Yo! After over two months, the first part of the 1.2 update is launching today! Controller & Steam Deck support are also ready, but they're waiting on an engine bug that's due to be fixed in around a week from now. Let's talk about what's now available in 1.2 part 1! :)
Level Select Overhaul
The album select for the game has been replaced with an expandable galaxy map, with its own adaptive music (courtesy of boxlion) and a nonlinear progression path.
This way, it's a lot easier to tell where files lead to, and you don't feel pressured to try the difficult sweets album right out of the gate. Since the old album select was a badly sorted vertical list, this new one should ease you into the game in a smoother way, unless you really wanna challenge yourself and go for the hard albums first!
Albums in the game have also been given subtle background improvements with floating background elements when inside them!
Brand new map!
Upgraded Keybindings & UI
You can now change the keybinds for restarting and exiting files, as well as binding more keys. You can now map unorthodox keys like Ctrl, Shift, Tab, or Backspace to anything you want if you wish to!
The default keybindings for restarting and exiting files have also been changed to R and Esc respectively.
The UI for the settings menu has also been improved, with some flavor elements and iconography!
Better Startup Screen
The game has a new and improved startup screen that gets you into the game in around a third of the time it used to, by skipping past unnecessary cutscenes. It also looks better visually!
1.2 part 2?
Because of engine issues, the second half of 1.2, which will bring full controller & Steam Deck support, is going to be launched within the next half-week or so. Everything is ready, but we are currently just waiting on a hotfix for the engine. Thanks for being patient with us!
If you have anything to say about this update, good or bad, please provide feedback on our discord server or the Steam forums! Thank you so much!
Here comes a bunch of bug fixes and UX improvements before the weekend!
Campaign
If you capture a pillar after the first respawn opportunity of one of your Champions, now this Champion will be able to respawn next turn. Previously, not controlling a Pillar when a Champion was supposed to respawn for the first time would prevent this Champion to respawn for the whole fight.
Fixed different bugs in the mission Saving Archbishop Aiden
Fixed a visual bug on the mission info panel in the mission Heavy is the head
Removed the Skip Scene button which caused bugs in dialogues after using it
Arena Mode
On the Rewards Screen, added animations for changes in rank points and rank tier (Silver, Gold, Master...)
For their first 5 placement games, if a player does not find an opponent within 55 seconds through matchmaking, they will face the AI (Experimental 1 level).
Implemented some changes that should fix the bug that caused players to lose their progression in certain situations.
Gameplay
Fixed a bug that could cause the Haste 3 token to remain visible even after using a movement action.
Fixed a bug that could cause Champions gaining a token while having the opposite token to still gain this token instead of just cancelling the opposite token.
Champions
Champei Wind Avatar
Placing an enemy on the surveillance line of Aerica’s sentry with Switchero now correctly triggers damage by the sentry.
Raine Life Mage
The text of the Bond status (applied by the ultimate action Twin Roses) now correctly reads that statuses are also copied.
Damage dealt by Aerica’s sentry are now properly copied by Bond.
Vallya Vanguard
Casting Valorous Intervention on an ally next to Vallya now grants a token Barrier as intended.
Fixed a bug that caused secondary action Sacred Bulwark to also grant shield to enemies if Vallya carried the Judgement Hammer Artifact.
Vallya Commander
Fixed a bug that could cause the game to freeze for a few seconds after casting Charge!
The Artifact Armor of Sacrifice now correctly redirects damage dealt to ally pillars (instead of enemy pillars).
Bu Shin Thunder Warrior
Fixed a bug that could cause the game to freeze if Bu Shin used Lightning Rush on many different units.
UX
Fixed several visual glitches in the Team Builder and Champion Editor.
Performance
Improved the game’s performance during battles. This can be significant for some PC configurations, especially in battles with many Pillars and units.
------------------------------------------------------------------------------------------------ - Slowed down the Grapple Animation so you can see it - Cleaned up code on the developer end for more streamlined performance
All game modes: Added an animation speed setting to speed up the Runner win animation and the Puzzle intro/movement animations (which makes a new "energized" mode available for Puzzles!).
Editor: Added a "music debug" mode to test the level with the background music if the creator picked one.
Runner: Added a quick escape using the Back key to the menu while the level loading phase (to exit if stuck, or quickly cancel your choice).
Fixes
Editor: Fixed difficulty-related layering and features for the time being to avoid "ignored" blocks and events + fixed event spot position on reload + misc fixes.
Hey everyone! Patch 5 is now live with major changes to multiplayer stability, Asset streaming, fixed hardlocks and more! Here's what you can expect:
Improved Multiplayer Experience
Players should now spawn at correct locations in multiplayer sessions to avoid overlapping or spawning underground.
Multiplayer gates have been adjusted to prevent collision or placement issues that could block other players from joining.
Fixed an issue where hovering over certain icons could cause crashes for clients in multiplayer.
Streaming and Asset Loading
Resolved a long-standing issue where buildings or plants occasionally failed to load under very specific conditions on some player's saves. (Special thanks to our dev team and all the players in our community for supporting us in chasing down this elusive bug!)
Improved loading times when loading a save or joining a multiplayer experience:
Before, the player was first spawned at the Beach area, then teleported either to the multiplayer gate when joining someone's island or directly to their last saved location.
We now ensure that only one location is streamed during loading to reduce load times significantly.
Foliage System Improvements
Addressed edge cases where multiple players could harvest or remove the same foliage simultaneously, leading to a crash.
Improved checks for foliage removal to ensure better synchronization between client and host.
Increased how many foliage physics bodies are streamed in at once during loading to improve loading speed.
Quality of Life Enhancements
Progress Tracker
Players acquiring the Tower marker from Ajit will now face the open patch of land for clarity and improved gameplay flow.
Environmental Improvements
Added new fish and a fish spawner to Jabari's bridge location, set to activate after the bridge is rebuilt.
Emperor Flower has received updated collision meshes for better interaction.
Bug Fixes
Fixed a bug causing the audio to cut out after respawning.
Resolved issues with certain tutorial dialogue (Dada's questline) causing hard locks.
Fixed overlapping icons in multiplayer that caused inconsistencies.
Additional Notes
Updated culling distance for Arid Trees and performed a performance optimization pass—now they will be visible from greater distances.
Upcoming Teasing
Hotbar.
Hold to harvest for resources.
Thank you for your support!
Thank you for your ongoing feedback and support! We're dedicated to fixing the issues that have been shared with us!
It has been 1 month since 'Goodnight' the final content update for Dead Estate launched. This came 3 years after our Steam launch, and 4 years since the original browser game was first released on Newgrounds.
While Dead Estate has been a Labor of Love, we could never have supported the game this long without all the love you've shown in turn! What better way to celebrate the final expansion than to shoot for an official Steam Award? Competition is bound to be tough, so every vote counts!
And while Dead Estate won't be receiving any more content updates, that doesn't mean the work has ended... We're pleased to announce that console ports are already well underway! Devkits have been in hand for a long while, and playable builds already exist on multiple platforms!
We are anticipating a lengthy approval process, especially considering this is our first proper console release. Mistakes are bound to happen - both in developing these new builds and submitting them for approval - so we cannot yet confirm specific consoles or dates. But we promise to let you know when there's more to share!
Thank you, for EVERYTHING!! We hope we can continue to repay you in kind <3