2018 Porsche 718 Cayman GTS
2,343,312 Races Played
1994 Mazda MX-5 Miata
2,173,539 Races Played
2018 Honda Civic Type R
1,921,950 Races Played
2018 Porsche 911 GT2 RS Forza Edition
1,914,610 Races Played
2022 Volkswagen Golf R
1,812,996 Races Played
1990 Mercedes-Benz 190E 2.5-16 Evolution II
1,675,247 Races Played
2019 Porsche 911 Carrera S
1,657,738 Races Played
We have one more surprise to share with you before we wrap up this blog. Next week, we will release Forza Motorsport Update 13, which is themed around Mustang Month!
As a special gift to our community for our one-year anniversary, all players can look forward to obtaining 3 new, free Mustang cars: the 2024 Ford #25 Mustang RTR, 2024 Ford #88 Mustang RTR, and 2024 Ford #130 Mustang RTR. These cars will be gifted to all players starting Wednesday, October 16 at 5:00 PM PT (Thursday, October 17 at 12:00 AM UTC). A reward notification will be displayed in the game menu once the cars have been added to your garage. They can be also acquired from the Showroom using in-game credits.
In addition, Car Pass holders can look forward to an additional bonus car, the 2024 Ford Mustang Dark Horse. This will be available to players who own the Forza Motorsport Car Pass, Deluxe Edition, Premium Edition or Premium Add-Ons Bundle.
These new cars will be released alongside the start of Mustang Month content on Wednesday, October 16 at 4:00 PM PT (or Thursday, October 17 at 12:00 AM UTC).
Forza Motorsport Update 13 also introduces Drift Mode, new options for Practice and Qualifying in Private Multiplayer races, additional upgrades for Forza Race Regulations, and Sunset Peninsula, which makes its long-awaited return after last appearing in Forza Motorsport 4! Stay tuned for all the details on Monday, October 14, which is when we will share our blog and release notes as we begin rolling out the update for download on Xbox Series X|S and PC.
Thank you for playing Forza Motorsport over the last twelve months. We hope you enjoy next week’s Mustang Month update, as well as the future content we are working on for the rest of the year, with even more coming in 2025. We can’t wait to share it all with you, and as always, we will see you on the track!
Trivium vocalist and guitarist Matt Heafy has written and recorded a brand-new song, “Spire of the Hellspawn", in support of Remnant 2's third and final DLC, The Dark Horizon, and the game's recent one-year anniversary. This is the second song dropped by Heafy in support of REMNANT II, as he first released the song, “Wielders of the Plague”, to celebrate the game's first DLC, The Awakened King.
“It was an honour and a privilege to have played a part in the release of Remnant 2 last year,” said Matt Heafy, Trivium vocalist and guitarist. “To be invited back to do it again for the third and final piece of DLC is unreal. The world that the team at Gunfire Games have created is absolutely incredible, so the opportunity to create another piece of music inspired by their work was impossible for me to turn down. I can’t wait for you to hear what I’ve been working on.”
The release of “Spire of the Hellspawn" comes at a good time as Trivium gears up for a North America, UK and Europe tour starting in Early 2025. Check out tour dates to see if Trivium is playing in a city near you: https://www.trivium.org/tour.
The work on wars slowly continues while we bring in some new content in preparation for the new civilization that should come in a few weeks. Please don't start a new world before the Liches to not go insane. :)
Things continue to go slower than I would hope, but we might pick up some steam - I might have some good news soon about possibly our team growing and freeing a little bit more of my time to focus on the big-picture features.
Here's today's changelog:
Added
- Settlement names display with state-related coloring backgrounds on the world map when zoomed in enough. - 3 new resources in the snow biome. - 6 new weapon recipes. - 2 new Adventuring recipes. - 1 new arrow recipe. - 12 new imbuing recipes
Changed
- Water Elemental replaced with Storm Elemental.
Fixed
- Fixed duplication of top glyphs on trees and bushes, causing slowdowns in often visited towns. - Fixed Wasp Nest top z-levels not spawning. - Fixed cooking button click in Equipment screen. - Fixed fall damage when jumping down.
The first step for the wars I hope to bring soon will be the state factions. This will be the 3rd faction tier above families and settlements that will group settlements and provide new ruler entities as potential endgame targets. The state factions will also be responsible for maintaining mobile armies in the future.
Liches are pretty much also designed. They will have some special mechanics requiring extra time, but it will be worth it.
Up to the end of the year, the updates may be a bit irregular because all the 3 major things ahead (war, necromancy, and liches) are quite connected and require at least some things from the war to come sooner. I will mention on Discord each week if we'll have a content update, just bug fixes, or if we'll skip the week altogether. But all things considered, I think the most exciting feature trio will be worth the wait.