🕛 GD Purchase Event
Start: July 11, 2025, 9:00 AM CEST
Finish: July 13, 2025, 09:00 AM CEST
Event time: 48 hours
Included:
+20% GD Bonus on all GD purchases
We hope all our players enjoy this exclusive event to the fullest.
Have fun!
If you ran into crashes during exploration or found your progress blocked by missing chunks or inaccessible buildings, this update will help. Thanks to everyone who flagged these; it made tracking them down much faster.
Exploration Crash: Fix for a crash encountered during exploration.
City Loading: Fix for parts of the city not loading chunks, blocking progression.
Hotel Access: Fix for the hotel being inaccessible when requiring entry to complete an objective (collecting the Resonator – Act 1).
We're already working on a larger update, which is why it'd help if you left a Steam review, letting us know your thoughts about Every Day We Fight. We're poring through our Steam forums, Discord community, subreddit, and Steam reviews to see what you like, what you'd like to have improved, and how we should prioritize those changes.
You can find us on Discord, Reddit, and Twitter for discussions, updates, bug reports, and to share your feedback.
大家好,我是《宗门志》的制作人三虎。
不知不觉《宗门志》已经发售1个多月了,这里先给大家道声谢,感谢玩家们一直以来的支持与关注,我们团队会持续的更新和优化,不会让大家的期待落空,之后也会尽量定期和大家汇报工作。
这1个月以来,心路历程是极其复杂的。发售之后,面对游戏巨量的 bug,团队怀着愧疚的心情疯狂地修补。虽然在前两周内,我们通过高强度的加班修复了大部分恶性bug,但是游戏性能卡顿的问题逐渐浮现出来,已经严重影响了玩家的游玩体验。
发售2周后,我们认为高频率的小修小补已经不能解决大家所面临的问题。除了性能问题,大家在一些交互优化和游戏新内容的期待也成了急需解决的问题。根据当时的情况,我们决定开始投入精力去进行一些大修和优化。
最后,我们终于彻底解决了那个因底层问题导致的卡顿顽疾,也总算是除掉了这块让我们寝食难安的心病。 除此之外,我们也更新了玩家反馈中不少关注度比较高的功能,比如批量化的管理、AI的优化、分舵托管、补充战技功法等。
性能问题其实在发售之初,我们接收到玩家的存档时就已经分析出原因。这个是因为我们游戏在开发之初,购买了一个unity商店评价还算不错的本地数据库插件,用作我们游戏本地数据库的设计。这个工具的界面、交互和功能都完美的适配了我们的游戏设计。我们游戏本来定位就是一个修仙世界的仿真模拟器,所以我们对修仙世界的数据设计会非常完备。玩家很多目前体验不到的数据,我们都做了冗余设计,为将来的玩法进行了预留。
比如我们看到一些存档,通过内部的数据分析,一些存档已经运行400多年,诞生了5w多个修行者,上百w的杂役弟子。每个弟子又产生很多修行记录和事件。这总共起来就产生上千万条记录。其实这些数据量在现代计算机也不算很难处理,但是这个插件我们万万没想到它没经过上百w规模数据的测试,里面的性能问题极其严重,数据一多查询起来就会触发系统的GC。在游戏中就表现为过回合一动不动几十秒。
修改这个bug的过程是非常痛苦的,因为我们大量的逻辑是依赖于这个数据库。更换数据库是一个非常危险的操作,犹同心脏移植。要考虑游戏的老存档,然后又要保证新的数据库不会出现新的问题。 最后我们决定为了效率,只采用了一个高性能的已经稳定运行的序列化工具,其他数据库维护工具都我们自己重新写。 这个任务其实挺艰巨的,在1个月内换完数据库,还要留足够的时间进行测试。还好程序员这边以微量发量的代价,修改了几万行代码,终于把这个问题彻底解决了。目前的版本过回合不会出现那种一动不动的卡顿了。
当然其他的性能问题也还有不少,不过剩下的问题都相对好解决了。 比如载入存档太慢了,过回合的时候贸易队伍的渲染移动浪费了大量时间,场景切换太慢等。这些其实也属于底层问题,但是修改起来不会这么如履薄冰,需要点时间就可以优化好。
虽然我们已经解决了一些底层的严重问题,让玩家的游玩体验提升了不少。但我们也清醒意识到之前的更新内容还是不够的,也距离我们规划的目标还有段距离。之前的更新其实从本质上来说还是没有解决很多关键性的问题。比如游戏的节奏,数值的中后期内容的枯燥,元婴化神升仙的玩法等。这些我们都会在接下来的日子里面一个个解决掉。
我们在各大平台总看到留言说我们跑路了,这个大家可以放心,并没有跑路,团队还活得好好的,再次强调我们的粮草还是很充足的。这个真的得益于很多人对我们这个游戏的支持与喜爱。虽然说目前的差评不少,但是大家也能感觉到我们游戏的制作难度和上限很高,所以还是愿意拿出真金白银支持我们研发下去。我们也不会让投资人和玩家们失望。我们承载的已经不仅是这个游戏了,还承载着作为国产4x策略游戏类型的扩荒者的使命感,咬碎槽牙也得把这个游戏做到规划的品质。
我们也总结到,这些我们跑路的流言存在也是因为我们最近更新速度变慢了。 这个是因为我们在上文也提到过,我们这边遇到一些底层的技术问题。如果底层问题不解决,其实策划团队也不好设计新的玩法和功能。
除此之外还有一个重大的原因,上线之后我们收到了海量的反馈建议。这些建议很多我们觉得非常精准和一针见血,我们上线之后就一直在内部反复讨论,最终觉得目前的游戏性如果要再进一步,可能需要一些结构化的修改。简单来说,不少系统可能得进行统一的思考,之前的一些设计可能太草率。这些新的设计可能不是简单的加强和修补就能让玩家满意的。针对这种情况,本着团队不能太僵化的原则,我们也进行了策划团队的补充,引进更有经验的策划。新鲜的血液可以更好的对当前的游戏设计进行局外思考。当然我们也不会颠覆性的修改游戏,那样可能会顾此失彼。这个我还是很相信我们团队能在两者之间找到平衡。
这样的状态可以理解为我们正准备为我们游戏做一场大手术。在一段时间内我们还在讨论各种方案(比如数值相关,功能开放节奏,战斗,各个玩法之间的配合),把各种可能性的情况都进行推敲完毕,尽量做出一个完美的解决方案,而不是头疼医头脚疼医脚。
正是在上述两个原因下,目前的更新速度是稍微显得有些慢了。这个点我们也承认,我们会在将来把这些思路清晰后,开始加快速度。 总结就是,我们已经研墨完成开始下笔,准备大展宏图。
前段时间和其他独游开发者聊天的时候,聊起目前的研发现状,我真的有感而发,非常感谢玩家对我们的支持。我们犯的不少错误,将心比心,我可能个人是做不到不少玩家这么包容。所以每次玩家对我们无私的支持,都会无形中帮助团队从精神上加强战斗力。不少玩家甚至牺牲不少自己的时间去帮我们去定位一些恶性bug。不少崩溃的问题,都是玩家私下和我们远程帮忙定位原因。 我们改完数据库底层后,其实这个时候我们是很忐忑的。我们怕我们因为很多地方没思考好会造成更大bug,只好开启测试分支邀请大家测试,让大家花费自己的时间帮我们找bug。特别是看到一些游戏已经有4、5百年的存档,之前在那种卡顿的情况下玩到4、5百年,我们充满了内疚和惭愧,也想和之前体验不佳的玩家们道歉,给大家带来这些不好的体验。
知耻而后勇,我们目前只想一心一意拼尽全力把游戏做好,不能让这些支持我们的玩家失望,因为,你们已经是我们的精神股东。
随着前文提到的底层架构已经稳定,以及我们已经讨论好后面的修改方案,我们开始准备新的一些更新计划。
城市相关的玩法:游戏本来的设计体系里面,城市势力是很重要的一环,它扮演的角色就是一个修仙商品的最优销售市场。宗门里面生产的物质最后都需要汇聚到城市这个市场里面去转换成经济效益。可以说没有这个市场,宗门就是生产再多东西也卖不出去,也就转换不了修行资源。没错,是不是有点似曾相识的感觉?贸易竞争的体系,城市的市场如果不对宗门进行开放或者份额上升不了,有时候就需要拳头说话了。
补充后期玩法:不少玩家在玩到元婴后面的内容后就陷入无聊,这个是我们重中之重。这个我们可能需要仔细思考下。这个地方做的太复杂,会导致玩家玩起来太繁琐;太简单又没有什么挑战。这个也是我们之前思考的结构化问题——怎么让这个阶段的玩法更有趣起来。除此之外,这个阶段的功法获取,奇遇事件,元婴多样性都需要在深度和简单之间做取舍。目前内部已经做了一些实验性的设计,我们会在更加完善后推出来。
内容填充:还是不断填充内容,比如奇遇,宗门的内部事件,天运系统和其他的系统等,增加游戏运行过程中的代入感等,比如增加更多的插画来描述事件的发生。
流派特性重构:结构化的重构各个宗门流派之间的特点。目前的重开机制下,其实很多时候感觉不到不同的玩法体验。目前我们判断除了因为地图上的一些设计上还需补充外,也需要加强流派之间的个性化设计,否则游戏将会丧失4x游戏的一个重要特点---重开时也不会轻易感觉到无聊。
以上列出的几点是我们近阶段重心所在,但不是我们的全部。其他很多反馈我们也会在每次更新之中一起解决。如果大家有什么建议,欢迎继续加入我们的官方群或者频道反馈。随着现在反馈的人越来越多,我们可能不会有精力回复所有人,但是可以保证的是,在qq频道反馈的所有建议,我们都不会漏掉任何一条。
最后再次感谢大家的支持与厚爱,我们初心不改,跬步不休,奋楫前行!
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https://store.steampowered.com/app/2328480/_/
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Thank you for playing Crime Simulator and providing a lot of useful feedback! For almost last 4 weeks, I tried to push as many updates as I could to make the game better for you!
As promised, I will continue development at full speed, with new content and features already underway. Today, I am sharing the official roadmap - and opening the door for players to help decide what comes next.
New desert map
New golden cards
New achievements
Steal treasures and rare gems
Insert jewels into items to boost their value
Several upcoming features are not yet locked in - I want players to pick the next features! In the below survey, you can vote for new mechanics, item types, or even suggest new Golden Cards!
Hideout System: Buy a mansion and use it as a personal base
Car Theft Mechanics: Disable alarms, sneak into garages, and steal high-value vehicles (Note: Car theft would require the hideout system to be in place)
Vote Here | Pick New Features, Items & Golden Cards
After several free updates, the following DLC ideas may be considered, depending on your (player) feedback:
High-Tech District: A modern map with luxurious mansions and advanced security.
Heist Pack: Three large-scale heist missions with unique challenges.
Siberian Town: A snowy, isolated area with new loot, new hazards, and its own style.
Player feedback has shaped the game since the beginning. We want to keep it that way.
Stay Low (but follow the game xD)!
Hi Everybody! Today we are releasing version 0.9.0. We are in the end game! At this point, the game is mostly feature complete. The last few things we are working on are the final few event races, a few UI screens, bug fixes, and optimization.
The newest feature of this update is the new CPU behavior system. We re-wrote it, and it can handle most tracks so much better than before, and there is more of a sense of tension when fighting a vehicle for 1st place. Now, this is the first public release of it, so there are going to be some issues, so please don't hesitate to post about them either on Steam, or on our Discord! We are going to be fixing and polishing up as much as we can these last few weeks before the 1.0 release.
Now, one thing that I know a lot of people will notice is the performance if you are not on a beefy machine. We are not done optimizing the game yet. We know that on several tracks, there are major performance dips (most notably Cosmo Casino and Holographic Highway). We have a few tricks up our sleeves and will be addressing that as much as we can by 1.0, but there is also a possibility it will be a patch very shortly after 1.0.
Please, please, please, report any and all bugs you find, let us know how the CPU behaviors feel as we work on them a bit more. We are aiming to make this launch as good as possible, and we need your help and support to do that.
Thank you so much!
-- Brennan
Please proceed to the main game page for the most updated information on Coreless:
This Prologue page will no longer receive future updates. The Early Access version of the full game is now live and all announcements, patches, and discussions will continue there.
Thanks to everyone who's shown interest in Coreless — we really appreciate it.
This marks the beginning of the next phase of the game — one where we're more certain about what Coreless is, and how we want it to grow. We’re not done yet, but we’re finally in a place where growing it feels exciting, not uncertain.
We sincerely apologize for the repeated delays. Much of that time was spent exploring the game’s direction — figuring out what felt right, so we could bring a more focused version into public hands for further evolution.
Now, let’s go through a few key points to help you decide whether this Early Access version is right for you.
Coreless is a single-player action roguelite built around:
Fast-paced, responsive combat
Tactical gameplay with moment-to-moment decision-making
Satisfying short-term progression
Meaningful long-term meta-growth
These goals naturally create tension:
Fast, fluid action can make it harder to introduce meaningful tactical choices on the fly.
Strong short-term upgrades can reduce the impact of long-term meta-progression — and vice versa.
This tension sits at the core of Coreless. The game is shaped around it — not with a fixed solution, but as a space to explore how these elements can interact, overlap, or pull apart.
In-session gameplay focuses on mobility, reactive decision-making, resource spikes, and priority juggling under pressure.
Meta-progression, by contrast, encourages players to experiment with different playstyles — supported by a flexible Addon system — and rewards risk-taking with better loot and more varied options.
This is still Early Access — so naturally, there are a few limitations:
Limited content
Bugs
Missing features
English-only support (for now)
We’ve priced the game accordingly, in recognition of the risks early players are taking.
If you're unsure, feel free to follow us and wait for a few updates before jumping in.
Please feel free to leave feedback — the longer and more critical, the better. We genuinely want to hear it.
That said, we’ve made a slightly unconventional decision:
For now, we’ll be communicating only through the Steam forums and email.
We know that might seem outdated in an age of social media, but here’s the honest reason:
We’re a two-person team, and managing multiple platforms isn’t sustainable at this stage — especially when we need the space to stay focused and make consistent design decisions.
We’ll check the forums and emails daily, and respond in a timely, thoughtful way.
Keeping things to just a couple of channels helps us manage our workflow with fewer context switches and more clarity.
This is a temporary decision. As development stabilizes, we plan to open up more ways to connect and enable faster, more dynamic conversations.
Yes — a full roadmap is coming in the next few weeks.
We’ve already planned multiple new characters, game modes, and level designs. We're just waiting to see how this first release plays out — especially with bug fixes and balance updates — before locking in timelines and priorities.
Thanks again for your time, your attention, and your interest in Coreless.
— The Coreless Dev Team
🔥 Ready for a challenge? Try out the free demo today and experience the elemental chaos!
💖 Don't forget to add the game to your wishlist to stay updated!
🌪️💧🌿🔥 Let the elemental battle begin!
Hey commando heads! The hit 2025 video game Clippy Commando is now available! That's so epic and cool isn't it?
Stay tuned for new updates! In the coming weeks, I plan to release bug fixes and optimization patches to address any issues that weren't found during playtesting. After that, work will begin on the first major content update :0
Thanks for reading this! You're the best.