We’ve been keeping a close eye (or two 😉) on the owl-related issues you’ve reported, and we’re happy to share that the second owl will now fly to the treats as intended!
We’ve tried to fix this as quickly as possible – thank you for bringing it to our attention and for your patience. 🙏
🔧 Patch Notes:
🦉 Fixed the issue with the second owl not flying to the treats.
🌐 Localization fix for "Change Avatar" in the lobby.
Your feedback helps us make Everdream Valley the best it can be. Keep it coming! 💚
Follow us on social media to stay up-to-date with the latest news, tips, and insights about Everdream Valley! Here's our Discord, Twitter, Instagram and TikTok!
Hello, Overlords! As you may have noticed, Overlewd had been down for maintenance twice this week already. That's because we're doing some long overdue data cleaning on the server.
From what I've heard, it's possible that our server maid went a little overboard, so some of you may notice rollback of some quest progress has been rolled back for a day or two. This means that you'll be able to complete some quests again and receive the rewards again.
Be sure to contact us if you experience any issues with the game, and enjoy this promo code: ZZIFYLMWIQ. It will reward you with 500 Crystals, 10 Energy pots and 20 Skip scrolls. The code is valid until January 24, 23:59 UTC.
How to use promo codes in Overlewd:
Go to the 'Back to scheming' menu;
Paste or write the promo code in the field on the top left of the menu.
Please note that promo codes are space and case-sensitive.
VR Store Simulator is now more accessible than ever with full multi-language support! 🌍🎉
🏪 New Language Support: Play in English, French, Spanish, Portuguese, Chinese (Simplified), Japanese, Korean, and Russian! 💾 Multiple Game Save Slots: Manage different playthroughs and strategies. 📦 Storage Room Upgrades: Prepare for future employee-assisted stock management! 🗺 New Storage Room UI Page: Easily track and upgrade your storage space. 🎨 UI Adjustments to better fit different languages. 🚶 Improved NPC Foot Sliding Issue for smoother movement. ❄ Christmas Theme Removed: Back to the classic store look. Enjoy the update and expand your store like never before! 🚀
Step into Grandma's slippers in this hilarious, chaotic adventure where chores become challenges, and things always go... a little off-track. Can you keep things under control, or will the house turn into a whirlwind of chaos?
We're also holding a public playtest 🎮
Applications to are open right now, with the playtest taking place from 30th of Jan - 3rd of Feb.
You have to be a member of the discord in order to take part in the playtest, you can join here: https://discord.gg/jf4qMFZHBh
We would like to present you an vehicle update with flashlight. Let's start❗️
🚜Vehicle optimization🚗
You have been reporting to us for a long time that the vehicles are very hard to drive - they accelerate too fast, turn over, and are very difficult to control. Even a video of our work was created: https://www.youtube.com/watch?v=Kivhsq9_hkg After many days, weeks, we managed to find an antidote for this - now you should not have such problems anymore! Test it and let us know how it worksːthebuilderː
💡Flashlight🔦
Those who made our entire December Santa event had access to the flashlight pre-release - now each of you can already use it for your workːladyengineerː It is very useful for shoveling snow, try it at night or even during the day?ːsteamhappyː
❗️Remember - Snow Plowing is still in Early Access. Gameplay errors can happen! Therefore, we look forward to your feedback. Most bugs are being fixed thanks to your reports❗️
We have a note of all your reported bugs so far - once the vehicles are fixed, we want to fix the rest of the problems. We've been focusing hard on cars recently, so with the next update we'll take care of the rest.
How to support Snow Plowing Simulator? The easiest way is to share your opinion of our game with others on Steam or among your friends. Thank you very much💗
Greetings players! The newest patch (0.22.27) is now live on all platforms on the experimental branch. Please save your progress and restart your game client to update. You should be able to load normally and continue playing. If you have any problems, please let us know.
Bugs and Fixes
Fixed several crash occurrences.
Fixed the appearance of errors in regards to stockpile.
Fixed various issues with water not behaving as expected. Situations where water would remember obstacle shapes if after those obstacles are destroyed, and situations where the river would continue with its flow, despite being cut off from the river source should be solved by this. This should also solve some accidental flooding.
NOTE: Flooding will still occur if you build a dam and block the river from reaching its outflow point.
Known issues:
Having underwater grated doors might confuse the enemy AI resulting in enemies just standing at the edge of the map.
If your settlers are experiencing weird animations with some actions, be sure to turn off V-sync and cap the game's FPS in the game's options. Cap it to 60fps. If the issue persists, cap it at 30.
Assigned Pets don't sleep with owners.
Some text keys are still not translated.
Player-triggered events don't have sound effects
Settlers will not refuel torches if there is no floor/ground beneath them.
Settlers will not choose the closest production building (if there are more of the same type), but the one that has a production set first in the global list of productions.
DISCLAIMERS: ⚠️ We decided to keep Dev version of the game on the experimental branch, and that means that a Dev log with red text will appear from time to time. This will help us get more info from your side when crashes and bug reports occur. ⚠️ Also, at the moment, the experimental and the main branch are different. You should not play saves from the experimental branch on the main one as it can cause various bugs - please avoid doing this.
As always, use F10 and/or the experimental bug subforum for reporting experimental issues. If you want more dynamic/direct communication - head over to our Discord server. Even though we might not reply, we are reading everything. Thank you!
Hey, it’s Adam from the Astral Flux team. Welcome to another devlog! In this devlog I’ll take you through some of the new content coming in our final two updates: Seeds of Doubt, and Elevated. It probably goes without saying but this devlog contains spoilers, so if that’s a problem for you maybe consider reading with your eyes closed. 🫣
Let’s talk about the big update first: Elevated. This update will add another world, and similar to Submerged, we’re bringing you new boss mechanics, more advanced enemy AI, and dynamic environments.
Sky High
Unlike other worlds, Elevated is set high in the sky, well above the planet. With this comes a new hazard: gravity. Where other worlds provide a safe landing at the bottom of the temple, this new world has no bottom, and one misstep could send you falling to your death!
To make things more interesting, we’ve also implemented a new type of level generation: rather than the winding paths of other worlds, the level is mainly open, and we’ve added jump pads to give you a boost to higher areas.
The Daily Forecast
In Submerged we explored a world with two distinct biomes: above and below water. For Elevated we’ve done something similar: a weather system with multiple distinct phases. When the level first starts you’ll be greeted by a colourful sunset with twinkling stars and layers of clouds gently blowing by.
As you hit switches the weather will become more and more stormy: the sky will darken, the wind will pick up, and the rain will intensify.
To make the world feel more alive we’ve added animated grass throughout. Naturally, the grass will sway faster as the storm picks up.
Grab & Go
Similar to Submerged this level will also feature a free roaming boss that spawns in once all three switches have been hit. Unlike Submerged, this boss will snatch you and carry you to its nesting area!
Once in the boss room you’ll be trapped, or so it seems at first, but one of the boss’s primary attacks is to grab rocks and drop them on you. Larger rocks will destroy the floor beneath you, providing you with an escape route back to the temple.
As with Submerged, fighting the boss is optional, but if you’re overzealous you might find yourself permanently trapped in the room!
Liar, Liar, Ants On Fire
Submerged introduced a new pathfinding system for underwater enemies. Naturally, we’ve taken full advantage of this in Elevated, but we’ve gone one step further: a new flying fire ant enemy with several distinct phases. It starts life as an egg which will hatch when you come near it. Initially it can fly around, pursuing the player. You’re able to defeat it during this phase, but if you’re not careful you may accidentally clip its wings. Doing so will cause it to drop to the ground, where it will leave a trail of fire in its wake!
Clinging To Life
Since the focus of Elevated is on aerial movement, we’ve reduced the number of spikes in the level to make traversal more fluid. But you didn’t think we’d let you off the hook that easily? In place of spikes, we’ve introduced a new type of enemy that crawls around the level.
Testing, Testing
One final bit of exciting news about Elevated: we want your feedback! We’ll be running a playtest early in the new year and we would encourage you to join. Keep an eye on the Steam store page for the sign-up button.
Sowing The Seeds Of Doubt
Last but not least I wanted to give a quick mention to the smaller content update we’ll be pushing before Elevated. The Seeds Of Doubt update adds an option to enter a random seed at the start of your run, thereby enabling you to repeat the same run, compete with others, etc. We plan to run some competitions along with this update so stay tuned!
Along with this we’ve implemented what we call “The Invisible Hand”: a new system that will make the game slightly more forgiving to new players by offering them a helping hand when needed. I won’t spoil it by mentioning the specifics of what this does, but if you found the game a little too difficult I would encourage you to give it another shot!
Oh, and don’t forget to pet the Cosmocat that accompanies you now in your spaceship. 😉
The original soundtrack for FINAL FANTASY VII REBIRTH! The album contains 7 CDs of sprawling selection of tracks, including the theme song "No Promises to Keep LOVELESS Ver."* composed by Nobuo Uematsu.
*Some tracks are identical to the Digital Mini Soundtrack included in the Digital Deluxe Edition of FINAL FANTASY VII REBIRTH. *The song is a different version from "No Promises to Keep (FINAL FANTASY VII REBIRTH THEME SONG) / LOREN ALLRED" included in "No Promises to Keep (FINAL FANTASY VII REBIRTH THEME SONG) [SA-CD Multi Hybrid Single]" released by Sony Music Labels).
Disabled achievements "It stinks and they don't like it", "It stinks and they do like it", and "Get off my lawn" in peaceful mode and no enemies mode. more
Adding more effect info to yumako, mash, jellynut, jelly, bioflux and slowdown capsule tooltips.
Optimizations
Improved performance when removing roboports in large active networks by 60%. more
Graphics
Removed reflections from lava. Tile transitions to lava now use the foam channel instead to keep their appearance. more
Bugfixes
Fixed mouse cursor showing up when exiting Steam Big Picture in controller input method. more
Fixed belts under elevated rails were not being removed when building a pair of undergrounds. more
Fixed that inserters could grab items from belts that crafting machines no longer wanted. more
Fixed taking screenshot could crash in some cases. more
Fixed that select list background drawing was incorrect for the first row. more
Fixed that inventory rendering did not work correctly if part of it was off the left or right side of the screen. more
Fixed that reset technology effects would clear in-progress research triggers. more
Fixed that writing "nil" to storage_filter did not work correctly. more
Fixed that UI sounds would not play when dedicated UI sound resources were exhausted. more
Fixed display panel text and player names were not covered by onboard rocket/cargo pod flight cutscene. more
Fixed that upgrading pairs of underground belts could transform one end of the belt. more
Fixed visualisation of asteroid collector range sometimes being drawn wrong. more
Fixed upgrading a blueprint could fail to upgrade preview icons if the upgrade only changed quality. more
Fixed clicking space connections in factoriopedia would not update selected items. more
Fixed that on_equipment_removed did not fire for robots removing equipment. more
Fixed that some hidden items would show in Factoriopedia. more
Fixed that Sound::audible_distance_modifier and SoundPrototype::audible_distance_modifier would be effectively applied twice.