Grand Master rewards for Season 4 will be distributed once rankings have been finalized—it may take a few days for them to appear in your gift crate. Thank you for your patience!
Well folks, this is it. Our exit from Early Access and into version 1.0. We call it this because we want to convey that this isn't the end, that more updates and content will come of which I'll detail below. But without further ado, here's what the update brings:
Features
The Imperium, a huge property that used to be a nightclub before 'the incident', no longer will you be scratching for space in the Hound and Hare, this marks a significant milestone in our ability to make purchasable properties and future versions will now be easier for us to make.
Background Sim, a huge effort in optimization. When you leave a property, the game will now covert all objects into pure mathematical calculations. This means you can now own as many properties as we can deliver with no impact to performance.
Inverted bar corners, a long requested piece of furniture which will allow you to snake your bar in any direction you so please.
Posh bar pieces, now there are 3 tiers of bars with the last one giving a + rep for having.
Golden rep reward, if a customer finds more than 4 things they like about your bar, it's condensed into 1 golden +rep that doubles the reward.
Steam achievements, enjoy showing off your successes in Pub Sim, now we've got it working you can expect more in the future.
New Save System, our old system was very prone to corruption when the game got updated, the new system saves and checks many more aspects of the game to hopefully make sure changes are properly integrated.
Snapping Grid, this allow you do quickly and accurately place objects, no longer will you be stuck measuring the specific height of lights.
Animated progress bar, not requested at all but I personally felt that 1.0 is a benchmark where we make sure there is no part of the game that looks 'good enough' but rather has had effort poured into it. The old bar was a remnant of the first prototype so I hope you enjoy the new one.
Bug Fixes
Chandelier has been optimized
Level 999999999 won't appear for brand new players
Initial game view ruined the broken Pub surprise, camera is now fixed
Improved interaction box for cash register
Repairing front text now says 'repair' instead of 'expand property'
Keybind switching is fixed
Jukebox didn't always show the music available
Game no longer gets pitch-black at night
All drinks are now on the price sheet
Barkeepers will stop undercharging customers
Customers will move away a lot faster now if a barkeeper refuses their order
Liquor is now charged correctly (you always made a loss if you charged less than 300%)
Barkeepers will stop freezing players if they use your beertap at the same time
Fixed text overlapping problems
Money sound is now affected by volume sliders
Players can only stand from crouching if nothing is above them, this caused big problems before
Tweaks
Added more descriptions for the misc crates
Fixing the Pub front makes all the doors faster and without the creakiness
Tip jars now accumulate money rather than giving it automatically
Added a confirmation to starting your first shift to prevent early mistakes
Added subtle tutorial for dealing with change
Customers will no longer ask for a similar product if you don't have one
Added -3 for dirty windows so players are more aware they can wash them
We've split up the licenses so you don't need to purchase everything at the same time
Also added 'recommended capital' for each license
Added more staff management options
Added warning for quitting the game when it hasn't saved
Made the player hitbox smaller
Vastly optimized the customer and staff AI
Liquid amounts in wine and Liquor is now more easily seen
Loan payback is now 0.5% of the current amount instead of the initial amount
Added 'Final Orders' so you don't need to wait for ages at 00:00 while the liquor drinkers spend another couple of hours there
Added map markers to help lost souls find their way home
Made Whiskey Bottles a little smaller since they overlapped everything
Plant collision box has been severely reduced
The future
For this release we had the help of our fantastic testers: Knightowl, KristyDiggs and Thamalo. Who helped purely because they wanted to see Pub Sim become the best game it could be, to them myself and Valentin are incredibly grateful. But specifically for this patch we also hired a team of professional testers to make sure this comes out as smooth as possible. If you do find any problems then please let us know and we'll work to fix it straight away.
Lastly, we did a community vote to what comes next so I'd like to present the results and plan in this order:
Today - 1.0 launch Summer - Cooking snacks and soft drinks. Autumn - Bathrooms, overdrinking and barfights Winter - Fruit Machines, dodgy games and Casinos
Again thankyou to everything for supporting this game, we love to work on it and it's only because of you that we can continue to do so. We sincerely hope you enjoy this for a long time to come.
Coming in with a short update for you on Steam Deck. Archons have been working well on the Steam Deck since release, but there has been a few details in the way of being fully Verified and getting that green checkmark. We addressed these in a small update, and you can see the changes below.
Change Log:
Reworked input mapping to handle an issue with an external gamepad connection on Steam Deck
Increased some text sizes that was considered to small on Steam Deck
Join the Discord
As always we’ll encourage you to join the Discord and hang out with us and our lovely community. Jump in and flex your Endless results, who knows, there might even be some nice competitions coming up…
We’ll be back later this spring with more concrete details on what's to come for Archons!
After more than two years of hard work SPACE SPROUTS IS OUT NOW!
Space Sprouts is available on PC and Mac and you can purchase the game currently for 9.90 USD / 9.70 EUR[/b], including a -10% discount until April 14th! (Prices may vary depending on region).
The languages available at launch are English, German, Spanish and French. (We might add additional languages in the next months, so let us know in the comments if you would like us to add a particular language!)
We hope that you have fun exploring, experimenting and solving all the mysteries aboard the ship. And if you do, make sure to leave us a review! It really helps us a lot to get some extra visibilty from Steam ❤
To celebrate the launch, we are running a giveaway in our Discord community! We will gift a little plushie of Oda, handmade by Torben’s mum, and a bunch of stickers to one person! To participate, join our Discord, and send us a screenshot of your art on the in-game notebook <3 No previous knowledge of drawing is required, there are no rules or expectations, it can be related to your journey on Space Sprouts or anything you like. (Just keep it for all ages, please! ^^)
THANK YOU all so much for joining us in this crazy journey. Everyone who has supported us for months, playtesters, followers, content creators, friends & family, thank you so much. We couldn’t have done this without you!
- The Schleuder Gäng
Love, Peace & Video Games forever! 💖
⭐💚 Don’t forget to buy Space Sprouts and leave a review as early as possible, it really helps us a lot!! 💚⭐
We continue to improve the prologue based on your feedback, and this time we focused on customization options and interface updates:
• HUD updated • Map now correctly displays open and closed gates • Added tutorials for HUD, health, mental metabolism, and Amalgam • Added gamma settings • Added separate language settings for voiceover and text (you can now listen to Daniil complain in his mother tongue while still reading everything) • Added animation for kicking trash bins (yes, it’s a thing) • Fixed bug with body display in inspection • Fixed mouse and gamepad stick sensitivity • Fixed issue with "double" button presses • Fixed gamepad hint, added quick slot switching • Fixed gamepad icons in the mindmap • Fixed various graphical bugs Thank you for your feedback! In the near future, we’ll be adding Chinese localization to Quarantine.
As the “mental metabolism” system and the way it influences resources is unique, we’re experimenting with UIs to communicate them. A new (and probably not the last) version will be available in the next patch.
Meanwhile, the core team is returning to development of the main game. Stay tuned for more updates!
Explosion effect range is divided into 2 types: Explosion Wand and Grenades have a range of 3, others 2.
Increased staff weapon range and attribute modifiers.
Office Lady's initial passive skill enhanced: Resistance now scales with level and money obtained. Added "Critical Rate increases with held Gold" feature.
Weapon Critical Rate and Critical Multiplier now correctly display modified final values.
Bug Fixes
Fixed issue where sound effect of monster capture food skill could not be controlled.
Update announcement: 1. Added Susanoo Maki Special Skin 2. Added Fantasy Plaza (multiplayer interactive scene, knowledge quiz event will be open tomorrow) 3. Added Alliance BOSS gameplay (opening time is determined by the guild administrator) 4. Added team viewing on the Others Information page 5. Added team competition on the Others Information page 6. Added team viewing rejection on personal information settings 7. Added team competition rejection on personal information settings 8. Freely adaptable screen size
We're excited to bring you another thrilling update packed with new features, enhancements, and content that will elevate your Bloodshed experience. Let's dive into what’s new!
Weapon Traits – New Tactical Possibilities!
First up, let's dive into a topic that has been on our minds and yours for a while: Weapons! After we started the Early Access phase, you consistently pointed out your desire for more incentives to experiment with different weapons during your runs. And we’ve listened! But before we dive headfirst into a comprehensive overhaul of our weapons, we had to ask ourselves: "What should such a feature look like to meet your needs and align perfectly with Bloodshed and its gameplay?"
We've put a lot of thought into this and gathered a variety of ideas, and we’re excited to present our prototype solution in the upcoming update: the brand-new Weapon Trait System! Once unlocked via the associated relic, you’ll discover workbenches scattered across all main mission maps. Here, you can give your weapons unique special abilities – making your favorites even more powerful and unique in every run!
Depending on the weapon type, you’ll have access to up to three traits that are randomly rolled for each run. All you need to do is reach the appropriate level for the weapon and activate the trait at the workbench. This means more incentives to use different weapons, genuine reasons to level up, and significantly more tactical options!
We had a blast testing this feature, and we found that the gameplay dynamics shift dramatically based on the available traits. We hope you’ll enjoy this feature as much as we do!
New Missions – Off to New Adventures!
Now things are getting exciting – two brand-new missions are on the horizon! This time, we’re taking you on a journey that will test not only your nerves but also your trigger finger.
First up, prepare for a wild boat ride on an old, dilapidated steamer that has been hijacked by the cult. Stand your ground against the cult’s crew and their minions, and make it to the other shore as alive as possible! As you battle through the waves, a host of new creatures will make your life a living hell, and during the mission, new paths will open up to you.
Your next destination? A cursed fishing village on a remote island. Here, you’ll have to fight your way through winding harbor installations, dimly lit caves, and a stilt village along the shore, all while the relentless rain pours down on you. Get ready for some real Lovecraftian atmosphere! Just be careful not to plunge into the poisoned waters in the heat of battle unless you’re up for a painful swimming lesson!
Of course, we haven’t forgotten about the music – a brand-new track will guide you through the missions in three different intensity levels, shifting in intensity based on the action. So buckle up and prepare for an adventure that will make even the bravest survivors sweat!
New Character – Father Fidelis, the Master of Chains
We proudly present our newest survivor: the slightly frail yet brave Father Fidelis! Equipped with a hefty dose of stubbornness and his legendary whip, Chain Fury, he will fearlessly confront the cult and its minions.
With its high action radius, this weapon allows you to take down a whole group of undead foes with ease. And when things get dicey, swing up to new heights using the grappling hook function – is there a genuine Spider-Man hiding beneath that monk’s robe…?!
Of course, Father Fidelis comes with some brand-new one-liners. What would an old-school shooter be without a few cynical quips? We hope you’ll love him as much as we do – we certainly had a blast during testing!
New Enemies – The Air Gets Thinner!
Over the past few months, we’ve been secretly working on a brand-new enemy feature that you’ve been asking for, and with the new update, we’re finally introducing flying enemies to the battlefield! Kicking things off is the Grinspire – a demon summoned from the depths of hell, who will chase you down with dangerous fireballs. Better not get too close, as he bites! At least he puts on a friendly smile during his antics…
Additionally, you can expect three more brand new enemies. Watch out for these fiends, as they’re sure to heat things up!
Additional Stuff – More Than Just an Update
In addition to all these new features, you can look forward to new spells, relics, and objectives. Stats enthusiasts will be pleased with new trackable values, and achievement lovers won’t be left out either.
And if English isn’t your first language, we have a special treat for you: we’ve finally made preparations to localize Bloodshed – it was quite a bit of work! But it’s worth it: the German localization can now be activated via the options menu, and we plan to roll out additional languages soon.
We’re super excited to hear your feedback and can’t wait for you to dive into these new adventures. So get ready – the next chapter of Bloodshed is here, and it’s going to be bloody!
TL:DR - This is the full Changelog of Version 0.13.4:
Weapon Trait System
We’ve introduced the brand-new Weapon Trait System!
Once you unlock this feature through the corresponding Relic, you’ll discover workbenches scattered across all main mission maps. These allow you to equip each of your weapons with unique special abilities, making them even more distinctive and powerful as long as you wield them.
This system is our response to the feedback we've received regarding weapon progression: players wanted more incentives to focus on multiple weapons during each run and fully utilize their upgrades. With the intricate functionalities of the Trait System, players are now rewarded for leveling up weapons while simultaneously diversifying their capabilities, creating unique tactical possibilities in each run.
In this initial version, we’ve implemented a robust selection of 23 Traits for you to explore.
Happy experimenting, and we’d love to hear your feedback!
Missions
The first two missions for Episode 2 have been added!
The first mission unlocks after completing the boss battle in Episode 1.
Enemies
Prepare yourself for four new foes!
Cannon Cultist: Beware of this monstrous enemy and their little companion armed with deadly cannonballs!
Banshee: If you hear this wicked hag howling in the distance, it’s time to make a quick escape!
Grinspire: Our first airborne enemy is agile, can take a beating, and rains down deadly fireballs upon you—don’t let that friendly smile fool you!
Chainsaw Reborn: Watch out for this undead beast wielding a chainsaw! Take him down quickly while you still have the chance.
Characters
Father Fidelis joins the Survivors! Armed with a deadly chain whip and a powerful grappling hook, he can catapult himself to dizzying heights as he confronts the forces of evil.
Spells
Turret: Place deadly turrets nearby to protect yourself from enemies.
Scythe: Whirl this razor-sharp double blade at your foes—then catch it again for a devastating one-two punch!
Passive Abilities
Evolution: Gain a substantial advantage with increased XP gains!
Duration: Extend the duration of your spells for even more effective attacks.
Global Upgrades
Evolution: Also a recommended upgrade! Permanent increases to XP help you level up faster.
Area: This upgrade expands the effective radius of your spells—permanently!
Objectives
8 new objectives have been added for you to tackle.
New Music
A new background music track with three intensity layers has been added for Episode 2, enhancing your gameplay experience.
New Achievements
6 new achievements have been introduced for you to unlock!
Relics
Weapon Traits: Unlock the all-new Weapon Traits feature to empower your arsenal!
Explosive Barrels: Watch out! Deadly explosive barrels will now spawn throughout all main missions.
AI Enhancements
A new AI and behavior system for flying enemies has been implemented.
Defeating an exploding enemy caused by the player now counts toward your kill count, and affected enemies will drop loot.
Enemies now instantly react to damage instigators.
Melee enemies now attack more swiftly when directly in front of the player.
Enemies actively seek out the player within a certain range when they have no current target.
Improved line-of-sight behavior for all enemies.
Localization
Language options for English and German are now available.
Stay tuned for additional languages coming soon!
Meta Game
Statistics: Weapon traits claimed are now tracked for your progress.
Statistics: Explosive barrel takedowns are now counted toward your kill count.
Miscellaneous
Destructible item containers (columns) now check for unoccupied spawn positions, reducing the chance of multiple objects appearing in the same spot.
Fixed layout issues with stats display in pause mode to prevent line break problems.
Mini maps have been added for the Tower of Trials and Temple of the Damned.
Corrected a bug that misrepresented stats when upgrading passive abilities.
Updated the column texture in the Headquarters background scene.
Fixed display issues for gamepad rumble strength in the controls options menu.
Resolved an issue in the main menu that occurred when pressing Esc (or the Cancel button on gamepads) while a safety prompt was active.
Added "Quit Game" buttons to the meta game and pause menus.
As always, your feedback and thoughts are really appreciated! If you want to give us any feedback please do so in the comments, in the Steam Community Hub, or on our Discord channel. That would really help us a lot! 🤘