MegaFactory Titan is finally available in 14 different languages: English, French, Italian, German, Spanish, Brazilian Portuguese, Czech, Polish, Russian, Ukrainian, Japanese, Korean, Simplified Chinese, and Traditional Chinese!
Update 0.9.4.0 also brings major graphical improvements, technology tree changes, and many quality-of-life improvements.
Localization
MegaFactory Titan is now available in 14 languages: English, French, Italian, German, Spanish, Brazilian Portuguese, Russian, Ukrainian, Polish, Czech, Japanese, Korean, Traditional Chinese, and Simplified Chinese!
Graphical Improvements
The loading screens have been replaced with views of Titan from space. The loading screen for loading or starting a new game is dynamic, and animates as the loading screen progresses. Portraits have been improved. Many models have been improved. Powerplants sometimes spit flames. Aircraft kick up dust when hovering low to the ground. Spacecraft kick up a lot of dust when landing or taking off. Orbital strike visuals have been improved heavily. Missiles have smoke contrails now. Tube models have been improved. Tube turns are now smooth, which not only improves turning speed, but also looks nicer. Tubes, and most structures, when turned on, now produce their own lighting, best viewed at night. Finally, if you don't like the variation of tube colors, there is now a new option in preferences to force all tubes to use a single color.
Gameplay Changes
Raiders and their orbital bombardment is less punishing. They now fire massive salvos, but their accuracy is terrible (they threw their targeting specialist out the airlock). As a result, they often inflict tons of collateral damage, but have difficulty destroying anything reinforced. Additionally, you can now build Orbital Defense Turrets for shooting down their incoming strikes. Orbital Defense Turrets are very effective at protecting your factory, but they run out of ammunition fairly quick. Make sure your factory can support their logistics! Most Factions get a bonus package of augmentations to help start their factory in high gear. Far more structures and vehicles now have augmentation slots, and you can come across augmentations in much greater quantities now. A few new augmentation types have been added as well. Population Happiness has been made more complex, and requires a bit more attention, especially later in the game, to keep it under control. Wind patterns are more complex, with global prevailing wind patterns added. Now, you have to make sure you don't put your habitats downwind from your factory's pollution, but at the same time, pollution no longer just collects in a blob centered around your factory. You can now build power lines on Mining Rights, so selling power is much easier. Selling trophies has a lower initial value, but it falls off much more slowly over time. Same with selling goods to the Mercantile Exchange. A huge number of smaller balance changes have been made as well.
Tech Tree
The Tech Tree has been heavily streamlined. Many groups of similar technologies have been collapsed into a single technology. This makes navigating and reading the tech tree much easier. Many existing technologies have been tweaked and rebalanced. Several new technologies have been added.
Quality of Life
You can mark land mines you find as hostile, so your vehicles will avoid them. Mine fields will be automatically marked as hostile the first time one of your vehicles runs into one of them. Intersections have been heavily improved to alleviate traffic jams. You get an alert when something is destroyed, and you can Rebuild immediately with a button on that alert. Your allies at war with one another will never target each other's trading posts or substations, so you never have to worry about their war screwing up your trade routes. In the tech tree, you can now focus on certain types of technologies (such as "Power" or "Warfare"), allowing you to immediately see what you need to research to get what you want. Tubes with nonstandard filtering will glow dark red to let you know at a glance why they are behaving differently. The pollution view now shows exactly what structures or vehicles are contributing the most pollution. Habitats tell you exactly how many total jobs are in their area. Tons of other small UI and UX changes. A slew of bug fixes. Major performance improvements for large tube networks. Performance improvements for very large factories. Loading times improved for large save files.
Full Changelist
0.9.4.0 Localization - 14 total languages are now supported: English, French, Italian, German, Spanish, Brazilian Portuguese, Polish, Czech, Russian, Ukrainian, Traditional Chinese, Simplified Chinese, Korean, and Japanese. - The default language will be chosen based on your Steam client, but it can be changed in the options. Gameplay - Games saved prior to version 0.9.0.0 (June 2024) are now incompatible. If you need to open up older saved games, a legacy branch has been added for playing version 0.9.3.8. Version 0.9.3.8 can open older save games up until roughly 2022. - Significant parts of the tech tree have been collapsed into single large techs. This streamlines the tech tree to be less confusing, especially early game techs. - Several new technologies added to the tech tree. - You can now mark land mines you find as hostile, which will prevent any of your vehicles from moving near them. - Storages now have a consume and place cooldown for placing or taking resources from tubes. The cooldown varies with the size, so tiny storages have almost no cooldown, while large storages have a longer cooldown. - Stackable storages have a longer consume/place cooldown, which increases the higher the storage is stacked. - Intersections have been significantly improved. Goods with a valid exit in an intersection can slip past other goods. Goods will choose not enter an intersection if it is blocked and there is no valid unblocked exit at the moment. - Goods in intersections "wait their turn" rather than jamming up the intersection when there are multiple streams of goods passing one another. - Orbital Defense Turrets can now be made. These are expensive to make, and consume valuable ammo, but they can strongly alleviate the problem of the Raiders bombarding you from orbit, at least until you find a more permanent solution. - Balance - Pollution scrubbing augmentations and structures reduce breakdown chances somewhat as well. - Balance - All technologies now require only 10 recipes at most to research. - Balance - Hydraulic Monitor no longer produces toxic waste. - Balance - Added more starter packages for certain factions. - Balance - Some factions now get a bonus pack of augmentations. - Balance - Tweaked arrival times of starter packages. - Balance - Farms need fewer workers. - Balance - Agrochemicals are easier to produce, so you can get farms up and running quicker. - Balance - Solid Fuel is more efficient, so your starting cache of fuel lasts much longer. - Balance - You start with even more Medicine. - Balance - Heavy cargo trucks have 2 aug slots. Repair Drones have an augmentation slot. Numerous other structures and vehicles have more aug slots. Many structures which previously had no augmentation slots now have at least 1 aug slot. - Balance - Happiness generators have augmentation slots so they can be insulated more easily (so you don't have to rely on flooring). - Balance - Skyscrapers have smaller internal heaters, necessitating additional heating solutions to utilize them properly. - Balance - Assemblers are easier to produce, so you can get to making Land Reclamation earlier. - Balance - Bonus Packages also no longer give you structures or vehicles after you've demonstrated you can produce them yourself. - Balance - Reduced payouts from trophies, because they are much easier to come by now, but also reduced the monetary falloff from them, so they provide more money for much longer over time. - Balance - Reduced the monetary falloff on resources given to the Mercantile Guild, making selling to the Guild a much more viable financial strategy. - Balance - Nerfed late game Titanquakes to be less devastating. - Tweaked the spawn locations of weather crisis so there is less of a chance of a 'dud' crisis. - New anti-corrosion augmentation which slightly improves a variety of different traits when installed: pollution inefficiency, research speed, maintenance costs, and more. - New heat sink augmentations which improve heat loss of structures. - Tweaked how wind works. Added stronger Prevailing Winds, which alters pollution patterns significantly. You now have to worry about making sure your habitats are not downwind from your factories. - You can build power lines on Mining Rights. This lets you sell power to other factions without having to buy a ton of full land rights. - Many other small recipe tweaks. - You can no longer relocate recently damaged stuff (to stop scrappers that way). - Mining heaps no longer fill up any strip mine they are placed on. Instead, they are dropped on the ground no matter how low the strip mine is. - Miners can mine terrain underneath mining heaps now. - Explosive shots that miss can inflict collateral damage. This is especially relevant when the Raiders start their orbital bombardment. - Habitats have slightly increased necessity storage space so they don't continually pop up alerts that they are running low when the tube to get them new necessities is long. - Repair drones can't repair things that have been recently damaged. They have to wait for a small amount of time first. This prevents them from having a "repair-fight" with scavenger building breakers. - Tube turns have been smoothed, so they preserve velocity in most cases. - Improved behavior of missiles and KKVs. - KKVs fire in bursts, with less overall accuracy, more total damage, but less average damage. AI - Population happiness made more complex, and has less of a chance of all population at a location becoming stagnant and all feeling identically over time. You now have a greater chance of getting 1-off outliers of really unhappy or really happy people in your habitats. - Once a user has demonstrated they can produce an item, other factions will no longer offer that item as a mission bonus. - Repair Drones will no longer try to chase after the same target as other Repair Drones. - When escorting vehicles, other vehicles don't cluster too closely so as not to block the escorted vehicle. - Warring factions distribute their escort vehicles between their vehicles that need it, rather than all of them bunching up around one. - Increased the number of missions that the AI will give you a bonus for. - Factions give bonuses for combat vehicles (the first time). - Tweaked mission rewards to have more useful stuff. - Pirates don't steal from Mining Heaps anymore. - Scavengers refuse to attack Reinforced Power Lines because they're too much of a pain to break down. - Raiders deprioritize targeting intersections, power lines, and other structures that could grind your factory to a halt. - Raiders pick their targets haphazardly, and lose interest in a target even if they didn't finish destroying it. - Raiders have really bad aim, but they make up for it through volume of fire. - Reworked how AI factions prioritize targeting of structures to make more logical sense. - AI factions patrol their land more thoroughly. - Allies can travel through your mining rights. They only stay out of your full land rights. - AI factions at war with one another no longer target each other's trading posts or substations. - Balance - Raiders have much worse accuracy with orbital strikes than you do. - Balance - Mercantile Exchange prices don't collapse as fast due to you selling them too much stuff. - Balance - Air scavengers and pirates arrive later. - Balance - Pirates arrive first, scavengers arrive later. - Balance - Allied factions develop weaponry at a slower rate. - Whenever one of your vehicles runs over a land mine, this will mark that land mine and all nearby land mines as hostile as well. Building breakers don't mark land mines, because they are land mine resistant. - Combat vehicle behavior changed. Combat vehicles prioritize chasing enemies over their current orders, or their current patrol path. You must set them to hold their fire to stop this. If they lose or kill their target, they'll then return to their original path/behavior. Graphics - Loading screen graphics have been replaced. - Load game loading screen is now dynamically rendered. - Portraits have been updated. - In game atmospheric colors have been improved. There are now less "black fog regions" at sunset and sunrise. - Air vehicles kick up dust whenever they hover lower. - Spacecraft kick up lots of dust when landing or taking off. - Flying units, when destroyed, explode in shower of sparks. - Missiles have smoke contrails now. - All other particle effects have been tweaked. - Improved tube model graphics. - Tube turns are smoothed. - Tubes now produce their own lighting. Although this light is not too visible in the day, at night they can light up your entire factory. - Most structures that glow now produce a little bit of lighting as well, primarily visible at night. Any structure with emissive color now generates actual lighting. - Bloom has been tweaked. It's less bright at night, and in general, more subtle and less jaggedy. - Pollution clouds are less obtrusive. - KKVs, when shot down, create a splash of fiery debris (visual only, not harmful). - Wheels and Tractor Treads on vehicles graphics tweaked to be slightly more visible. - Many models have been subtly tweaked. - Producers, vaporizer stacks, and some powerplants flare up when first consuming inputs. - Smoke moves slower in the wind. - Maglev catapults have a sparking effect whenever they launch a resource. - Improved exhaust plumes on missiles and rockets and rocket speeders. - Improved visuals of KKVs fired from orbit into your factory. - Added alternative tube color schemes in Options. Rather than have tubes match the resources that are on them or to the filter they are set to, you can set all tubes to always have a flat color. UI - When building tubes, the UI visually shows where exactly your tubes will auto-connect. - Tube auto-connection will stop working if split between 2 different structures. Rather than randomly pick 1 of the 2, it will simply not auto-connect. - The inventory widgets, when clicked on, if you are out of items, instead of cycling through storages of that item (which there will be none), will instead cycle through producers of that item (if there are any). - You can toggle high priority on structures through the right click menu. - You can now set a wider range of priorities on your structures rather than just high or low. - Structure screens show priority icons more visibly so you can see what is high priority at a glance. - Mining Heaps show up in the resource view now. - Augmentation UI is better suited adding and removing augmentations into/from structures/units quickly. - The tech tree's visual clarity has been greatly improved. No more tangled messes of lines; you should be able to follow every line in the tech tree easily. - Improved the tooltips and general UI of the tech tree. - Added more tooltips across the game. - You get an alert if you have unsold trophies in your storages or on your land. - Trying to mine a resource outside of your land will throw an error and highlight the land rights button. - You can now focus on certain kinds of technologies in the tech tree. This can help you easily search the tree and find out what you need. - Habitat UI now tells you exactly how many jobs are needed in the area, and gives a breakdown of each job. - In Pollution view mode, structures will be tinted a color based on how much pollution they could produce, and a tooltip will let you know the exact pollution rate and pollution they've produced that day. - Tubes with non-standard filtering (blacklisting, or 2+ whitelisted filters) options glow dark red, so you can immediately tell that they're operating differently from what you might expect. Very useful for figuring out why your tubes are behaving differently at a glance. Note that this won't be visible if you use the new graphics option to set all tube colors to a single color. - You can hover over and click on the tiny prerequisite nodes in the tech tree. - If a cargo vehicle can only pick up a certain amount of a resource due to its dropoff spot requesting only a certain amount, that nuance will be visible in the cargo vehicle's inventory bar, with an explanatory tooltip provided. - Breakdowns and damage alerts downgraded from warnings to messages, because they generally get fixed up automatically by your repair drones anyways. - Turrets and combat vehicles send a message when they are taking a while to reload. - Infolinks only show the inputs needing research for the lowest-tech recipes. - More granular Interface Scaling options. - Real Estate billboards show the leader when selected. - Holding down Shift when placing units lets you continue placing more units of the same type. - Stockpile UI isn't yellow / warning when zero if the resource is a byproduct. - Stockpile inventory is presorted, rather than being sorted based on the last item you selected. - Infolinks properly displays recipes for byproducts. - Upgraders show all of the possible inputs they can take (and how many spots are available). - If you send a vehicle on a trade mission via the mission UI, and the vehicle has errors (such as the vehicle can't reach the trading post), you'll get notifications about those errors immediately, and the mission will be canceled. - You can cycle selection through the transports already on a mission by clicking on said mission's UI. - When building things, the ui will tell you how many copies you have left. - When your structures or vehicles are destroyed and leave behind a ruin, you get an alert that sticks around until you destroy or rebuild the ruin. You can Rebuild immediately with a button on that alert. - Some circle notifications (such as "attacked the enemy" or "radar detected enemy") disappear after a short time. - Consolidated a lot of circle notifications so you don't get spammed with them. - Items are sorted and grouped better in all locations in the UI. - Many more tiny UI tweaks to improve the user experience. Other - Improved audio voices not drowning one another out as much. - Many, many string fixes. - Bug fix - Fixed tubes not registering a change when a stackable structure replaces a non-stackable structure, or when a stackable structure stacks higher, or when a tube is upgraded. - Bug fix - Fixed audio levels not changing when typing in the values. - Bug fix - Fixed a number of cut off text issues in the UI. - Bug fix - Fixed options buttons showing up on wreckage. - Bug fix - Fixed bad UI padding in certain dropdowns. - Bug fix - Fixed certain items not mentioning their maintenance costs in the infolinks. - Bug fix - Setting a production limit on a producer was incorrectly resetting it to infinity. - Bug fix - Fixed Lake Bridge visual bug. - Bug fix - Enemy wrecks floating in the air sometimes. - Bug fix - Fixed pollution and waste heat not showing up for some recipes. - Bug fix - You can no longer duplicate a structure while ignoring placement restrictions of that same structure. - Bug fix - Removed alert advice that had no valid strings. - Bug fix - Fixed weird selection highlighting on various structures. - Bug fix - Fixed atmospheric collectors and the like from throwing errors about not having inputs. - Bug fix - Tidal plants and Water Treatment Plants now require workers. - Bug fix - Rare bug where tooltips would become enormous. - Bug fix - Fixed strange UI scaling happen in certain places whenever altering the Interface Scale. - Bug fix - Fixed some cases where vehicles would clip through one another. - Bug fix - If you try to build a tube blocked entirely by structures, it will error out. - Bug fix - Fixed tubes sometimes creating junctions where none should exist. - Bug fix - Fixed lights getting cut off sometimes. - Bug fix - Removed weather from Vehicle Tracker. - Bug fix - Fixed tubes auto-connecting to Caching Buffers when they shouldn't. - Bug fix - Fixed certain resources being improperly classified. - Bug fix - Disabled building stuff before your main base lands, as that could cause overlaps. - Bug fix - Mouse selection is narrowed to more closely match structure models, which prevents you from, for example, selecting an airborne wind turbine when clicking underneath it. - Bug fix - Fixed being unable to open infolinks on vehicles in some cases. - Bug fix - Fixed some tubes being built incorrectly. - Bug fix - Fixed certain goods registering as a lower or higher tech than they should have been. - Bug fix - Fixed highlighting of tubes within an "area relocate" or "area destroy" even if that tube was not in that area. - Bug fix - Fixed combat units jerking about their destinations sometimes. - Bug fix - Copying settings refreshes tube colors correctly. - Bug fix - Changing a tube filter wasn't making goods on a tube realize it couldn't reach its destination. - Bug fix - Fixed infolinks sometimes saying you had researched a tech when you didn't. - Bug fix - Fixed pollution scrubber augmentations on mining vehicles incorrectly increasing pollution rates. - Bug fix - Fixed AI factions vehicles doing nothing if boxed in by terrain or the player. - Bug fix - Fixed AI faction structures getting damaged and then never recovering. - Bug fix - Fixed missiles vanishing if their target dies before they hit. - Bug fix - Junctions sometimes rendering incorrectly fixed. - Bug fix - Fixed bug with scrolling on the tech tree not being remembered. - Bug fix - Fixed rare black spots on certain models. - Bug fix - Fixed pixel glitches on certain icons. - Bug fix - Fixed some items printing out that they are reducing things beyond 100%. - Bug fix - Fixed air units glitching through cache models. - Bug fix - A tube can't auto-connect its start and end to the same structure anymore. Only the start will auto-connect in that case. - Bug fix - Fixed In Situ Leach Mines not being placeable on Mining Rights. - Bug fix - Fixed tubes right after intersections getting backed up with goods. - Bug fix - Fixed bug with necessities entering a habitat and then immediately being kicked out. - Bug fix - User can't rebuild enemy wreckage anymore. - Bug fix - Fixed the tutorial on buying powerplant fuel not showing up. - Bug fix - User can't demolish enemy wreckage (except with a building breaker). - Bug fix - Prevented building structures that halfway intersecting diagonal tubes. - Bug fix - Fixed faction trade requests being somewhat erratic. - Bug fix - Fixed augmentations showing up in factories that were building them. - Bug fix - Turrets stop rotating once broken or shut down. - Bug fix - Fixed goods destroyer ui icons flickering while working. - Bug fix - Fixed factions buying huge amounts of necessities that they didn't need. - Bug fix - Fixed allied factions sometimes requesting the same thing over and over. - Bug fix - Fixed being able to manually destroy random ruins in the world. - Bug fix - Fixed Warships being able to attack while on the ground. - Bug fix - Fixed trucks sometimes not dropping off stuff if they have no pickup spot. - Bug fix - Intersection corners no longer are places where goods would just get randomly stuck or slow. - Bug fix - Fixed certain audio being audible from all the way across the world. - Bug fix - Damaged or off intersections no longer process goods. - Crash fix - Crash when buying things from a faction without a trading post. - Crash fix - Rare crash deleting items being worked on when paused. - Crash fix - Crash when a mining vehicle is destroyed and it leaves behind a trophy. - Crash fix - Crash when selecting certain ruins. - Crash fix - Rare crash that may occur after the raiders appear. - Crash fix - Fixed rare crash on constructing odd tube layouts. - General performance improvements. - Stuttering during large combats fixed. - Performance improvements for large numbers of vehicles. - Major performance improvements for large tube networks. - Improved performance for very large factories. - Massively improved loading times for large save files. - Multithreaded terrain generation further. This improves performance for the first few seconds of game time when loading a new save, and also performance when moving the camera quickly around the map.
Join us as we're showing off the new Shifting Gears update! Enjoy a whole new map and new features together with My, Wilmer, Christina, and Jessica from the FRAME BREAK studio!
It's here, it's finally here! Check out the new content, changes, bug fixes, and find information about our updated Road Map at the end!
We've been elbow-deep in the gears to bring this update to you, our community, and we are beyond excited to open up our barn doors and show our harvest! ⬇️
Added Types to Crops and Mounds with various effects when they interact to encourage crop rotation
Added drones to automate the watering process, accessed by building a Watering Drone Station
Added Mech and Exofarmer health
Damage can be scaled for each in the Settings menu
Added the Mech needing fuel to operate
Fuel consumption rate can be scaled in the Settings menu
Added Home Area system to streamline various home-related systems like crafting from storage, Coziness, and fast travel
Added the ability for Exofarmer to pick up resources, instantly moving them to the Mech's inventory
Overhauled core progression with a new crop delivery system, accessed via the Delivery Cannon
Added inspection points that players can interact with to get information about things in the world
Added loadout functionality to make it easier to quickly swap parts and tools on the Mech
Added "Queue Max" accelerator button to timed crafting Constructs, instantly queues as many of a resource as possible
Added an indicator to show new recipes and Constructs
Added "Quick Deposit" accelerator in storage Construct menus
Exofarmers can now cycle between equipped tools on unpiloted mechs by interacting with the equipped tool
Constructs can now be recycled with a shortcut while in build mode
Added "Auto-hide HUD" setting
Added new Exofarmer emotes
Added several events and hazards to the game world
Added new lore text unlocked by finding artifacts
Added "Day Length" setting
Added additional Decorations
Added new minerals to the game world
Added snow and gravel materials to the landscape
Added more artifacts in various places in the world
🔁 Changes
Improved Exofarmer animations
Made physics simulation, including Mech movement, start slowing down when below 19 FPS rather than 30 FPS
A Mech colliding with an object can now deal damage to that object
Items placed directly into storage now count towards discovering new recipes
Storage constructs can now be relocated without having to empty them first
Available items will now be automatically contributed to a construct when placing it
Overhauled Mech animations and effects
Changed build mode controls to allow full movement capabilities
Many larger objects will now appear to break apart when destroyed, e.g., trees and large bushes
Split resource nodes between respawnable and one-time nodes, with new art to distinguish the two
Overhauled Mech customization to allow for easier and expanded control over parts appearance and colors
Recoloring is now done via a menu instead of via the Exofarmer’s Paint Gun
Removed Paint Gun’s secondary color mode
Overhauled game world
Overhauled fertilizer to make it easier to get and apply with a new transform mode
Overhauled scale of game world objects and constructs to be more suitable for the exofarmer and properly convey the mech's size
Overhauled the Irrigation Hose's secondary ability to make it more viable for larger fields
Overhauled the Artifact system to unlock lore texts and rewards over time
Split the Field Plow and Harvester into two separate Transform Modes
Changed the third-person camera for Exofarmer
Added distance blend to cliff materials, leading to sharper textures up close
Overhauled narrative and game introduction
The mech can now absorb water simply by standing in it
Updated the world map, including a more granular fog that clears as you explore
Changed the shape of respawning resource bases so that dropped resources are easier to retrieve
Updated and added many Mech and Exofarmer sounds
Completely rebuilt crop systems to support much larger fields
Removed hazardous events that occurred on your farm (Slime Bubbles, Noxious Weeds)
Increased the render distance of player-made paths
Exofarmers can now be submerged deeper in water before getting teleported back into the Mech
Increased Mech acceleration and turning speed
The Vacuum Harvester can no longer be used to harvest crops
Renamed to “Resource Vacuum”
Adjusted achievements to fit the new progression and world
Made the Mech stick better to the ground when running at high speeds
Drastically reduces the frequency of situations where the Mech stops running on slopes
Overhauled tutorial missions
Updated main menu visuals
Increased queue size in timed crafting Constructs
Added amount slider to timed crafting Constructs
Made trees and other landscape features visible from further away
Updated item pick-up and discovery HUD notification
Updated water tank HUD element
Made the mech heavier - faster falling, more stable, rolls less when falling over, can't be pushed by exofarmers anymore
Updated water materials for more variety and improved visuals - there are now differences between rivers, ponds, and lakes
Water now reacts to the Mech and Exofarmer moving through it
Added and improved various animal animations
Overhauled various ruins
The alien-themed music now stops playing when players have found all artifacts in a larger ruin area
The Mech now assumes a different, slightly crouched pose when unpiloted
Improved collision on several objects
The Seed Shooter can now be fired continuously by holding down the shoot button
Significantly improved Seed Shooter lock-on performance, especially network performance, to allow for more simultaneous targets
Adjusted Seed Shooter lock-on behavior to make the acquisition of many targets much easier
Made the Irrigation Hose's primary mode cover more area, requiring less precision aiming
Rebalanced resource progression and changed nearly all construct costs
Mech thrusters will now fully recharge in the same amount of time, regardless of duration upgrades
Recycling a painted construct will now give back the applied paint
Crops no longer wither 3 days after reaching the mature stage
Recycling constructs now adds items directly into the Mech's inventory
🪲 Bug Fixes
Fixed recycled, or relocated hologram casting a shadow before disappearing
Fixed players getting stuck attempting to create a new save game with all save slots filled
Adjusted pop-up message when unable to disembark the Mech
Farm animals can now experience the "Alone" status if they don't have enough company
Fixed a rare issue where the player didn't spawn correctly, sometimes leaving them in a blue void
Potentially fixed issue where some players would lose system audio when entering Multiplayer
Fixed an issue that could progressively decrease performance and increase memory usage during a play session
Fixed issues related to movement speed and encumbrance when using a Transform Mode
Fixed several issues related to the spawning of resources
Fixed snapping in build mode being too aggressive on the vertical axis
Fixed most camera clipping in first-person as the Exofarmer when using zero view bobbing
Fixed player-made paths sometimes being visible where they shouldn't be
Fixed issues related to the frequency and context of PIP-3R dialogue, which should now happen less frequently and be more relevant
Fixed controller vibration pausing periodically when using Mech thrusters for longer periods
Fixed oversized snapping boundaries on Grinder
New Roadmap! 🗺️
Phew, that list was a real wrench-turner! But the machine doesn't stop here.
We have reworked our roadmap format from the ground up in an effort to give you deeper insight into our development process. We want to try to share our plans in a much earlier state than before, even if that means sharing ideas that might not end up in the final game!
The new roadmap contains what we are already working on for future updates, for example, a new biome, ruins, building options, and more! It also contains features we're currently exploring and prototyping as possible additions to the game, like more traversal options.
We wanted to be as transparent with you as possible, so we even added features we're considering, although not ready to commit to, like the much-requested Creative Mode or expanded multiplayer hosting options!. At present, a lot of our focus will also go towards quickly fixing any bugs that may crop up after the latest update, but we plan to actively update the roadmap as we shift more of our effort towards working on the new content.
We're committed to constantly improving and evolving Lightyear Frontier, and the feedback from our community plays a huge role in shaping what comes next. We want to open up the dialogue with you even further than before and hear what you think through all stages of production. What are you most excited for? What do you feel is missing from the roadmap? Join us as the adventure continues, and check it out below!
Share your thoughts and suggestions about the Shifting Gears update and our Roadmap on Discord!
Thank you for joining us - See you next harvest! // The FRAME BREAK team
Hey everyone! We’ve just released a massive update that expands the world of Genopanic, adds new features, and gives completionists even more reasons to dive back in.
And yes — Genopanic is now available on Nintendo Switch and PlayStation, alongside PC (Steam)! 🎮
🔁 Backtracking is now available! Use the brand-new pneumatic portal system to return to previously visited locations. Revisit old zones, uncover hidden paths, and chase every last secret. Perfect for explorers and achievement hunters!
💎 Collect belomorium crystals to boost your health A new collectible has entered the lab — belomorium crystals. Each one increases your max health, helping you survive deeper into the facility and tougher encounters.
🧬 Unlock the best ending by completing the game 100% Find all GMOs and crystals, and you’ll unlock a brand-new ending. More story, more revelations — no spoilers, but it’s definitely worth it.
🎬 More cutscenes, new lore, and extra dialogues We've added fresh cutscenes, character interactions, and in-world notes to make the story more immersive and the lab even weirder.
🛠 Tons of fixes and polish Bug fixes across multiple zones;
Better performance and stability;
Smoothed animations and platforming.
Thanks for all your support — and don’t forget: you can now play Genopanic on console too!
🎵 Mercyful Flames: The Witches just got a complete soundtrack—thanks to Alembik, the dungeon synth project of Michał (you might know him from Owls Woods Graves, Hauntologist, Over the Voids, live Mgła, and more). The whole soundtrack is now available on every major streaming platform—including YouTube!
In this vlog, we talk about what it was like working on the game’s music, why audio is a specially important thing in this project… and why the in-game soundtrack is actually a bit different from what you’ll hear on Spotify. Plus: we’ve got a CD edition, with all profits until mid-June 2025 going to Otwarte Klatki (Open Cages)—so you can listen and help animals at the same time.
We also have a little teaser of the upcoming gameplay that we'll release this week! Starring - Bloody Mary!
There is so much potential and possibilities, don’t wait and show us your support! We are very close to achieving it with your support. We are excited to see your commitment and it really motivates us to work harder!
Thank you again for your support, and let's keep pushing forward to make this project a reality!
Version 418 is now live for the DEMO of Sister of a Dragon.
DETAILED VIEW OF CREATURES & CHARACTERS
You can now access the details of the selected opponent – in player party as well as among the opponents – by clicking on the (i) button next to each portrait, to see:
For opponents –
tokens produced, and their cost in AP
HP and AP stats
Immunities/Vulnerabilities
Conditions
A more detailed visual of the creature
And for the player characters:
A more detailed visual of the character
Immunities/Vulnerabilities
Conditions
HP and AP stats
Thanks to ːmagic_sparklesː Griffin and other players, who asked for more consistency in accessing this information.
END TURN BUTTON
Based on user feedback, we updated the "end turn" button:
it got bigger
it now displays text on it, rather than the icon
it moved to the bottom right corner
Next to this button you will also find an updated toggle for "detailed view" during the resolution phase, and a new visual of the button that calls up the in-game menu/settings.
TURN PANEL & ACTION POINTS
The turn panel at the top got updated. Also, AP are now no longer shown as a bar, but are displayed as separate dots.
ROUNDING RULES
A few people asked about the rounding rules (we round down anything below 0.50, and round up 0.50 and above). We created a new line of text, that is now displayed at the bottom of the token interaction table, to make it extra clear.
LEVEL DOWN / LEVEL UP BAR FOR TOKENS
In token tooltips, we used to show 2 progress bars that were the color of AP, and that said "current power" and "base power". Well, these are now upgraded to the versions that actually show the current values on the bars themselves. These demonstrate when the token levels down or levels up.
That's it for today, and we're off to continue working on the Story Mode.