Nov 7, 2024
UsoNatsu ~The Summer Romance Bloomed From A Lie~ - sekaipro_chris
An update has been pushed out with a number of fixes.

Patch Notes
  • Minor text fixes
  • Lip sync fixes and improvements
  • Improvement to the Events section in Gallery
Icaria - Blindsight Games
  • Some work on the random text sizing.
  • Clear the multiselect filter when deselecting.
  • Properly save the state of the script engine when a robot is running a script triggered by a "when."
  • Can now remove items from the request in a Request command.
  • Steel is now a material, not a product.
  • Deconstruct mode is now stickier.
  • Fix a bug merging some kinds of requests in a junction.
  • Fix the script engine bug found: An OnFail (or OnSuccess) following a command doesn't prevent the a loop until fail command from exiting when the OnFail is the first command after the loop.
    Lots of (hopefully) not visible infrastructural changes
Nov 7, 2024
STANDBOX - Reality Beholder
What's up everyone!
Small fun update, just to make it a bit spooky, because as everyone know Halloween is during the month of November.

  1. Adds a variation of TheRoom and Stairbox
  2. Menu and music retheme
  3. Small announcement for a Discord competition!

We're running an event on our Discord !



With rewards including physical merch, STBX keys and discord roles! The theme is story-telling, and we're looking forward to see what kind of stories or ideas you guys have. It's not a very serious thing so don't be too shy, the goal is more to have fun together than anything else.

Void Crew - [HUTLIHUT] Daniel
As our game inches closer to its 1.0 release candidates (our “stabilization” phase), I've had a few moments to sip some dubious green tea and reflect on the journey so far.

My first realization: it's already been 14 months since we entered Early Access. Surprisingly, this period has felt more intense and memorable than even the years spent in initial production. Why? I think the answer lies in the feedback loop we established with players. Every addition, change, and removal has led to an unfiltered stream of feedback, revealing insights we could never have gathered from pre-release play sessions with closed groups or involuntarily enlisted friends. Early Access has fundamentally reshaped us as developers and redefined our mindset.

So how exactly has Void Crew been affected by this beast we know as "Early Access"?

The Impact of Early Access on Void Crew

PAX East: Our First Player Encounters



Our Early Access journey kicked off in spirit at PAX East in Boston. Although technically not yet in Early Access, the limited single-sector build allowed players to try out key features like space combat and EVA. The sight of players queuing for hours—some even returning multiple times—was immensely validating. I still have my scribbled notes from that event, with “usability” as a key theme, but overall, we left with renewed confidence that Void Crew had an eager audience.

The Early Access Launch

The actual Early Access launch was nerve-wracking, to say the least. Like any game on Steam, our rating from players would be critical, and we watched each review trickle in with bated breath. Thankfully, the reception was positive! (And if you haven't given us a thumbs up yet... well, now’s a good time! 😄)

Reading through the reviews systematically was hard—especially when someone dismissed months of work with a simple “lame.” However, patterns emerged. Early Access carries an unspoken agreement between developers and players: the game is now “theirs” as much as ours. This shift meant changes would be met with friction, and we committed to listening and responding accordingly.

First Update: Collector and Heavy Autocannon



Our first update brought the Collector “loot goblin” and the Orison Heavy Autocannon. These were in progress as we launched into Early Access, as we wanted to offer something new quickly. Most of our initial resources, however, went into bug fixes and resolving issues that surfaced post-launch. Reviewing that changelog now, it’s clear we were in full “bug-squash” mode.

Addressing Solo Play: Update 1.5



One recurring pain point was solo play. Both data and player feedback showed a worrying number of solo players struggling with the game's difficulty. We pivoted our roadmap to introduce “The B.R.A.I.N.” module just before Halloween, making solo play much more feasible while still enhancing cooperative play with more tools. We also added the Cruise Mode toggle, primarily aimed at improving solo play but also becoming a favorite for any Pilot making a mad dash to the Astral Map while under fire. This update, paired with bug fixes and optimizations, was well-received and gave solo players a new way to enjoy Void Crew.

Balancing the game for solo players while also keeping it enjoyable for four-player crews—and balancing overall—is a complex affair. The game becomes boring when there's nothing to do, but many solo requests are about automating various aspects of gameplay. When the BRAINs were introduced, the number one request was to add them to the Fabricator for everyone. We didn't want to do that because, at the time, we didn't have the mechanical foundation to make 3-4 Auto-Turrets viable for a solo Ectype while making them less optimal for four-man crews. (We do now!)

Patches and the Holiday Update



Behind the scenes, we began working on broader tech improvements to address the bigger review feedback. To add more variety to the runs, we introduced various new enemy types. But the BIG change in this update was the Void Tunnel sequence, which had previously been a simple timed sequence taking players to the next Objective.

Players had been requesting some breathing room between Objectives, and the Void Jump was an obvious place to add that while also making an iconic moment in the game stand out more. It also meant we could keep the high-intensity getaways intact while leaving room for gathering around the Astral Map to choose the next Objective.

"More varied runs" was a major headline on our internal list of priorities. With the introduction of the Void Tunnel, we also saw an opportunity to introduce the surprise Objective: The Void Interdiction. We had concerns about meeting the player demand for a moment of calm and then slapping a surprise fight on top of it, but felt that as long as the communication was in place and the risk was low early in the runs, it would probably be okay—even if players died, they'd have a good story to tell.

A particularly challenging technical issue was the network handling of carryables, which sometimes broke the game. After untangling this legacy system, things ran smoother, and we even managed to throw in seasonal fun with a sleigh-inspired Remnant Freighter!

Around this time, we also realized we had begun treating the game too much like a "live" title rather than an Early Access one. As a small team, allocating time for seasonal content meant delaying permanent features the game also needed. On the other hand, players enjoyed the Holiday additions, so there's something to be said for adding content that keeps the current community excited.

Extending the Game: A Complex Update



Our least popular update, however, was the extension update. Despite new Elite enemies, Freedom Loadout, Codex Lore entries, and much-requested fixes, our rating took a hit. Some changes—like removing excess Biomass and Alloys for XP and simplifying loot mechanics—were controversial. In hindsight, we realize we breached that “unwritten contract” with players by making unexpected changes we believed to be minor. A swift patch helped us regain trust, and we learned something about listening to player sentiment in real time.

We also learned that Void Crew is not the best medium for communicating lore amidst all the chaos and player conversations. We'll leave the lore in the Codex and let players take center stage, generating their own tales of victory and defeat.

Roguelite Endless Mode: A Fork in the Road



One of the biggest requests from players was to “keep going” in Void Crew. The finite nature of runs limited replayability, so we tackled this by developing the roguelite Endless Mode over several months, which also enabled us to introduce larger challenges like bosses. Maintaining a deployed game while overhauling core code was no small feat, but this update has been essential in enhancing replay value.

The introduction of Endless Mode caused some rumblings among our existing players—a lot of feedback focused on the strong sense of "winning" a run, with limited objective runs providing a good sense of a finished session. Some players were also disappointed that "Epic Loot Boxes" could no longer be guaranteed from doing a two-objective run on Insane difficulty. We had long discussions about reintroducing the sense of being rewarded for shorter runs, and making it feel viable to play for an hour and then sign off. Daily Missions were placed on the roadmap, and we revised the mechanics for loot boxes so they're less likely to contain duplicates.

Fruits of Our Labor: Building on a Solid Foundation



With this new foundation in place, we finally had the platform to add long-desired features like big Bosses, Relics, Emotes, and performance tech (DLSS/FSR). We also continued to refine solo play, matchmaking, and more. Each update has brought us closer to realizing the game Void Crew was always meant to be.

Bringing It All Together for 1.0



So, what’s left? Plenty. We’re tirelessly tying up loose ends, polishing features, and making improvements that will give the game that final "great" factor. For example, we’ve reworked the Fabricator, improved UX and UI elements, and made upgrades feel more meaningful. It’s all about going the extra mile to give Early Access the send-off it deserves.

In closing, Early Access has challenged us to improve Void Crew in ways we couldn't have anticipated. We’re beyond grateful for everyone who’s joined us on this journey, and excited to bring you a game that reflects your feedback and our growth.

We would like to thank all Early Access players for your support and feedback. All the encouragement and positive vibes, gave us extra energy in rough periods. All the input for improvements made us try even harder. Thank you!

Stay tuned—more is coming soon! In the next article, we'll cover more about what new features 1.0 will entail!



Get more news and sneak peeks on our Discord—don't hesitate, join naaauw!

Until the next rambling...

// Daniel, Creative Director, Hutlihut Games


Slay the Spire 2 - demileaf


It's the November Neowsletter!

Unsurprisingly, work continues on Slay the Spire 2. Though we're not quite ready to reveal gameplay footage yet, let's have a sneak peek at some quality of life and UI changes that come with StS2. Do keep in mind that the Early Access release is still a bit off (it's not going to be released January 1, 2025). Any screenshots and the contents within are a work in progress.

Shinier Shinies

Okay, so it sounds obvious, but rare things should be shiny! Working in a fancier game engine allows us to make effects easier so that's been fun. VFX work is behind as it's lower priority and rarely introduces bugs (we tend to work on scarier/buggier things first) but I felt inspired ✨.


I warned you about work in progress; these two new cards have already been reworked...

Map Changes

One day, I tried playing Slay the Spire on my phone and it was hard to click on the little icons on the map. Differentiating some of the room types was also quite hard on these tiny screens. As I don't play video games on the phone, I wasn't aware of this... until now (or about 4 years ago, to be exact). So we slapped some color on there and bumped up the size of the icons.

There's a Colored Map mod for Slay the Spire 1. Somebody showed me that you can also draw on maps and I said, “That's a fun idea. Let's steal it.” That's right modders, that's what you get for not filing Game Mechanic Patents (that is a joke, don't actually do that).



Top Bar Changes

Sure, this is in the screenshots of the game but there are some small changes here. The height of the bar has gone from 64px -> 80px. That's a 25% increase in hitbox size for things in the top bar, making it easier to select potions, open the map, etc. We also made it less wordy. Goodbye names, people were censoring their names in screenshots anyways. We like privacy too! There will be more things in this top area but for now, keeping it nice and roomy feels good. Oh oops, let's censor these relics for now…


The icon next to the stair icon indicates what type of room you're in

Run Info Panel

A nice little pop-up to let you know what run you'll be continuing! Neato.



Enemy Preview Time

This month we show off a cute little gummy bear looking creature. How adorable :). We hope everyone will love this cutie. Definitely not an enemy that will upset you in the future.



Translators Update

We're starting to onboard some translators but it's been a bit slow as it's the season of sickness. Apologies for the lack of response to many of you. The amount of responses to the localization sign up form has been quite a lot more than expected. This has been great, but a lot of work. I'm trying my best! As some non-English speakers will notice–this Neowsletter is translated on Steam! Wahoo!! How do you translate "Wahoo"?

Also, we're also getting some translations of our previous Neowsletter up as well :). If that's been helpful do let us know, even if we can't read your comments (lol).

So Much Merch

Ok, now Demi’s section begins! First things first, we’ve got some big merch drops to tell you all about!



This plushie of The Champ may be tiny, but he is also MIGHTY!! He’s also VERY limited edition; there’s less than a week left on the campaign, so be sure to grab your own from Makeship here before November 12!



Also, The Yetee recently released a bunch of stickers, including sticker sheets of EVERY relic in the game and some very boss-looking boss stickers! And (as their namesake would imply) the drop also includes a t-shirt, featuring Neow and the Corrupt Heart in a metal concert tee style! Get your hands on these and lots of other items from our Yetee collection here.

StS Connections



Another Neowletter, another Slay the Spire Connections puzzle! Last month’s was on the easier side, so let’s see if we can up the difficulty rating a little with this one…

Community Roundup

If you tuned in last month, you’d know that we just held our annual Mega Crit-or-Treat event! We got LOTS of spooky submissions via Discord and Twitter, and while we couldn’t possibly show them all, here are just some of the highlights of what our community created last month!


Another resplendent rendition of The Ironclad in his fiery, spooky Demon Form by @JoQuerol


A very cute illustration of a Halloween costume party at the Spire by @chizifsd


A super detailed Ironclad cosplay, featuring a belt of homebrewed potions and glowing eyes by TheGuyFromThatThing

That’s it for this Neowsletter, tune in next month for more details on this year’s Mega Critmas event and, as always, more behind-the-scenes looks at Slay the Spire 2’s development!
Section 13 - ODS GeeK
Patch Schedule
  • PT: 3:30 PM, November 7, 2024
  • ET: 6:30 PM, November 7, 2024
  • CET: 12:30 AM, November 8, 2024
  • ICT: 6:30 AM, November 8, 2024
  • KST: 8:30 AM, November 8, 2024
Agents,

We are deploying a minor patch (Ver 0.20.3) to bring improvements/fixes to various issues reported by our community. We are grateful for our community sharing their experience so that we could look into them. We will continue to review all your feedback and reports to constantly improve Section 13.

For the list of changes in this patch, please see below.
Improvement
  • For controllers, added a keybind option for swapping weapons
Bug Fixes
  • Fixed the issue where the higher difficulty modifiers were not properly applied when resuming the game
  • Addressed several spots where the agent character could be stuck, especially on the Office level
  • Updated the wording for the Photon Cannon’s “Charging Module” weapon perk, as the text did not reflect updates to how the weapon operates
  • Removed the “Danger Detection” upgrade from the DNS Defragmenter
Please note that if you are playing at this time, your game will not be interrupted. You will be prompted to download the patch the next time you open Section 13. Please install the update as soon as possible for the best experience.


- ODS Team

DISCORD | X/TWITTER | FACEBOOK | INSTAGRAM | YOUTUBE | TWITCH

https://store.steampowered.com/app/2111870/
Nov 7, 2024
Monochrome Painter - Lord Brumazzi
this update correct a bug that reset conquists
Slay the Spire - demileaf


It's the November Neowsletter!

Unsurprisingly, work continues on Slay the Spire 2. Though we're not quite ready to reveal gameplay footage yet, let's have a sneak peek at some quality of life and UI changes that come with StS2. Do keep in mind that the Early Access release is still a bit off (it's not going to be released January 1, 2025). Any screenshots and the contents within are a work in progress.

Shinier Shinies

Okay, so it sounds obvious, but rare things should be shiny! Working in a fancier game engine allows us to make effects easier so that's been fun. VFX work is behind as it's lower priority and rarely introduces bugs (we tend to work on scarier/buggier things first) but I felt inspired ✨.


I warned you about work in progress; these two new cards have already been reworked...

Map Changes

One day, I tried playing Slay the Spire on my phone and it was hard to click on the little icons on the map. Differentiating some of the room types was also quite hard on these tiny screens. As I don't play video games on the phone, I wasn't aware of this... until now (or about 4 years ago, to be exact). So we slapped some color on there and bumped up the size of the icons.

There's a Colored Map mod for Slay the Spire 1. Somebody showed me that you can also draw on maps and I said, “That's a fun idea. Let's steal it.” That's right modders, that's what you get for not filing Game Mechanic Patents (that is a joke, don't actually do that).



Top Bar Changes

Sure, this is in the screenshots of the game but there are some small changes here. The height of the bar has gone from 64px -> 80px. That's a 25% increase in hitbox size for things in the top bar, making it easier to select potions, open the map, etc. We also made it less wordy. Goodbye names, people were censoring their names in screenshots anyways. We like privacy too! There will be more things in this top area but for now, keeping it nice and roomy feels good. Oh oops, let's censor these relics for now…


The icon next to the stair icon indicates what type of room you're in

Run Info Panel

A nice little pop-up to let you know what run you'll be continuing! Neato.



Enemy Preview Time

This month we show off a cute little gummy bear looking creature. How adorable :). We hope everyone will love this cutie. Definitely not an enemy that will upset you in the future.



Translators Update

We're starting to onboard some translators but it's been a bit slow as it's the season of sickness. Apologies for the lack of response to many of you. The amount of responses to the localization sign up form has been quite a lot more than expected. This has been great, but a lot of work. I'm trying my best! As some non-English speakers will notice–this Neowsletter is translated on Steam! Wahoo!! How do you translate "Wahoo"?

Also, we're also getting some translations of our previous Neowsletter up as well :). If that's been helpful do let us know, even if we can't read your comments (lol).

So Much Merch

Ok, now Demi’s section begins! First things first, we’ve got some big merch drops to tell you all about!



This plushie of The Champ may be tiny, but he is also MIGHTY!! He’s also VERY limited edition; there’s less than a week left on the campaign, so be sure to grab your own from Makeship here before November 12!



Also, The Yetee recently released a bunch of stickers, including sticker sheets of EVERY relic in the game and some very boss-looking boss stickers! And (as their namesake would imply) the drop also includes a t-shirt, featuring Neow and the Corrupt Heart in a metal concert tee style! Get your hands on these and lots of other items from our Yetee collection here.

StS Connections



Another Neowletter, another Slay the Spire Connections puzzle! Last month’s was on the easier side, so let’s see if we can up the difficulty rating a little with this one…

Community Roundup

If you tuned in last month, you’d know that we just held our annual Mega Crit-or-Treat event! We got LOTS of spooky submissions via Discord and Twitter, and while we couldn’t possibly show them all, here are just some of the highlights of what our community created last month!


Another resplendent rendition of The Ironclad in his fiery, spooky Demon Form by @JoQuerol


A very cute illustration of a Halloween costume party at the Spire by @chizifsd


A super detailed Ironclad cosplay, featuring a belt of homebrewed potions and glowing eyes by TheGuyFromThatThing

That’s it for this Neowsletter, tune in next month for more details on this year’s Mega Critmas event and, as always, more behind-the-scenes looks at Slay the Spire 2’s development!
HUMANITY - SuperPac


ICYMI, we announced our November Stage Jam and played a variety of 5X5 stages so you can see what's available in this week's HUMANITY Hub Community Stream. Check the replay now, then select PLAY STAGES from the title screen to try them yourself!

https://www.youtube.com/live/-cr7-zf1ryI

We stream HUMANITY weekly, usually on Wednesdays at 4 pm Eastern / 1 pm Pacific time. Stay tuned to our News posts on Steam to know precisely when we're streaming that week. We play through user-created stages, STORY MODE, and talk to other HUMANITY fans and content creators. Join the chat and hang out with us on our Twitch or YouTube channels.
Nov 7, 2024
Ritual Night - Folly
Hi Cthulhu's Monsters,

Mini Patches with improvements:

Ui
Added Play with Devs Countdown
Localization improvements

QoL
Increased player volume max
Voice-chat toggleable when you are KOed. In Gather phase, Koed player can talk. In Ritual/Sacrifice players cannot talk, but can vote.
Fixed some graphical issues with some hint popups.

Bugs
Hid the Cardboard box in lobby area, which lead to being stun-locked into the kick animation
Jail: If player gets morphed: won't magically phase through jail wails to leave jail or go into jail.

Performance
Increased each game server capacity to handle 8 player lobbies to be more smooth
...