- Improvement for loading issues after generating large amounts of magic - Added "Maximum Movement Speed" to "Gameplay Settings" (to prevent user 3D motion sickness) - Changed description for `Guide for the Lost`
We fixed items disappearing from hotbar, some bugs, tweaked solo and adventure play.
Hi Survivors!
This time, I’m splitting this post into parts. In the first part, I want to share the issues you’ve reported that we’ve been working on. In the second part, I’ll talk more about the balance changes. Then something about the future. Ready? Machine fueled up? Great — let’s go!
Fixes & Improvements
Attempted a fix for items disappearing from the hotbar!!!
Reduced GPU usage in the Main Menu to improve performance.
The game now starts with the framerate locked at 60 FPS by default; players can unlock it in the settings.
Added a failsafe to prevent characters from getting stuck after dodging.
Fixed issues with broken storage containers and furnaces not functioning properly.
Improved reliability when loading items into storage chests.
Fixed a bug where berries and other food items could disappear from the hotbar. Further improvements to this issue are coming shortly.
Resolved an issue where save files were not being displayed correctly when using the Turkish language.
Quality settings now also adjust draw distance for more accurate performance scaling.
Balance Changes
Adjusted loot in legendary chests to include greater variety and more rewarding drops.
Decreased the durability of the Miner’s Pickaxe to improve tool progression.
Made zombie attacks less intense for solo players to improve the solo experience.
Lowered the difficulty of zombie attacks in Adventure mode.
The dismantler is now unlocked by default and has reduced material costs, making it easier to access early in the game.
Next Patch
Improvements to roadblocks and saving the game during the roadblock quest.
Once again — I just have to say it — thank you, Survivors, for all the feedback you've been sending our way! We're doing our best to make sure Survival Machine brings you as much fun and as few issues as possible. We read all of your comments and are working hard on the problems you're encountering. Stay frosty, Survivors!
Another set of fixes and improvements for the game! One fairly big change is a reworked sun position calculation across multiple frames to reduce amount of shadow "flickering" seen when the position is updated every frame. A completely new cloud rendering system was added as a result of this new sun position change to make sure the shadows continue to look right.
Additions:
Reworked sun position to only be set every few frames rather than every frame to reduce amount of flickering you may see around the edges of the shadows, especially at lower settings
Reworked cloud shadow rendering to take the new sun positioning into account
Added ability to chop up dead logs to receive scrap wood
Added new input to switch between top-down and third-person perspectives (only with keyboard/mouse, default key: H)
Added smoked fish recipes
Fixes:
Fixed third-person mode field of view (FOV) being incorrectly zoomed out after the character customization update (v0.10.0)
Fixed wrong terrain height calculation near chunk borders that would cause terrain levelling to creates spikes along these borders
- Dial-up(aspect): use callbacks to activate nodes with remote; - Crisis Manager (adds Sunk Costs to each level pool); - a new music track; - Tesseract and Secret Dossier final artwork;
Changed
- Aspect Matrix: Aspects costs (first Aspect - 1 Crystal, second Aspect - Crystals); - Map generation internal rework (each segment can only appear once per run); - Aspect Matrix: diagonal choice unlocked; - Red Signal: Added "[Turn start]: Add X Trace (X = number of Actions gained from this on the previous turn)" - Tapped Line: Added "You can't have more Callbacks than you current Link value." - "flat" Data Pool shop, single node option price reduced to 50; - Cookies(node): Added "[Activation]: Drop 1 Trace."; - Mnemonics(node): moved to Data and Singleton added; - Inspirational Quote (node): base version changed to "collect 1 Data, refresh 2 adjacent"; - Telephone Survey and E-mail got "Singleton treatment" (base versions got Singleton, effects are kept the same on both versions); - Linda: Added: "Pay callbacks instead of Actions to activate Linda if able."; - some invisible systems changes;
Fixed
- Golden lotus: not giving Credits on Exit. Pyaout increased to 90; - after the reboot loot correctly appears at least 1 hex away from the Avatar; - Mayson now can't spawn an Instant Message under the Avatar; - Dual-band router+;
Added the "Show Ability Visual Effects" option to the Graphics tab of the settings window, which allows spell/ability VFX to be turned off.
Added the "Show In-world Combat Text" option to the General tab of the settings window, which allows the combat and buff add/removal text that appears in the 3d view to be disabled.
Added a header row to the social window lists, and clicking on the column names (such as Name, Lvl, Class, etc.) will sort the list by that column.
Added another punching animation.
Added new facial hairs for human male.
The offensive and defensive target windows can now have their settings (such as scale and opacity) edited by holding Ctrl and right clicking on them.
Bug Fixes
Fixed an issue where readiness wasn't regenerating during gathering of resources.
Fixed missing collision on a wall piece in Halnir.
Fixed an issue where keys and other items needed to open doors or trigger things in the world would work if the player had the item in the bank. They now need to be in the player's actual inventory.
Fixed issue with weather transitions at night blowing fog color out until the transition completed.
Classes
General
Miscellaneous technique fixes and minor adjustments.
Removed readiness gains for taking or doing damage and weapon style adjustments to readiness gain. Increased base readiness regen by 3 times.
Cleric
Cleric Techniques use a Strength modifier and have had their weapon scaling damage increased (very minor adjustment, more changes coming).
Censure, Rebuke, Castigate, Reproof, Abominate, Condemn, and Judgement have had their damage increased significantly and now use a Constitution modifier.
Reduced the bonus to Readiness generation for the Writ line to 10, 15 and 20% to be more in line with the latest Readiness changes.
Dire Lord
New skills should now properly add Provoking Phantoms stacks.
Call of the Dire reduced to 200 Essence.
Enchanter
Delayed Wound Readiness cost reduced to 1000.
Necromancer
Induce Nausea changed from 4 ticks to 3 ticks, damage increased per tick.
Locust Swarm Readiness cost reduced to 1000.
Sicken base damage per tick increased.
Ranger
Sabotage no longer requires [Exposed] status to apply effects.
Ground Scout now has the proper level in the codex.
Fixed Ground Scout and Flying Scout.
Rogue
Twin Fangs base DoT damage increased.
Inject Poison base DoT damage increased.
Venomous Strike base DoT damaged increased.
Deceptive Strike now properly detects weapon type to apply debuffs.
Weak Point now unlocks at a weapon skill of 100 and applies [Bleed].
Toxin Crafts added vendors.
Synthetic (level 6) deals Chemical damage and scales with AGI.
Anticoagulant (level 16) deals Physical damage and scales with STA.
Venomous (level 26) deals Poison damage and scales with INT.
Searing (level 36) deals Fire damage and scales with STR.
Summoner
Wind Dagger fixed.
Warrior
Reduced the bonus to Readiness generation for the Sturdy Tactician line to 5, 10 and 15% to be more in line with the latest Readiness changes. This line will not stack with the Cleric's Writ line.
Crafting
Players may now undertake Level 1-10 crafting work orders for all professions in the city of Sorhiryth. Work orders are repeatable crafting quests that provide opportunities for crafters to improve their skills, earn money, discover more about different areas and factions, and earn unique crafting schematics. To participate in this content, players should speak to Trademaster Vinzin in the Sorhiryth market. Please note that additional work orders and work order rewards will be added to the game on an ongoing basis in many different areas.
Gathering
Mining nodes have been activated for the Lower Ironroot Slopes in Wild's End.
Mining nodes have been activated for the Upper Ironroot Slopes in Wild's End.
Woodcutting nodes have been activated for the Upper and Lower Ironroot Slopes in Wild's End.
Several gatherable plants have received updated VFX in preparation for eventually disabling the default visibility of nameplates on gathering nodes to help reduce screen clutter. The new effects should be less noticeable during the day but help with locating these plants at night. Please note that what you see may vary depending on your monitor settings. Additional node types will be updated in future updates.
Audio
Added new sound effects for some Cleric, Druid, Shaman and Wizard abilities.
Added some new night music, added new music in Wild's End, and some music changes in Eastern Plains.
Hey everyone! Over the past few weeks, we’ve been focusing on two big things: 🐞 Fixing several bugs you’ve kindly reported (thank you!) 🌍 Implementing localization in 4 languages: English, French, Italian, and Portuguese. NB: as an indie team, we’re doing our best to use our limited budget wisely to deliver a solid Early Access version. That’s why (for now) we’re sticking to the languages we can handle internally within our team.
✨ Good news: the improved demo will be available a few days before Steam Next Fest! It’s a great opportunity to collect feedback and refine the game even more—we want to meet (or exceed!) your expectations. As a small team working part-time while balancing other jobs to keep this dream alive, we truly appreciate your patience. We’re doing our best, and we’re getting closer!
🗓️ So, when’s the launch? We’d love to stick with our original plan, in July. However, we’ll make a final decision based on how things go during and after the Next Fest. We want to be sure we launch at the right moment.
🎮 In May, we’ll focus on:
Getting the game tested by streamers and content creators,
Polishing the UI,
Fixing everything that needs fixing,
And… 🥁 drumroll, please… implementing the save system! 💾
Thanks so much for your continued support—it’s what keeps us going and improving every single day. 💛 Stay tuned… the best is yet to come! 🎃 Mad Pumpkins team 🎃
Time to assemble your squadron and deploy! Our free demo is online. Get a sneak peek into the Fleetbreakers universe. Grab your keyboard and mouse, or controller and jump into the action.
This Alpha build contains the Prelude and Act 1 of Fleetbreakers, releasing in Early Access later this year. There are no time limits and no two playthroughs will be exactly the same. Play it as many times as you would like.
Also, please join the conversation on our Discord. Community feedback is essential in bringing our vision for Fleetbreakers to life.
Thank you for taking the time to play. We can’t wait to hear what you think.
Fixed: Among Us 3D players can lose their HUD if they leave the wardrobe before another match starts.
Now you won't be ejected out of gameplay when you're trying to swag up.
Fixed: Kids Web Services (KWS) ID will be displayed during confirmation process. We're continuing to look into the KWS concerns, so please continue to submit tickets if you're running into issues.