It's been over a year since our last update. We've both had to step away a bit to focus on family and IRL matters, but we're excited to circle back (finally) with an update!
A large part of the feedback we've received previously has been related to audio being lackluster. As we'll admit, neither of us specialize in this field so it's been on the backburner. Over the course of the past year, however, we've been working with a sound designer who does! We've been able to overhaul our previous implementation and while we're still experimenting with different sounds, races already feel substantially more satisfying and intense. There are now unique sounds for the racers, audible feedback when drifting, reverb and passby effects, combat additions, and more. We're excited to have you listen!
Apart from audio, we've also made several quality of life changes with optimization, more vfx, gameplay balancing, and visual updates for the menu/UI, and some bug fixes.
Thanks for checking in and for your patience. We hope you enjoy the demo!
New interaction method
Ability to look past non-full sized cubes for interactions. This allows binds to target full sized blocks behind say transporters/inserters.
Popup indicator of possible actions when mousing over a block - helpful for newer players when learning hotkeys.
Other:
Omnidirectional pipes (this was in the last release but no patch notes were written) (mesh is still bugged, but we will fix that soon)
Text size increased temporarily until we develop an integrated text scaling approach.
Bug fixes:
Filter inserters not work correctly, and no longer crash the game
Splitter state is now saved properly
Fuel Research Lab no correctly takes fuel from pipes
Other misc fixes
This update will break save-games, apologies for that
Hello everyone,
The story-driven farm simulation management game "Robert on Earth" is confirmed to be released on August 15th. Don’t forget to add it to your wishlist!
In a future where machines replaced all life, a small robot named Robert awakens. Manage an underground farm, grow strange crops, mine, fish, explore, and befriend robotic allies as you uncover the secrets of a forgotten world.
Join our discord channel to chat and exchange ideas with more players.
We have been quiet the last 3 months, but only because we have been focusing on making Stash: A Card Looter the best game possible. So much has happened since our last Demo and we hope you are looking forward to:
A new direction
Lots of new cards and mechanics
A new world to explore
A complete story art, presented to the player in a non-linear fashion
And so much more!
We hope you will join as for the launch of Stash and its first season on September 27th, 2025.
Will you be there to claim the first crown of our beasty lands?
6 New Tracks
Refined Car Setups
New Scenario System for saving your favorite race setups
Racing Line which also shows curvature
Monoclass Racing Mode - all cars have same specs
Last to First (L2F) Racing Mode - start at the back and race until first place
Dynamic Balance of Power (BOP) - cars behind the leader are given more max torque, higher max RPM, and less drag
Improved Drafting
3 Tracks which allow driving on smooth circular walls ("Arc" tracks)
3-axis G-meter shows lateral & longitudinal as well as vertical G-forces
High downforce cars can drive upside down with realistic physics. Driving on the smooth Arcs feels like flying
Low downforce cars can briefly drive upside down using centrifugal force by doing a Barrel Roll
Dynamic BOP will be adjusted shortly to integrate this new driving mode to keep races close