General: - Fixed the Conspiracy Theorist achievement. Old saved games are retroactively fixed! - Updated Colins Fate achievement description. - Fixed a softlock where Stolls would stop running to the black tech lab door. - Fixed a crash after detonating the C4 on the airstrip level. - Fixed a rare intermittent crash when fighting Thing beasts. - Added a "Most Recent" button to the load game menu, so it's easier to load your latest save. - Autosaves now contain the name of the level they were saved on, instead of just "Autosave". - Fixed a bug where characters would sometimes become unable to step up onto higher surfaces after falling off of the curbs in the roadway tunnel. - Fixed a crash when quitting the game. - Fixed a bug where bindings would be missing from the input options on first launch. - Fixed a crash in Strata Medibay when Fisk dies before telling you the code. - Fixed Blake's hand clipping with his sleeve in the first cutscene with Faraday. - Fixed a bug where the second camera angle would fail to activate during the weather station cutscene, allowing you to interrupt it and recruit yourself. - Improved performance when querying dynamic game options. - Moved the game version information to the options menu, off of the interstitial screen. - Decreased the visibility of the game version information so it is less intrusive. - Reimplemented the pan upwards when the game over screen is visible. - Added support for autoexec.cfg, allowing users to customize console variables not usually marked as saved to kexEngine.cfg.
Gameplay: - Fixed an oversight where weapon firing rates were not properly respected when mashing the fire button. Excluding the pistol. - Ammo and health dispensers now dispense fewer clips and medipacks depending on the difficulty. This can be changed at any time during game play. - Marked some grenades as "volatile" so that they explode when damaged, like the original game, to fix a quirk where grenades placed for cinematic purposes would not explode. - Changed the direction Blake faces after ending the cutscene in the weather station level.
Levels: - Fixed an oversight where an explosive barrel would explode when passing through the tripwire of an already exploded trip-mine charge in the penultimate level. - Hid the out of bounds "Back Door Key" item that looked like a document in the submersible level. - Fixed inaccurate collision in the first level, where characters would appear to sink into the snow. - Fixed collision in the watchtower on the third level where you could get stuck in the handrail. - Renamed Carter in the Strata Medibay level to Hawk, to utilize a set of unused voice lines. - Added the missing green light to a save terminal in the third level. - Fixed two computers in the weather station level that did not have an ID set for the Conspiracy Theorist achievement (given automatically to old saves). - Shimmied a medipack dispenser down in the level following Strata Medibay that was WAY too high up. - Fixed bad collision on the external stairs in the weather station. - Flipped a few ammo boxes which were facing the wrong direction. - Fixed several collision bugs in the Norwegian outpost where you could fall off of the world and walk underneath the building. - Fixed sounds across several levels that would duplicate forever, causing the game to eventually fall silent.
Display: - Fixed the depth of field effect sometimes creating bright flickering pixels. - Fixed the glass on the doors in the submersible being opaque. - Improved normal maps on many posters and boards. - Gave Whitley new trousers. - Changed the on-screen watermark in the editor build, so it doesn't confuse people. - Performance improvements when using the D3D11 renderer.
Sound: - Fixed a bug where speech audio would sometimes not follow the speaker.
Steam Deck: - Fixed the framerate being locked to half the screen refresh rate while using the Vulkan renderer, when launched outside of the Steam client.
We appreciate your patience while we resolved the save issue initially in this patch.
In an effort to fix an error with the autosave we unfortunately introduced a new issue where if an autosave triggered the moment your shop unloaded, your shop save was severely damaged.
We want to apologize again to anyone who experienced this issue. We have reached out to many of you with steps to try loading a backup save already. We want to echo that if you are unable to recover any lost items, please reach out on Steam or Discord, and we may be able to reconstruct some of them for you manually.
As a quick reminder, if you run into issues with your save or progress, please let us know and try loading a backup save from the Help Menu in the settings. For next week's update, We plan on expanding the backup save feature to be more robust and contain older saves for improved save integrity.
Thanks to everyone who reported this save issue as well as the other issues fixed in this patch and who have been making suggestions in game, on Discord, and on the Steam forums. We read all of your posts and do our best to respond where we can.
Expect some more features and improvements soon based on your feedback!
Also you can expect the first iteration of our Dedicated Server Tool very shortly!
v0.14.9.3 Patch Notes
🛠️ General Fixes
Resolved another source for an issue that can cause shop building pieces not to save properly when unloading the shop
Fixed some crafting UI being cut off on the right side in certain aspect ratios
Fixed dying and rebirth UI being cutoff on ultra-wide screens
Adjusted the turret fuel inventory UI to not be covered by inventory buttons on specific aspect ratios
Refined the experimental French Language translation for all dialogue to reduce mismatched localization keys and improve overall readability
Fixed offset localization keys for Captain Latch's dialogue in Chinese
Adjusted turret held positions
Assigned a proper item category to the Corrupted Longsword and increased the item's base price
Fixed a small error in Tayada's quest customer checkout dialogue
Corrected the order for dialogue options when inviting Jones Fishingman to your shop
Fixed various edge cases that could cause logic issues
Fixed many disconnect exceptions
📜 Known Issues
If you enter the Join Game menu but then exit and select the Start Game menu, your mouse clicks will sometimes not register properly on that menu. We are looking into this issue. Restarting the game will fix it.
Hello! Here is the second alpha version of a huge migration of PixelOver to the next major version of Godot, going from Godot 3.5.1 to Godot 4.4.
As previously announced, this update is more than just a migration. It introduces a major new feature: the ability to add shaders to individual objects.
Please note that pre-release versions may be unstable, especially alpha ones.
We're excited and happy that you're enjoying our game - but it's no surprise that many of you are lamenting the lack of an online mode. HOWEVER it's totally possible and easy to play Dad's Coming online! And that's using Steam Remote Play Together!
Requirements
Only one of the players needs to own Dad's Coming
Both players must be friends on steam
Inviting a friend to play with you!
If you haven't already, add the other player to your friends list
Launch Dad's Coming
Go to your friends list and find your friend
Right click their name and select "Remote Play Together" under "Dad's Coming"
Your friend will receive an invite from you as a direct message. All they need to do is accept it!
If you need any issues or want to know more you can check out Steam's official support for Steam Remote Play here: Steam Remote Play
Don't forget that not all EX features will be available though (like fish and bicycle shop won't have shop owners etc.) and it could contain more bugs. If you report a bug please pinpoint that you played from the old save.
I'd like to start this news by thanking everyone who has already added the game to their wishlist!
The game's development is progressing well, and I can't wait to be able to offer you the chance to play it during the closed playtests due to take place in the next few weeks! You can sign up for playtests directly from the steam page and receive a notification when they become available.
In the meantime, I'll keep you posted on development progress!
Thanks for your messages and don't forget to join us on Discord to keep updated!
Sea Power : Naval Combat in the Missile Age - Zelos
Sea Power and Q1 2025 Update
Happy new years everyone! Noah (Also known as Zelos on MPS Discord!) here today to do this dev blog! So first up, I hope all of our captains out there enjoyed their holidays, as we certainly took the chance to take some much needed time away to relax. During the first two months, the SP team has been hard focused on improving stability on bugs and performance, but now we are going to be moving into working on new systems as well. For now, let's go over a few of the big topics that are going to a factor going into 2025.
Performance and Bug Fixing
On that front, we've made some pretty good strides on optimizing as well, improving FPS across the board a good bit. We still have some systems we will be looking into (for example: map system and taskforce data link) to further improve stability and frame rates. We've already addressed a handful of memory leaks with the terrain system and the trees as well, further aiding in longer player session stability.
When it comes to bugs, and oh boy there was a lot.. Everything from flying submarines to IR seekers failing to see targets (aiming at the wrong aim point vs target pos.), and everything in-between. Matt, Ivan, Martin, and Danill have all been hard work fixing issues across the board, and we still will be addressing bugs going forward as we also begin our move into new systems (which I will reveal further into this dev blog). Matt will be spending some time with aircraft formations as well, to help improve their use and the overall stability of aircraft operations (this means trying to prevent aircraft from achieving orbit). On a final note of bug fixing, thank you all for your bug reports on both Steam, Reddit, and Discord! For example, there have been a lot of reports about missile guidance defects, and issues with aircraft functions (namely around landing). While we may not respond to them all in writing, we are still watching and working on fixes!
Art and Units
Over on the art front, Mek and Nils have been working very hard on fixing already existing units and working on the new 2025 line up of units will now begin as well. Ian has is also going to be working on some of our autogen systems to help create more interesting landscapes as well, starting with trees in the near future! Right before we took a break, Nils and Mek managed to add two of our beloved Cube Ships (CV Enterprise and USS Long Beach)! There are many units that we did not get a chance to work on for Early Access, which will be our priority going forward towards a 1.0 release in the future. To give you a tiny sneak peek at what's to come, some units you can expect to see added will be..
Farragut Class 1969 Config
A3B/RA-3B Skywarriors
These are just a small handful, as we certainly will keep you informed elsewhere and with other post as with teasers of other units to come!
Systems Improvements and Additions
Saving Loading..
Saving and loading will be coming in the very near future (one of our top priorities), as Victor will be rejoining the team to help us finalize the saving and loading system for public release. From the survey results, Steam forums, and Reddit, we hear you on the demand for saving and loading. We didn't want to rush a release on this feature until we had the manpower and time to make sure this feature runs smoothly given how important it will be going forward. There is so much data that needs to be saved (sensors, flight deck phases, ship position, weapon stores, etc), that making it functional is a big endeavor for our small team. We are very excited to get this feature into your hands!
AI improvements..
Given SP is a single player game, the current implementation of AI is not very developed, and this showed on the survey. Now that the crunch time of early access bug fixing is behind us, we can start working on the many steps it will take to further implement a new system to make combat more engaging and dynamic going forward. With the team being back together from the holidays, this will be one of our priorities going forward into Q1 of 2025.
Closing Words
Thank you all again for the bug reports, youtube videos, twitch streams mods, and missions on the steam workshop! Shoutout to all those taking awesome and silly screenshots as well, and here are some we found particularly awesome below!
Community Screenshots
Image by tzatzikiiii - MPS Discord Image by Timber_Loves_Lemonade - MPS Discord Image by Ayrton_Senna30 - MPS Discord
Deja Vu : The Backrooms now introduces a secondary objective alongside collecting all memory fragments to escape. Players can take on jobs that reward them for capturing unique scenes and features of the Backrooms environment. Completing these tasks earns money, which can be used to purchase items that aid in navigating the Backrooms or to participate in a gambling minigame.
Taking Photos
The camcorder now has the ability to capture photos in addition to its night vision feature. These photos can be viewed, validated for jobs, or deleted on a special computer in The Loop. Whether you’re completing a job or simply capturing a beautiful scene or a teammate, the camcorder proves to be an invaluable tool.
Jobs
The job system can also be accessed through the special computer in The Loop. Each level offers a set of jobs, along with some that can be completed in any level. Jobs come with a variety of requirements—for example, some may require multiple photos, while others might demand several items captured within a single image. Upon returning to The Loop, players can claim their rewards and review their captured photos using the special computer.
Item Shop
The Lobby now features a shack where players can spend their money to purchase items that aid them in the level. For example, instead of searching for a camcorder, you can buy one in advance, or stock up on almond water to maintain your stamina during encounters with entities.
Slot Machine
In The Loop, players can also use a slot machine to spend their money, with the chance to win even more.
Bug Fixes
Fixed and adjusted various net-code issues.
Fixed faulty HUD referencing on the client side.
Fixed a save issue where the client’s inventory data was not being saved.
Polished and refined 3D menu interactions.
Improved and adjusted camcorder functionality.
Other minor bug fixes and polishing.
PS : I have thoroughly tested this version, including all multiplayer features, and haven’t encountered any additional bugs. However, this doesn’t guarantee that it’s completely bug-free. If you come across any issues, please report them in the dedicated discussion on the community hub or on the Discord server!