Your journey into the Realms of Madness will start on January 20th! Prepare to set foot into the Realm of Eden Cosmica where the wretched Etoilefleur, Scribe of nature, is held captive. Free the realm and bring an end to the chaos.
đ The sheep rebellion is over! Remember the issue where sheep refused to respawn after being defeated? Itâs now fixed! These stubborn creatures are back, just as they should be.
đ¨ Interface improvements Weâve made some adjustments to the interface, but itâs still not the final version. The achievements window is not available yet, but it will arrive in the next update! Additionally, weâll add more achievements and fix the existing ones, including the waterfall achievement.
đ Network troubles Weâre aware of the current issues with the gameâs network settings. Theyâve gotten tangled, leading to some problems. We sincerely apologize for the inconvenience and are working hard to resolve them. Once the network is stable, weâll resume developing the story and delivering new updates.
đ˘ Connected Soon, weâll launch our Discord and Telegram channels, so you can stay updated and share your thoughts with us. Thank you for your patience, support, and trust.
Itâs hard to believe we already started a new year. After recovering from the holiday festivities, progress with Geo Mythica has been ramping up and Iâm excited to share some details.
Beta Playtest going strong
Everyone who signed up for the beta playtest has been super helpful with their feedback. From identifying small bugs to sharing comments, I was able to make a lot of progress with the game.
So whatâs been updated?
Well, a lot. Hereâs a quick breakdown!
Some of the more notable updates include new difficulty settings such as âHard for no Reasonâ and âRidiculously Easyâ.
Others include quality of life features like reassigning spells or not having hotkeys automatically change when party members leave/join.
And one in particular Iâm fairly keen on is language learning quizzes, a fun new addition. (Hey, itâs not Babbel, but itâs still fun!)
Outside of your typical bugs, minor tweaks and typos, that pretty much sums things up!
But wait, thereâs more
As we continue to refine Geo Mythica during the beta playtest, weâll be attending MAGFest again this year, which weâre particularly excited about!
As youâd expect, the anticipation of meeting new friends, connecting with old ones and having fun as we get feedback on our newest build is exciting.
However, this event the MAGFest Orchestra will be performing one of Geo Mythicaâs songs, the airship theme titled âLet the World Be Wrongâ!
Hi everyone! As I develop Twilight Tonics I want to involve the players as much as possible to gather feedback and ensure the game succeeds at fulfilling the wizard & witch fantasy!
With that being said, I've created a discord community in which I will be sharing behind-the-scenes content, running polls, taking suggestions, and organising play tests once the time comes.
So please feel free to join via the link below! See you there
Learn more about the upcoming Update 45 base-game patch and the new Fallen Banners dungeon DLC.
The Update 45 base-game patch and Fallen Banners dungeon DLC arrives March 10 on PC/Mac and March 25 for Xbox and PlayStation consoles. While the U45 base-game patch is free for all ESO players, an ESO Plusâ˘Â membership is required to access and play the Fallen Banners dungeon DLC.
Fallen Banners
Kicking off the yearâs adventures and challenges, Fallen Banners introduces two new four-player dungeons for you and your team to explore.
Exiled Redoubt
As the continent-spanning Alliance War continues to ravage Tamriel, the Imperial Battlemage Lucilla needs your help investigating the mysterious disappearances of its soldiers. Join Lucilla in infiltrating the stronghold of the once-proud House Albus and discover a plot that threatens to condemn the people of Cyrodiil to endless war. Fight for peace in Exiled Redoubt
Lep Seclusa
The Moth Priest sanctuary of Lep Seclusa is besieged, and the Elder Scroll it protects is threatened. You and your allies must defend the Moth Priests and their precious relic from the sinister Orpheon the Tactician and his army of deserters. Defend the sanctuary of Lep Seclusa
Both dungeons feature their own unique storylines, characters, challenges (including unique boss battles), and secrets. Complete these dungeons and youâll also discover unique rewards, including item sets, collectibles, and Achievements available only in these encounters.
As mentioned above, if you wish to tackle these two new Alliance War-themed dungeons, youâll need an active ESO Plus membership. The dungeon DLC will NOT be available for purchase for crowns at launch.
Update 45
Arriving in tandem with the dungeon DLC is the Update 45 base-game patch. This free update includes a host of changes and improvements that all ESO players can enjoy.
Cyrodiil Champions Test Campaign
Update 45 introduces the early stages of the new Cyrodiil Champions test PvP campaign. When playing a Cyrodiil Champions test campaign, you and your fellow players are locked to specific class builds, including abilities, attributes, and items. This test allows us to monitor how the server reacts to simplified abilities, with the goal being to collect data and help us plan for the future of Cyrodiil and abilities.
During this test, seven set Cyrodiil Champion classes are available, and access to some features are blocked, including Crown Store provisions, items not included in the class templates, and more. During a Cyrodiil Champions campaign, all competitors are at equal power levelsâit all comes down to skill!
Note that with Update 45, we are only just beginning to test the Cyrodiil Champions campaigns. Expect a full rollout with greater options and a more polished experience in the future.
Starter Zone Refresh
The starter zones of Betnikh, Stros Mâkai, Bleakrock, Bal Foyen, and Khenarthiâs Roost have all undergone a makeover, bringing them more in line visually with the detail of ESOâs recent additions such as West Weald or the Telvanni Peninsula.
These starter zones have received improvements to their terrain transitions, materials and lighting, and atmosphere. Signs and banners have been positioned to better highlight services (such as crafting or banking locations), and lighting has been adjusted to better define important paths and other areas of detail. With the addition of more organic clutter and props, various portions of the zones should feel a little less sparse and a little more lived inâgo check them out!
Quality-of-Life Improvements
This base-game patch also features a host of quality-of-life improvements to the game. This includes an improvement to the initial mount experience by significantly increasing their starting movement speed value (without dramatically increasing their top end speed). The team has also reworked specific Craft (green) Champion stars so they no longer need to be slotted for you to benefit from their effects. Finally, the team has also increased the visibility of the value of Mundus Stone Boons, including reminders as to when and where you can find them.
This is just the start of a series of general improvements to the player experience in ESO. Keep an eye out for even more additions and tweaks like the above throughout this yearâs updates.
A Realm in Chaos
Tamriel is besieged on all sides, and the people of Cyrodiil need heroes, no matter what side of the conflict they are on. Are you ready to take up arms and defend the Moth Priests of Lep Seclusa or the forgotten soldiers of the Three Banners War? Are you excited to learn more about the various updates and improvements coming to the overall ESO experience? Let us know via X (formerly Twitter), Instagram, and Facebook.
This update introduces exciting new features to enhance your adventure! Enjoy a revamped Objectives UI and two brand-new Mementos (Cosmic Fragrance and Infinite Trash), which add fresh layers of strategy to your gameplay.
Weâve also introduced visual upgrades, including polished drop effects and new banners for interactable objects. Plus, category icons have been redesigned for easier navigation, and performance optimizations ensure smoother gameplay for hosts and players alike.
And as some of you Loners requested, you can now skip the Special Chest Animation!
What's New
New Mementos Added:
Cosmic Fragrance (Purify)
Once you purchase some Cosmic Fragrance levels, you can spend them during a level up to Purify any Cursed Curio, removing all negative effects and only obtaining the positive ones!
Infinite Trash (Banish)
After you get some Infinite Trash points in the Mementos store, you can spend them during a level up to banish any level 1 Curio or Cursed Curio from the pool so they won't reappear again during this run. Keep in mind you can't banish Curios that you've already obtained. If you banish a cursed curio, that exact combination of effects won't show in your current run again!
New Objectives UI â A sleek and improved way to track your goals!
Visual Improvements
New banner for interactable objects and NPCs in the camp.
Polished drop VFX for better consistency with pebblesâ behavior. Both now rotate when dropping.
Boost performance for the host by revamping enemy systems to determine player position.
Optimized VFX for One-Eyed Twirl for smoother visuals.
Changes
Special Chest Skip:
Only the host can skip, with a fast-forward button, to finish the animation quickly.
VFX optimizations for Icy Orbs.
Curio UIs now display "MAX" instead of "LVL 4" when maxed on every screen.
Removed Christmas decorations from the camp. It's time to welcome the new year!
Fixes
Turtle Bombers localization names are now correctly displayed on the discovery screen.
Buff stacks no longer break lines when exceeding 99 (below health).
Known Issues
The game starts stuttering during the transition to the Final Boss stage
The game starts stuttering, freezes, and clients are disconnected
Opening Taka-chan and then instantly leveling up might cause the Taka-chan screen to freeze
Music starts stuttering and stops playing until the game crashes or the user returns to Camp in co-op
Dead ally might be invisible to other players
Safeguard while downed blocks the user from continuing playing
Inviting through Steam makes friends join random people
Ash's Ultimate and Gear Dash Combo Allows Unintended High-Flying Out of the Playable Area
Placeholder Cubes are Being Used as Debuff Indicators
Incorrect Prompt for Curios Screen: "TouchPad" is Shown Instead of "Share" on the PS5 Controller
The player can get stuck in a gap and fall out of the map area
Selecting 'Unlock Skills' on an unlocked character and then switching to a locked one allows purchasing skills for a locked character
Director's Commentary
Hey everyone! Thank you so much for all your comments, feedback, critiques, and suggestions. A special shout-out goes to ruff1298 in our Steam Discussion forum; bro's been cooking a lot. While we're preparing our first major update, addressing the most significant player's pain points is still essential. We're currently looking at changes related to the first map's difficulty and improving the Discovery System to allow for a much better progression and unlock flow. This will be a lot of work and take some time, but we hear you and want to make it right <3.
Please keep sending your feedback; this is the only way we can make Atomic the best game it can be đ . As always, I'll be on the Steam Discussion forum answering you guys, or you can ping me on our Discord and send your feedback there!
-Fixed some translation errors. -Fixed bugs that caused certain items to not provide the necessary stats. -Added support for 3440x1440 resolution at the request of a Boomcestors enthusiast. -Added two different environmental effects: Rain: Can occur randomly on any map and slows enemies by 10% when it happens. Mountainous Terrain: Active in Map 2, increases the cost of support units by 50%. -Fixed the map issue that caused drones to not function as intended in Map 2. -In response to feedback that the first map was excessively difficult, the number of enemies has been slightly reduced, and the chances of encountering soldiers and weapons in the market at the start have been slightly increased. -The cost of support units now increases slightly as they are used (limited to the current attack only). -Fixed a visual bug in the item locking system in the market.
-Explosive ammunition now deals damage to units with black shields. Additionally, explosive ammunition has been slightly weakened due to feedback that they were too powerful.
-Added the "Protect the Flag" mission to Map 3. Players must now ensure that the flag does not fall while fighting enemy waves.
-Added the "Protect the City's Gate" mission to Map 4. Players must now ensure that the gate does not fall while fighting enemy waves.
Hello again! I find it very important to keep everyone up to date with development progress and behind the scenes of Tiny Pixel Planets. So today I will be discussing some of the feedback I got on the last post and how I plan to tackle these issues.
Tiny Pixel Planets is Tiny Pixel Planets
First of all I must get this out of the way because I have seen a lot of comments, and not just on the last post, comparing my game to Starbound or Terraria. Obviously that cannot be avoided given how look wise they are similar, but that is in no way my goal. I really don't care what Starbound or Terraria have done or how to make my game more like those games. I am a solo developer that is working on a free open source passion project, I could care less if people prefer games that are made by entire studios over my game. In fact I highly recommend if you are looking for something big and layered, go play those games, as they are both great games on their own. Now with that out of the way let me address my plans for fixing issues that have been brought up.
Issues I am fixing
I had a lot more features planned for Title Update 6, but it would appear that my game is in desperate need of a revamp, so I have scrapped any feature I haven't added yet in order to focus on these issues. Let me go over the revamped features I have added/plan to add.
The tutorial
Like I mentioned in the last post, the current tutorial in TU5 sucks. It hardly goes over everything in the game, and you have to exit and create a new save after finishing it. So I have added tutorial popups that will be displayed throughout your play through. You can toggle these tutorials on/off in the save creation, and that decision will be auto applied to all new saves from then on. This is already in TU6 and can be played tested in the beta versions in the git repo.
Sound revamp
I am in the works on a new sound system that will allow for customizing not just sound effects volume, but different categories of sound effects. This is a feature that definitely should've been added sooner, but I guess I got to ahead of myself on features.
Settings revamp
I am also working on completely changing the settings menu and adding much more settings. Instead of having one page with all the settings thrown on there, there will be tabs for each setting category (sound, graphics, keybinds, ect...). I am also planning on making it so you can change settings in the game and not just from the main menu.
Gui
I have never felt like the GUI was a problem, but admittedly I am the developer so I tend to not notice things like this. I made the GUI the way it is because I find pixel density very important. Almost every single pixel in Tiny Pixel Planets is the same size, making the game feel consistent. I fear that if I have different pixel density fonts or make the GUI not match with the pixels in game, it will make it look horrible. I will experiment with GUI resizing, but I make no promises that it will change. I guess my alternate would be to resize the entire game to make the global pixel size smaller.
Player animations
I have been experimenting with new player animations that are much more fluid then the ones currently in game. My biggest hold back is that if I redesign the characters, I will also have to painstakingly redesign every clothes/armor in the game. And if I add more frames to the animations that will be even more work. I will work on the animations, but this will delay TU6 by a sizable amount. Also I have increased the player's base speed which feels so much smoother now.
Space navigation
I don't necessarily understand what is wrong with the current space navigation system, but I will be adding a star system map to help with navigation.
Closing remarks
I am a solo dev, that does all the programming, art, and game development myself. I am trying my best to make Tiny Pixel Planets something everyone can enjoy, but maybe it's about time I accept that I need help with working on Tiny Pixel Planets. If you are someone that can lend a hand with development, or have some ideas of your own, feel free to take a look at the github repo, or get in contact with me at sppossibilities1@gmail.com. Anyways until next time, go explore space!