<Content Update> 1. New Skill for "Jupien of Machinery" (Hero): Large Signal Emitter The jammer's range and health increase. It lasts longer than before. 2. New Skill for "Jupien of Machinery" (Hero): Large Laser Emitter Enhances the laser emitter skill.
<Bug Fixes> 1. Fixed an issue where stage clear records for "Marté of Flames" and "Jupien of Machinery" were incorrect. 2. Fixed an issue where, after checking tooltips in My Owned Skills/Items, the tooltip remained even after closing and reopening the window.
We are thrilled to announce Out Of The Park Baseball 26! The 26th edition of our baseball strategy game is live worldwide on March 14 - so Wishlist it today!
I know I've been quiet in regards to updates lately, but I've been making good progress on Micro Stream RPG over these past couple months, despite the hiccups. Version 0.18 brings about a lot of updates and changes, primarily in the main game engine and a lot of mechanical or background stuff, so a lot of it may not be apparent when playing normally. For example, there aren't any new dungeons in this update (those'll be saved for the release), but there are some tweaks and new additions to attack animations. Things like that.
It's been a lot of set up lately, and a lot of prep and getting the main engine finalized for release. Additionally, I had to totally rework how the game connects to Twitch due to Twitch removing some OAuth connections. The bad news was this HAD to be done or any future users wouldn't be able to connect to Twitch. The good news is that, after a few weeks of learning and figuring the new connection configurations out, the game feels much more professional when it comes to authenticating with Twitch. I would say this is the biggest and most major part of this update, so if you experience any issues with your Twitch connection, please let me know.
Outside of that, we've got some new characters, some new weapons, and a few other tweaks as well.
Barring any other major changes from Twitch, this should be the final update before release. Now I'm going to focus entirely on new enemies and dungeons so I can get the game launched ASAP. I already feel way farther behind than I want to be!
Thank you all for being patient with me! Trust me, I'm just as excited to get this game launched as you are!
New features:
Added a new attack animation for ranged attack weapons.
Added three new default characters: A ninja, a barbarian, and a sorceress.
Added three new weapons: A bow and arrow, a hammer, and a spellbook.
Added an outline to both player characters and weapons to help them stand out from background graphics more.
Implemented Weapon Proficiency damage boosts. The only enemies this affects right now are the Tortimagus and the Manaquin. More on this later.
Adjustments:
Reworked connectivity to Twitch. This had to be done due to a Twitch security change. If you're a beta tester, your current OAuth token should still work, but if not, please use the Connection menu to reconnect to Twitch.
Changed backup data saving so that it only saves if changes have been made.
Changed the menu hover to only activate and show the menu bar if Micro Stream RPG is the focused window.
Adjusted Weapon Point rates. After looking at results from the beta test, the rate at which points were earned was skewed too high, causing levels to be higher than I would like for the time involved.
Changed the character's melee attack animations to be more impactful visually and more variable for the future. This also now allows attack animations to scale with the game's speed.
Normalized audio levels across all sound effects so the game isn't so loud.
Changed the sound effect when earning a medal.
Adjusted the poison rate of the Snake from 80 to 25. I want it to poison often, but not that often.
Playtesting and feedback are critical to ensuring we can provide great experience for captains in Spaceport Trading Company. Recently, we had the game reviewed by a few YouTube channels and a common theme was after meeting the first contact they never found a second, even traveling to 10+ locations. Therefore, we realized that the Job Board had to evolve and quickly. Thank you for all of the feedback, testing, and bug reports.
Updates
Added Job Board: - Location Dock service Job Board will now display the Job Board Panel and not the Missions Panel - Job Board Panel will check to see if there is an agent at the location and determine if you have met them - This is a basic version that has been built to be flexible and easier to expand, however we need your feedback - Reasoning: * After watching a few captains playing the game and missing out on mission options there was a clear need to ensure missions and in the near future jobs to be found * The very original captains may remember a version of this panel
HUD has had a few tweaks to ensure accuracy
Toggle Infopedia Shortcut - Default key: N
Add Job reference system
{4.5.1} Added Keyboard Controls to the Market Panel Item Listing navigation - This had been a feature that was requested a long time ago, and after some Steam Deck testing we moved this up the list of development - Please keep requesting new features or tweaks
{4.5.1} Improved the Linux packaging
Classic Mode: - Captain Location Highlighting has been added - Location Data has been updated to allow for more future upgrades
Carrer Mode: - Location Landing status is now used on load and mapping - More Pathfinding updates
Japanese Localization has had a large update
{4.5.2} Location Dock UI Updates: - Adjusted the Top UI in a step towards the skills system update - Added Local Contacts section - Update the Player Data storage setup
{4.5.2} Market Panel Updates: - Improved Keyboard Controls to the Market Panel - Added Credit icons
{4.5.2} Improved the Experience bar tooltip
{4.5.2} Career Mode UI Updates - Mostly to get the UI inline with the Classic updates
{4.5.2} More Dialog Localization
{4.5.2} Supporter Bundle DLC linkage and support systems
{4.5.2} Updates to the way ships are setup and displayed for future NPCs work
Bugs
Addressed an issue within Career Mode for mission descriptions
Addressed an issue when handling missions from other star systems
Addressed an issue with HUD not updating max cargo after a change to ship or mount being added
Addressed an issue with some Linux setups
{4.5.1} Addressed an issue where some mission descriptions would fail to be displayed
{4.5.2} Addressed an issue within Career Mode with the issue the scanner causing a soft crash
{4.5.2} Addressed an issue within Career Mode for the display skills on save loading
Future Work
We will be updating the Demo to showcase this update as well
Gameplay Adjustments · You can now use Goblin Coins obtained from challenges to pay rent when there is an outstanding rent. If rent is overdue for three consecutive months, you can still pay by making up the overdue rent. The game will be considered failed only when you do not have enough Goblin Coins.
Bug Fixes · Fixed some story line descriptions in the Witch's House. · Fixed an issue where the personality description text of some Pupu characters overflowed the box. · Fixed layer display errors of park buildings.
MOBILE SUIT GUNDAM BATTLE OPERATION 2 - satoshi_okamoto
Hello, Pilots! This is the Steam® version "Mobile Suit Gundam Battle Operation 2" team.
We have confirmed the following case after the [PST] 02/13/2025 / [CET] 02/13/2025 server maintainace update.
Confirmed bug(s) About the image of "Char's Z'Gok guaranteed STEP UP Supply Drop" which started from [PST] 02/13/2025 00:00 [CET] 02/13/2025 09:00, we have found some misdirecting information in the image shown in the Supply Center and related image will be corrected.
◇Actions We are correcting the image in the [PST] 02/13/2025 21:00 / [CET] 02/14/2025 06:00 update patch. To reflect the correction of this bug, you must close and update the application.
Again, we truly apologize for this happen and all inconvenience caused to you. We look forward to your continued support of "Mobile Suit Gundam Battle Operation 2".
We apologize for the mishap wherein the Mileage Rewards are missing on the Bullet Charge. We are working on a fix as quickly as possible.
We would like to inform you that we will be conducting emergency maintenance (February 14). During this period, access to our game will be temporarily unavailable.
Maintenance Schedule: Seoul, South Korea: 3:00 PM – 4:00 PM (Feb 14) UTC (Coordinated Universal Time): 6:00 AM – 7:00 AM (Feb 14) CET (Central European Time): 7:00 AM – 8:00 AM (Feb 14) PST (Pacific Standard Time): 10:00 PM – 11:00 PM (Feb 13) Singapore Time: 2:00 PM – 3:00 PM (Feb 14) EST (Eastern Standard Time): 1:00 AM – 2:00 AM (Feb 14) São Paulo, Brazil: 3:00 AM – 4:00 AM (Feb 14) Duration: 1 hour
Hello community - and wow, it’s hard to believe that it’s been four months since we launched our Steam page! Our big news this time is that we have just presented End of Ember at the South Australian Games Exhibiton (SAGE), the premier event for SA gamers and studios. It was rad!
We were so lucky to be in the company of many talented and hardworking studios. Check out all the great games that were on show (and skip to 1:13 for the obvious best one!):
Our Steam wishlist count smashed through the 500 mark over SAGE (we are now at 563!) - thanks to everyone who has shown us support in this way! Even better, we hear via the excellent folks at GameDiscoverCo that the game's 'hype score' has almost doubled (to a still-modest 21, haha) in the past week, meaning that there is some kind of action happening for us on Steam.
Bluesky continues to be a great place for us to hang out, connect with other folks in the gamedev and gaming community, and share info and updates on the state of the game. We are now SO CLOSE to 1000 followers, and if you haven’t checked it out yet we recommend you join up to see what it’s like to curate your own algorithm and actually see what is being posted by people you followed. Come party like it’s Twitter in 2012.
This is the big one for us this time: our SAGE build is the first time we have shown this new Unity project to the public. We are ambitious about the experience and level of quality we want to deliver to players, and Dan and Eli worked really hard to make the game as good as it could be. Most people really enjoyed it, and we were quite encouraged by some compliments from senior industry figures too. One player summed up the experience very well: 'It's disgusting. I love it!'
While it sure was great to have IRL players enjoy the game we know that not everyone could make it there, so we are pleased to make the build available via Itch.io:
We are now working on a few refinements to the current state of the game before building in the hub world and beginning to design and build the 'digging gameplay', the second main loop of the game where Ember uses her chainsaw to dig her way out of Hell. Stay tuned to any of our socials (scroll to the bottom for links) as we share what we are working on!
Bad Plan Studios is still just running along like a deranged three-legged dog. SAGE was a great opportunity to hang out together, celebrate the game, and share it with others. We are now extra motivated and are looking towards showcasing at AVCon and maybe even PAX Australia and South by Southwest Sydney!
Overall we had a great time at SAGE and thanks to everyone for coming and playing End of Ember. Check us out at the booth!