Awards season continues as Metaphor: ReFantazio is up for another honor, this time Outstanding Visual Style in the 2024 Steam Awards!
We are touched by how much you have embraced Metaphor's art style, whether it's the distinct cast of characters, the horrifying humans, or simply the menu design. We would be honored to have your vote in this category! Voting ends December 31 @ 10am.
Engineers, prepare for liftoff! Today marks a monumental leap in the Space Engineers saga.
We are thrilled to announce Space Engineers 2, the revolutionary next chapter in space simulation gaming. This isn't just an update—it's a complete reimagining of the space engineering experience, built on new foundations to push the boundaries of what's possible in a sandbox universe.
Mark your calendars: The Space Engineers 2 alpha will launch on January 27, 2025. But you don't have to wait until then to join our journey, pre-orders are available now on our website.
You can pre-order either the Base Game or the Pioneer Edition, which includes the game's soundtrack and behind-the-scenes development materials.
On January 27, you'll have access to VS1: Creative Mode, our first vertical slice, featuring:
new 25cm unified grid system (no more small vs. large grids!)
new blueprint building (snap to grid, partial copy/paste, assign to toolbar)
grid undo/redo
enhanced creative mode with powerful building tools (new voxel hand, symmetry tools, line/plane building)
grid speeds up to ~300 m/s
safe speed system preventing damage under 20 m/s
new magboots with camera stabilization
new physics and dynamic fractures and debris for more realistic destruction
visual revolution thanks to ray tracing, global illumination, tessellated terrain, parallax mapping, sleek armor edges, and enhanced lighting
New VRAGE3 engine brings better performance and future optimization potential
Additional Vertical Slices will follow in the months after, each expanding the game's features and content. This development process will continue over the next few years until we achieve our full vision for Space Engineers 2.
We're taking a unique approach with our Vertical Slice strategy, allowing us to perfect core features before moving to the next set. By sharing early access and development insights, we can incorporate valuable community feedback along the way. We're committed to delivering a polished and playable experience with each Vertical Slice, unlocking new possibilities as we progress. Our focus is on providing you with meaningful content, not unfinished prototypes.
For full information/blog post, continue here: https://2.spaceengineersgame.com/space-engineers-2-alpha-revealed/[/url]
[url=https://2.spaceengineersgame.com/roadmap-2#current][img]{STEAM_CLAN_IMAGE}/5134093/b721f1c19046d034174b773f215804fb201797e0.png[/img][/url]
[h1]Commitment to Space Engineers 1[/h1]
Our dedication to Space Engineers 1 remains as strong as ever.
For over 11 years, we've consistently delivered free updates, enhancing the game experience for our community. We're continuing active development - while the 1.205 Contact Update has just been released, the design team is already hard at work on the next update.
In 1.206, we're planning to introduce more PvE content and refresh some of the existing Cargo Ships.
[previewyoutube=J6qJHR8OJhQ;full][/previewyoutube]
Alongside the NPC Cargo Ship overhauls, there are a number of very exciting blocks and features headed your way. This month we showcased one of the more unique items on the list, coming as part of the free portion of the 1.206 update - a large grid variant of the Small Inset Connector.
This block serves as an adapter which allows small grids equipped with the Small Connector to directly connect to large grids, vastly improving the docking experience for grids which utilize them.
[img]{STEAM_CLAN_IMAGE}/5134093/ca935fad2cb1a8a8d3897c4cff88f41dad7d93b5.gif[/img]
[b]Space Engineers 1 and Space Engineers 2 will coexist, each offering unique experiences for players.[/b]
Commitment to Space Engineers 1
Our dedication to Space Engineers 1 remains as strong as ever.
For over 11 years, we've consistently delivered free updates, enhancing the game experience for our community. We're continuing active development - while the 1.205 Contact Update has just been released, the design team is already hard at work on the next update.
In 1.206, we're planning to introduce more PvE content and refresh some of the existing Cargo Ships.
Alongside the NPC Cargo Ship overhauls, there are a number of very exciting blocks and features headed your way. This month we showcased one of the more unique items on the list, coming as part of the free portion of the 1.206 update - a large grid variant of the Small Inset Connector.
This block serves as an adapter which allows small grids equipped with the Small Connector to directly connect to large grids, vastly improving the docking experience for grids which utilize them.
Space Engineers 1 and Space Engineers 2 will coexist, each offering unique experiences for players.
I was looking for a small gift that I could give you in this holiday season, and I think I found something!
Localizations are slowly coming to Mall Craze! ✏️
The first one being Czech today, as that's my mother tongue, making it the easiest one to start with, and to make sure that everything works well.
Other languages will be added in future updates. Most likely in the form of community translations. If you're interested in helping with this cause, please join the Discord server where most of the work will be organized.
Merry Christmas everyone, and I will see you in the next update! 🎄🎁 - Milan, developer
Full Patch Notes 🔧
Additions & Improvements
Czech localization added.
Small Changes
Some texts in the UI edited for easier localization.
By-the-way: Just in case you might have missed it, we just released a big Patch, filled with more than 200 bugfixes, improvements and balancing. Read details here: Void Crew - Patch 10 (1.0.3) >>
...
Content Creator Compilation!
It's been daunting/hilarious/fun to see so many Content Creators playing Void Crew 1.0! We have done Devs playsession with many, such as Jesse Cox (aaalways be scooping) ...aaand many others. So naturally, a shoutout to all of you: THANK YOU!
To celebrate this, we've put together a compilation video of some action reactions... it's all good fun!
Big Shoutout to below... for all the great streams and fun!
To our great Community: We would appreciate your help... Poke your favorite streamer to play Void Crew! Plus, let us know in comments: Who is your favorite Content Creator/ Streamer you would like to see playing Void Crew?
Post 1.0 thoughts
It's always interesting to see all the cool stuff/reactions to an update, and the 1.0 release was by far the biggest all-round package we've released. And with it, we've loved to hear and see the reactions from new and old players alike, ranging from embarrassing airlock mishaps, to discovering a way to break our balancing with a grin, leaving our designers thirsty for stronger coffee.
And, of course, despite spending lots of time in bug-fixing-mode, people still find the weirdest bugs ... But, it's all good! We had - even before releasing the 1.0 - planned to spend a bunch of time fixing whatever balancing/bugs was thrown back at us. In our case, this resulted in a hotfix (thanks for the community for helping us iron a few things out ) and a huge patch, released .... today!
And if that wasn't enough, we recently unlocked our Holiday Event (with additional cosmetics, of course!) to make sure as many Ectypes as possible get into the holiday spirit ... by destroying stuff in space. Note: Today's patch tweaks the way the Holiday Objective spawns, so you're no longer at the mercy of the gods of randomness - you should see the Objective at least once per biome now.
Next steps
Now our patch has dropped, and we've dived into the next content update! HUTLIHUT ! So, what exciting things is coming ?
Disclaimer: Here's some insights on what we are working on. Things are WIP and may be subject to change, so no promises just yet!
Payloads and the Payload Launcher
As hinted in our recent dev stream, one thing we are working on is what we call the "Payload Launcher"! With it comes a series of carryable items ("Payloads") that can be inserted into this launcher module ... and you guessed it, LAUNCHED!
I'm not going to lie - this has been on my list of must-haves for a long time, but didn't feel like a must-include for the 1.0. So I'm very excited to bring this to life in this coming update!
At the moment of writing, we can already cram things like the Decoy into the Launcher and deploy them into space! Here is an in-development screenshot that hints at some of our prototypes (but, remember, they may or may not eventually make it into the game!)
But that is not even the best part - Those items are not LOCKED to the Payload Launcher ... Nooo - you can prime all Payloads with your BARE HANDS! You pick em' up, PRIME them (by holding LMB) and THROW them (Looking at you, Long Throw Perk)! After a few moments, the Payload will TRIGGER (if it's in space) and start doing it's thing. Yes - this also means the Decoy will no longer automatically start attracting enemies just because you happened to throw it outside - you have to intentionally Prime it first.
Mutators
Another topic (tada, reveal!) is MUTATORS! (say it with a deep booming voice)
So, what exactly is a Mutator? In short, it's a global rule that affects your session. Usually making things harder, or maybe just different - either case, they switch things up, and will bring some much-requested spice to your play-sessions.
But we'll save some juicy details on this for later ...
Auto-Mechanic Mk II
Acting on another oft-repeated request from the community, We've made the Auto-Mechanic upgradable! It is still in the early stages, but our current model is that Mk II has two levers instead of one, meaning you can get twice the amount of work done!
Next next steps
Keep posting feedback! We have no lack of things we want to do, but we also believe that the community should weigh in what they are truly longing for, so keep posting feedback, bugs, wishes and so on! Of course, we can't cater to everyone, but we do try and be present on various media, and trying to understand how the game is perceived from players ... if we have learned one thing, then it is that players tend to play the game differently than us! Live and learn, live and learn ...
In other words, parallel to working hard on sending more content your way, we are also evaluating/discussing internally on the subjects we want the future to hold.
Now, go check out the patch, and join the coop chaos on our Discord!
To celebrate a year since Changeling Tale's release, we're happy to announce the release of Version 1.0.2.4—the Anniversary Update!
This update brings a host of improvements to the game’s art, sound, and animation, including:
🎨 Over 50 scenes touched up for aesthetics and consistency
🏃♀️ Sharper character sprites and new alternate poses
🎬 Better flow and immersion with enhanced movement, refined transitions, and environmental tinting
🎶 Six remastered music tracks and additional sound effects
❔ New "what-if" illustrations, animations, and much more!
It’s the perfect time to journey back to Ach-na-Creige, or experience its magic for the very first time!
To celebrate Changeling Tale’s anniversary and this patch’s release, we’re offering a 20% discount on the Game, Art Book, and Soundtrack through January 1.
Happy Holidays from all of us at the Changeling Tale team! We hope you have a wonderful season and enjoy exploring the latest build of the game!
The full list of changes in Version 1.0.2.4 follows:
IMPROVEMENTS
Improved the art of over 50 scenes for consistency and aesthetics
Improved the art of many sprites and frames as well
Remastered and updated the songs "The Changeling Tale,""We'll Always Find a Home," "Last Train for Departure," "Grotto," "Now and Forever," and "Times Like These"
Added what-if images for Grace in both cow and wolf forms
Added what-if image for Jessie as a barmaid
Added Grace leading Malcolm through the reef in Grace's Chapter 4
Added Malcolm swimming through the fish in Grace's Chapter 5
Added Malcolm brushing his chin across Grace's chest in Grace's Chapter 5
Added Toast chasing his tail in Jessie's Chapter 3
Added Jessie about to unbutton Malcolm's clothes in Jessie's Chapter 3
Enhanced the clarity and sharpness of sprite features for all sprites
Sprites now tinted to match their backgrounds
Overlook and Campbell Barn Interior tinted to match dawn lighting
Improved panning synchronization on several scenes
Improved eye contact in several scenes
Added walking animations to several scenes
Animated several scenes where characters are pulled in
Made dissolve transitions more consistent across every chapter, particularly when ears and tails change position
Enhanced sprite movement to better telegraph actions in many scenes
Added sprite variety to earlier chapters by replacing some expressions with sprites we created after the fact
Reviewed and edited timing of many scenes
Created unique endcards for each of Marion's Chapter 4 endings
Added a notification that there is more to the game if the player reaches a bachelor ending first
Several Grace scenes now use a shortened version of "Naught but the Moon and Stars" as her theme
Just You and Me music now used in all three paths
Animated Grace's tail wag in Chapter 3
Animated the bunny's taunt in Jessie's Chapter 4
Rearranged the structure of several scenes to reduce filesize
Cast profile thumbnails now show transformed form on hover
Created a sprite alternate pose for Alana
Created several additional sprites that better fit certain scenes
Added more recent sprites to earlier scenes
Added Marion's room's window to the MacLeod house exterior background
Added vines and morning glories around the MacLeod house's front door
Flipped Hazel's sprites to better translate direction when recovering her in chapter 1
Added sound effect when Hazel is fed a carrot
Gave a purple tint to the dream sequence to match the color of the magic
Added several more flag triggers that activate when Malcolm speaks to Jessie, for consistency
Omitted Marion's wagging tail from sitting positions where it would briefly appear visible
Revised Effie's sprite to clarify where her ears come through her hat
Rearranged cows approaching the hillside to improve sense of scale
Added some slight variation to the color of the cows' coats
Improved the cow clicking trigger for Rule Thirtytaur so clicking rapidly would not unintentionally progress the scene
Added open water soundloop to earlier scenes in Grace's story
Added more variety to splash sound effects
Used splash sound effects earlier in the story
Improved the tinting of Grace's shadowed sparkling and removed it from the clothing
Added some squeezing to enhance the Grace & Malcolm's spinning effects
Removed one rock skip for pacing
Omitted Grace's afterglow scene edit to better fit the lead in to the following scene
Added silhouettes to cafe setting
Created an alternate epilogue entry for when Grace and Malcolm visit Loch Ness
Created an animated epilogue bonus scene for Grace
Marion's fumble scene is now less explicit and the transformed parts more detailed, to better fit the pacing and feel of her story
Improved rainbow asset in town
Revised the steps in the burnt roast to make it less easy to miss
Added eye opening/closing effects in Jessie's Chapter 2
Shrunk several frames so the border doesn't interfere with the text box
Jessie's earrings no longer ride upward along the lengthening of Jessie's ears
Added speaker channel panning effects in a few places where appropriate
Revised gun drop sound effect to add a grassy element
The tartan used to cover Jessie was changed color to less closely match Balgair's tartan
Enhanced Jessie's spin animation and included it in SFW mode
Made the SFW version of the tail sniff image the primary asset
Added a running Toast at the character's feet
Changed the music at the end of Gran's conversation with Jessie to match the changed tone
Tinted the dawn fog at the glen
Increased the trap frame's contrast and added a glint for better visibility
Improved color matching between the foggy hill background and associated scene/frame assets
Animated Jessie's bonus epilogue scene
Illustrated Grace's tongue in Chapter 5 where the text warrants it
Improved placement of hint icons in Preferences screen to facilitate translations
The Cernunnos entry in Baird's now uses a vertical image layout
Added white fills consistently to all concept art galleries
Tinted concept art nsfw art notification box to match other thumbnails
Corrected several text to speech pronunciations
Hid the text box window at most points
BUG FIXES
Fixed transparency issues with sprite details
Corrected overlapping cycles in several backgrounds
Fixed shadows on the flat cap on the milliner's table
Removed Grace's kerchief in her Chapter 1 scene for continuity
Corrected a floating sprite issue in Grace's chapter 2
Screen no longer pans off screen when jumping after Grace into the water
Corrected edge clipping during rotation of Grace sex scene
Fixed Grace's ears in relation to the captain's hat for several sprites
Synced the panning in the pub when skipping
Added glasses to Gran's scene perusing Baird's for continuity
Cheesemaking scene now displays correctly in Marion's credits
Clouds in parade scene now correctly loop
Fixed lightning typo in Jessie's Chapter 1
Fixed an issue where a second sound cut off the first when encountering wolf Jessie a second time in Jessie's Chapter 2
Jessie's eyes in wolf form are now uniformly dark across scenes and sprites at night
Added a stop to the fireplace soundloop where it was meant to end in Jessie's Chapter 3
Split Jessie's hilltop transformation sequence so the background would not be reset with each step
Fixed an issue causing music to cut out early in Jessie's Chapter 4, On the Scent
Corrected a layer order issue when the rock makes contact
Corrected a layer order issue when Jessie touches the car
Fixed an issue causing Alana's walk animation to float above the screen's edge
Corrected a layer issue causing the Campbell's table to not be tinted at night when empty
Removed dust particles during rain
Removed a group of duplicates in the credits
WRITING
Reworded when Malcolm sees Jessie in his dream if he had not encountered her again after the first day
Made Douglas' relationship to Murdoch consistent
Marion now only apologizes in Chapter 3 if Malcolm opens up to her in Chapter 1
Jessie no longer sleeps with Malcolm the first time she is escorted home
Tightened up lines of text across text blocks in Jessie's Chapter 2
Malcolm now comments on his first impression seeing the train station in Jessie's chapter as he does in Grace's
Removed a line of dialogue that stated Douglas' wife recently passed away