[Update] this has been resolved as of Friday 2024-10-18 10:30 AM PT
We have identified the issue and are working on determining the best way to resolve it.
One identified workaround is to:
1. Make sure the Spectre Divide client is closed. 2. Open a Windows Command Prompt (press the Start button, type 'cmd' - choose "run as administrator") 3. In the open Command Prompt window, type the following:
Afterwards, you can close the Command Prompt, and try logging into the game.
Note: If you run into any errors running the curl command above, try temporarily disabling your anti-virus and running the command again.
Updates will be light for a little while. We believe the workaround above will let players get in as fast as possible.
Alternatively, we also believe that the issue will resolve itself after the necessary cache expires. We'll continue digging into the issue over the weekend and will provide updates if we have any.
Our apologies for the inconvenience and thank you for your support!
A small set of fixes this time to address some recent bug reports, a larger update with new camera controls will come out mid next week! Thanks for playing the game everyone!
Fixes:
Fixed oleander burn pile's clearing being reset after a few days. Now if the center of the cloud is cleared, the cloud will slowly start shrinking every day after
Fixed glass bottle position when placed on the ground
Fixed clay brick kiln items getting wet in the rain even if covered by a roof
Fixed bones not being placeable in the fire pit's drying area
Fixed error loop relating to digging and water updates that could cause performance degradation
Fixed tilling soil not working for co-op joining players
Fully fix decontamination percentage not showing up for co-op joining players
Added recipe for copper ingot & tin ore pieces to make bronze
Balance:
Greatly increased decontamination rate for all food
Reduced requirements for oleander burn pile blueprint and slime oil oleander leaf crafting recipe
Other changes:
Fungus placement in Blight clouds is now clustered in the center to give a better visual cue on where to target the clearing
Blighted fungus is no longer selectable since the item isn't used in the game yet
Increased small bone stack size to 4
Allowed berries and pine nuts to be decontaminated
Prevent auto-pickup from picking up placed items like rabbit snares or clay molds
It's really incredible how many people have already celebrated successes in our new mini-endless mode. More than 1500 players have completed at least Wave 21 and it's worth highlighting: This mode is for the pros, the heavy hitters. Hats off!
Your feedback has helped us a lot in identifying further bugs and optimizations.
We hope this makes the game more fun (especially the better performance)!
Artifact of Determination (Relic): Fire Rate: +50% -> +60%
Further Improvements:
Optimized map construction design (less map RNG)
The bonus on the gold income of trading ships (upgrade) through the Meta Perk in the Trading Post (Established Trade Relations) is now displayed directly updated
Corrected calculation for demolish after receiving the Master Builder's Hammer
Tower price inflation calculation with the oracle Path of Expansion corrected
Performance optimizations
Problem with Save & Exit, including a vulnerability for corrupted files and an exploit possibility, fixed
Optimized a few UI elements
Optimized Twin Feathers (Raven Tower Banner) text
Achievement attainment corrected, even if you select Endless mode
Please continue to share your feedback via Discord or here. It helps us greatly.
We made the decision to delay the release of our game. The new release date is November 7, 2024.
We need just a bit more time to polish things up and make sure the game is released fully completed. Our goal is to deliver the best possible version of the game, with as few bugs and issues as possible.
You can expect BETA testing at the end of October, with more news on this coming soon.
We appreciate your understanding. Thank you for your patience, and we can't wait for you to experience the game soon!
Lore objects are anything providing a study task to users: things like graffiti, posters, or arcane machinery.
A studying task uses a lore skill for a gate and an attribute for speed, and when complete provides a reward, such as lore exp in a stat, applied to all members of the faction (as well as a flavor text to tell a story).
Study actions can only be completed once.
Lore items are consumables like journals that provide a one-time exp boost, potentially to all faction members.
Stats and Experience
Stats can now gain levels from the following five types of experience:
Alchemical
Lore
System
Training
Usage
Levels from these experience types are tracked separately, and do not conflict or affect each other. Levels from free stats, or perks, or any other kind of leveling also do not interfere with these levels.
Alchemical levels will likely come from potions concocted in the Pharmaturgium from monstrous growths. Unlike lore consumables, alchemical exp consumables would only affect the consuming user.
System levels can come from the shop, and I'm hoping from quests (but we'll see). Training comes from stations within the base, and usage can happen whenever a stat is used.
Leveling Changes
Path awards now provide max levels, not simply an unlock, so the same path can be awarded multiple times, allowing the player to invest more mana in it, and possibly get more unlocks from the path;
Perks now use the leveling system, so they can provide more flexible bonuses;
Multiple ability levels, path max levels, and perk levels can be provided in a single award;
Path, ability, stat, and perk awards can now be every X level, starting at Y level, and ending at Z level.
Shop Changes
All ability, perk, and path purchases are limited in count to faction level, and this is tracked per member;
System experience in stats can be purchased, with the above limitation;
New stat, ability, path, and perk listings can be unlocked by research or faction levels;
Users can sell non-leveled items to faction, based on an innate value.
Mana Investiture Levels
For system users, the total mana levels invested across all paths are now tracked. Focusing on leveling paths with fire mana, for instance, would result in a high level of fire mana investiture.
Leveling up investiture provides rewards which could include things like resists and affinities, as well as potentially perks, abilities, and paths.
Other Changes
Doors can now be locked and scavenged like other objects;
Objects can either have all-or-nothing HP (like doors), or instead use a level-reduction mechanic (like scavengable piles of rubble);
Spawners have a max they can spawn of any monster type; leveling the spawner can increase this max;
Monsters can now restore their growths if damaged;
Users destroying a scavengable object now gather its base award to faction.
We’re excited to introduce you to our very first game, Deepest Dungeons, a roguelike, top-down dungeon crawler! The demo will be releasing soon as part of the upcoming Steam Next Fest, and we can’t wait for you to try it out.
In Deepest Dungeons, you'll navigate dark, procedurally generated mazes filled with enemies, traps, and powerful items to enhance your character. You'll need to carefully manage both resources and combat, as death means losing all your progress! Survive long enough to reach the exit, and you’ll return to Camp Haven, where you can buy better gear with the items you’ve collected. But if you're feeling brave, you can choose to descend even deeper into the dungeon for greater challenges and rewards.
Core Features:
Explore Procedurally Generated Dungeons – Each dungeon is a unique maze filled with valuable items, treasures, dangerous traps, and lurking enemies.
Find and Equip Items – Enhance your character’s power by equipping weapons, armor, and other useful gear.
Fight Deadly Enemies – Battle monsters lurking in the dark corridors. The deeper you go, the tougher the enemies become. Stay alert—every encounter could be your last!
Save Your Equipment – Discover exits that lead out of the dungeon. Choose wisely: return to the surface to save your progress and store your items in the Stashbox, or venture deeper for even greater rewards at the risk of losing everything.
Trade with NPCs – Sell items you no longer need and buy better gear to improve your chances of survival.
Descend Even Deeper – Find Abyss Keys to unlock gates leading to deeper levels, where stronger enemies await, but so do more valuable treasures.
We’re really looking forward to hearing your feedback on the demo and later on when the full game releases this year. In the meantime, be sure to follow us on Twitter or Threads, and join our Discord for updates, news, and behind-the-scenes content.
So, we are now two months out from the Past And Present Update. If you were following along, you know it was a kind of oddly received update. New players seem to like it, old players (from like 2020-ish through to bout 2022-ish) seem to not. There's some super valid criticism of the game, directionally. There's also a lot of confusion due to lack of tutorialization and proper explanations for mechanics. There's also more things than that, too, that led to the Past and Present Update - but one way or another, the NEXT update is going to be the last.
That means I have to address all of that...in one update....and it's going really really great thus far.
If you want to see the general direction that the community and I have decided to go in with this final update, you can see the bones of that plan being discussed and created live on this live stream from a few days ago.
I had this live stream, took a few more days to really sit there and consider the magnitude of the situation, and then I got to work.
The first place I started? With this little guy right here:
If you are familiar with the game, you'll immediately notice a few things different about this. I bet a lot of you have never even seen what a Drudge's back looks like, and that's because enemies, the second they spawn in, know exactly where you are and charge straight for you. Instead, I'm writing a new AI that populates the level, has goals, preferences, and different sets of behaviors and abilities. Beacons are becoming side objectives for more Shards and ammo, Bunkers are becoming less common, more filled with goodies, and moved towards the END of the level (in most cases) so that the actual majority of the level can focus on moving fast and kicking ass.
Speaking of moving fast...
I, low_hanging_nuts, hereby declare that I am done rewriting my movement code over and over again. It's not gonna get much better than this right here. Two nights ago, froth foaming out of my mouth until 2AM, I rewrote GTTOD's movement code from scratch. This is what I ended up with. It is clean, it is smooth, it works every single time, it feels good, it is consistent, it's everything it needs to be. It is a GREAT foundation to rework some of GTTOD's base philosophy around, and I hope that this is the start of a final update for GTTOD that makes everyone happy.
I'll be doing more of these little posts here and there to keep everyone on Steam up to date on what's going on. In the meantime, I'll see you around! You can always find me talking in my:
1. Fixed a bug where one of Crystal's stalking images wasn't loading. 2. Fixed a bug where clicking "Log Out" on Crystal's profile would go to Sierra's first date. 3. Fixed a bug where viewing Crystal's stats before you have dated her would cause an exception. 4. Fixed a typo during Sierra's toilet time. 5. Fixed a typo while stalking Christine.