Rank: Warmaster Bunker Buster Playtest - lordart
  • Fixed old bug with ships getting stuck in the terrain.
  • Fixed major old issue with pure AMD systems that would run out of memory
  • Ships now will create a formation rather than just using whatever spacing is currently there when told to move.
  • Fixed issue when going between levels, the old control groups weren't purged and caused a CTD
  • Fixed bug when starting a new level before everything was setup.
  • Remove Scaling Gauge on Navigation Screen.
  • Fixed issue with arrows on Arsenal screen to be consistent
  • Fixed issue with controls jumping around on the Loadout screen
  • Fixed text issues with confusing equipment buff text
  • Various other Fixes
Logic World - Jimmy

Hello gamers,

We've been hard at work on a new Logic World update for you, and it's out now!

Highlights of update 0.92:

  • Added Subassemblies: groups of components and wires that you can save and reuse elsewhere.

  • Subassemblies can be uploaded and shared on the Creation Hub.

  • Added Fixed Perspective: by pressing a keybind (default: double-tap [c]Left Alt[/c]) you can freeze the camera in place, but still interact with the world by moving the mouse around on the screen.

  • Tons of bug fixes.

  • Tons of performance improvements, especially for very large builds.

  • Lots and lots small details have been improved and polished.

The full changelog is at the bottom of this post.

Playing and yapping with us, the dev team

To commemorate this update, we sat down to play it together. While we played, we read through the changelog and gave our commentary as well as behind-the-scenes info on the development of this update.

Thank you

A huge thanks to the many people who played the 0.92 previews. Your feature feedback and bug reports got this update over the finish line. We couldn't have done it without you!

More to come

We've got lots more to do on this game. We're determined to make Logic World the best circuit-builder ever.

More updates are coming soon. If you want to be the first to know, subscribe to our newsletter and join the Logic World discord.

Full 0.92 Changelog

Here's everything new in Logic World 0.92, since 0.91.3.

Subassemblies

  • You can now save "Subassemblies" -- groups of components and wires that you can reuse across different worlds and servers.

  • You can save subassemblies with the Action Wheel or with a keyboard shortcut (default Ctrl+K).

  • Added a new tab to the Selection Menu for your saved subassemblies.

  • Added a menu for viewing and editing details of a saved subassembly.

  • You can press a button in that window to upload your subassembly and share it online.

  • Subassemblies shared online can be downloaded in-game. If you're playing in a world when a download completes, the downloaded subassembly will be added to your hotbar.

  • Subassembly thumbnails are cached on disk. You can edit these files to make custom thumbnails if you want to!

  • Via manual editing of a subassembly's [c]meta.jecs[/c] file, you can add custom search tags to a subassembly.

  • Added command: [c]Subassemblies.SaveCurrentSelection \[name][/c]

  • Added command: [c]Subassemblies.AddToHotbar <id>[/c]

Building

  • Added "Fixed Perspective" feature. By pressing a keybind (default: double-tap [c]Left Alt[/c]) you can freeze the camera in place, but still interact with the world by moving the mouse around on the screen.

  • When you've confirmed a placement, it will now immediately become solid. Previously you would need to wait for the server to process the placement, which could take a while when there are a lot of changes.

  • Significantly improved performance of Resizing operations for components with many children.

  • Significantly improved performance of Grab and Clone operations for large objects.

  • Improved performance when selecting a large number of components.

  • The "Place Wire" input action is now marked "tap to toggle" by default, so you can either click-and-drag to place wires like before, or you can click on one peg to select it and then click on a second peg to create a wire between them.

  • Pressing the Delete key (default [c]R[/c]) while drawing a board will now cancel that action.

  • The "failed action" sound now plays when you fail to place an item from the hotbar.

  • The "delete item" sound now plays when a Clone action deletes a wire.

  • Placing wire ghosts is now smoother visually, especially when there is server lag.

  • The Help menu will now inform you that you can hold Ctrl for free rotation when Grabbing or Cloning on a smooth surface.

  • Changed the default binding of Offset Hold to [c]H[/c].

  • Fixed visual flickers when toggling board flatness during board drawing.

  • Fixed resizing or rotating a board never working when a very large number of components are placed on it.

  • Fixed an exception with Resizing that could happen if you tried to resize an object before the server finished confirming a previous building operation. In these cases, the Resize operation will fail now (and you can try again a moment later).

  • Fixed an exception when you finish a Resizing operation when another player moved that component while you were resizing it.

  • Fixed a crash to error screen when resizing a component where a wire is attached at both ends to that component.

  • Fixed not being able to undo placing or deleting a wire after deleting an object attached to the wire.

  • Fixed a placing issue with Standing Displays that have four pegs where they would act like 2x1 components instead of 2x2.

  • Fixed game-killing StackOverflow errors when building with deeply nested component trees.

  • Fixed the Edit Display Menu closing instantly if you're editing multiple Displays and you change their peg counts.

Components

  • Updated the default Display configurations. In order to see the new defaults, you have to start a new sandbox, and delete your [c]DefaultExtraData/MHG.DisplayConfigurations[/c] folder if you have one.

  • Fixed new display configurations sometimes being a grayscale gradient instead of the intended rainbow.

  • If a Key is hacked to not be bound to an input, it will now display "\[None]" on its label. (Previously it would display "FancyInput.RawInputType.None" which was way too long and looked bad. Don't worry, hackers, we're looking out for you.)

  • The text on top of Keys is now flush with the surface of the key, so it doesn't float in the air above.

  • Fixed the text on top of Keys being outlined when you look at the base of a Key.

  • Fixed anomalous behavior when trying to place an object on the very top of a Flag.

  • Flags will now continue to flap in the wind uninterrupted when you change their color.

  • Fixed the Flag's thumbnail looking too dark.

  • Fixed typo in the name of the Drum instrument "Splash Cymbal" (it was previously called "Splash Cymba l").

  • Fixed Label text escaping its bounds in some cases where there's a lot of whitespace in the text (#271).

  • Fixed a minor UI issue where the shown state of inputs would be incorrect when you start editing a display configuration.

  • The hint text that shows up while sitting in a chair, telling you how to leave the chair, is now localized. Also, the hint now shows the correct key if you change it to something other than escape. Also, it has a little shadow now to make it easier to read.

Music

  • The in-game music is now less repetitive, and a given track will now never play if it was in the previous 5 played tracks. This number can be configured with the new secret setting [c]MHG.Secret.MinSongHistoryDistance[/c]

  • Music files are now distributed as ogg vorbis instead of mp3, meaning smaller files with better quality.

  • The music player will now ignore non-music files inside music folders instead of trying to play them.

  • New music won't start playing anymore if the pause menu is open.

Graphics

  • Added an option for 8192x8192 shadow maps.

  • Added an option for three shadow cascades (previously only 1, 2, and 4 were available).

  • Added new anti-aliasing options for FXAA and SMAA.

  • (Temporarily) removed the anti-aliasing options for MSAA.

  • Added setting: "Motion Blur" (disabled by default).

  • Tweaked the Bloom and Ambient Occlusion effects to be more subtle.

  • Ambient Occlusion is now disabled by default.

  • Text that appears physically in the world (the text on Labels, Keys and Singers) is now affected by the lighting in the world.

  • SHINY BOBBY now properly reflects HDR content such as the teleporting VFX.

  • Removed the setting for drawing shadows on additional lights, which was confusing and unnecessary as there are no additional lights in the game.

  • Added new settings preview image for the Bloom setting.

Graphics APIs

  • Vulkan is now the default graphics API on Linux. This gives a substantial performance increase and all the stability issues should be fixed now. If you still need to use OpenGL, it's available with [c]--force-glcore[/c].

  • Removed support for OpenGL on Windows. The only backends available on this platform now are Direct3D 11 (used by default) and Vulkan (available with [c]--force-vulkan[/c]).

Outlines

  • Overhauled outline visuals. They are now much crisper and higher quality.

  • Adjusted the layering of outlines to improve clarity in situations where many objects are outlined.

  • Added settings for having a different outline intensity where the object being outlined is obscured.

  • Added settings for all the built-in outline colors.

  • Removed the settings for "Outline Fill" (which might come back later) and "Outline Corners" (which is meaningless in the new system).

  • Looking at a player no longer outlines an object that's hidden behind that player.

  • Fixed many cases where outlines were incorrect, missing, or flickering.

  • Added secret setting: [c]MHG.Secret.Outline.NoWorldMeshing[/c]. This reverts a new outline optimization (in case of issues).

Simulation speed

  • Improved client-side performance and fixed a memory leak when the simulation speed is very high.

  • You can now pause, resume, and step the simulation using keyboard shortcuts while the UI is hidden. (#512)

  • Many aesthetic tweaks to the Simulation Speed menu, including new icons to make it more clear whether the simulation is running or frozen. The "running" icon is animated.

  • Added secret setting: [c]MHG.UI.SimulationSpeedMenu.RunningIconRotationDegreesPerSecond[/c]

  • Fixed some layout issues with the Simulation Speed menu.

Hotbar

  • The hotbar is now hidden during Grab and Clone operations, during Multi-Select, and during wire placing.

  • Pressing a number key that is higher than the number of items in the hotbar will now select the last item in the hotbar, instead of doing nothing.

  • Major improvements to scroll input handling for scrolling through the hotbar in environments where scroll input is not discrete. This includes MacOS with the default system settings, and all OSes when using a touchpad.

  • The "next hotbar slot" and "previous hotbar slot" bindings now have options for horizontal scrolling by default (in addition to the existing options for vertical scrolling). This is mostly relevant when using a touchpad, as it allows you to scroll through the hotbar by scrolling the touchpad along the same axis as the hotbar is laid out.

  • Fixed being able to hover over and interact with hotbar items while the chat window is open.

  • Fixed being able to hover over the hotbar item in-between areas while not dragging a hotbar item.

Upload menu

  • Improved the layout of the Upload menu.

  • Pressing the "Cancel" button during an upload no longer closes the Upload menu.

  • Pressing the "Back" keybind (default [c]escape[/c]) during an upload now cancels the upload and closes the Upload menu.

  • If an error occurs during an upload, the error will now be shown on screen along with a "Retry" button.

  • Fixed broken text on the "Cancel" button while a download is in progress.

  • Removed the button to go to your singleplayer sandbox list after a successful download.

  • Added a character limit to the download URL text box, also made the text box wider.

Color chooser

  • Tweaked the Quick Color Chooser so there's no longer any "dead" space between the Big Clicky Colors.

  • Color picker: the setting "Quick Picker Open State" now has a default value of "Remain in Previous State" (was previously "Always Open to Quick Menu").

  • Quick Color Chooser: fixed an issue where one or more Big Clicky Colors could incorrectly display as selected after resetting the list of saved colors.

  • Fixed the "show/hide sliders" toggle in the Color Picker menu having a WAY too-big icon.

Misc menu changes

  • Main Menu: added a link to the Logic World Discord

  • Added secret setting: [c]MHG.Secret.MainMenu.ShowDiscordLink[/c]

  • Improved the layout of the online services UI (in the top left of the Main Menu). (#234)

  • Minor tweaks to the Multiplayer Menu (tabs are smaller, moved count to right side of tab, refresh button aligned better)

  • We've reworked the screen you see when you're disconnected from a server. When the server sends a long disconnection message, the screen now handles it better, giving you a scrollbar instead of making the message tiny.

  • The Help menu no longer states whether a binding is tap-to-toggle (this information was just visual noise/clutter).

  • Fixed report bugs menu not opening when an error occurred during startup.

General UI

  • Multiplayer settings avatar preview: fixed the location of the sun not being aligned with where Bobby is being lit from

  • Multiplayer settings avatar preview: fixed the lighting from the world affecting the preview

  • Fixed long localized text being displayed weirdly in settings tabs. (#80)

  • Hotbar: fixed some weird visual glitchiness when trying to insert an item into the middle of a full hotbar.

  • Added keyboard shortcuts for changing the selected tab while in a menu with tabs. By default these are [c]ctrl+tab[/c] to go to next tab, [c]ctrl+shift+tab[/c] to go to previous tab, and [c]ctrl+\[number key 1-6][/c] to select a specific tab.

  • Fixed an issue where links in text would be stuck in the "hovered" state if you move your mouse directly from one link onto another link with no time in-between where you're not hovering over any link.

  • Several buttons in the game which open a URL when clicked ("Browse Creations" in the Main Menu and Download Creation Menu, the "Help Translate Logic World" button in the Languages menu, the new Discord button in the Main Menu) now show a tooltip of the URL the button opens when the cursor hovers over the button.

  • Fixed the cursor looking way to big on Linux and MacOS when custom cursors are displayed, i.e. when hovering over the edge of a resizable menu.

  • Added secret setting: [c]MHG.Secret.CursorModeWhenCustomCursorActive[/c]

Input and controls

  • When an input action is marked as "tap to toggle", that property is now optional. This means you can either tap once to turn it on, then tap again later to turn it off, or hold the button down and release later to turn it off.

  • Added setting: "Tap to Toggle Time"

  • Fixed weird behavior when editing controls while the game is paused, where no matter how long you waited between tapping the same key multiple times, it would always be considered a double tap (or a triple tap, or (much) more).

  • Added secret setting: [c]FancyInput.ScrollDeltaThreshold[/c]

  • When displaying a binding for an arrow key, it will now show an icon of an arrow instead of text that says "Up"/"Down"/"Left"/"Right".

  • When displaying a binding on MacOS, the Control, Option, and Command keys will use symbols instead of text (in accordance with Apple's Human Interface Guidelines)

  • Several UI-related keybindings which were previously not editable have been added to the settings menu. You can find them under Controls -> User Interface.

Zoomies

  • You can now only use the Zoom function (bound to [c]Y[/c] by default) in the regular Building game state. It won't work in other first-person game states like Resizing and Grabbing.

  • Fixed the Zoom binding conflicting with other input actions (it would previously conflict with [c]Ctrl+Y[/c] for Redo).

  • Fixed being able to get stuck zoomed-in if you opened a menu while zoomed-in.

Servers and Multiplayer

  • The server will no longer print a "\[player] left the game" message when the player disconnects before fully loading into the world.

  • Fixed the existence of duplicate, frozen players in multiplayer that would appear when multiple players join or leave the server within a short period of time.

  • Fixed a server exception when a player gets kicked or joins with another client.

  • Fixed the server console printing "Simulation speed set to TPS" whenever a new player joins. It now is only printed when the TPS actually gets changed.

  • Fixed log spam when closing the server's input stream.

  • Fixed the server command [c]stats.server[/c] usually printing the incorrect value for server TPS.

  • Improved the help text for some server command-line arguments.

  • Removed the command-line arguments that would let you run the Dedicated Server in plaintext mode ([c]--plain-text[/c] and [c]-t[/c]). The dedicated server now always runs in plaintext mode. This is less buggy, more consistent between platforms, and it fixes an issue where text couldn't be entered on Windows 11.

Saving and Backups

  • When the game saves, it now first writes the save data to a temporary file, preventing file corruption if the save process is interrupted.

  • The backup creation timer is now saved and thus short sessions will no longer keep resetting the backup timer.

  • Backup deletion is now more intelligent, discarding backups more slowly the older they are, meaning there will be many recent backups but also some quite old ones available in case you need to revert at some point. The behaviour is fully customizable in the server config.

  • Merged config settings [c]DoAutosaveWhileServerIsEmpty[/c] and [c]DoAutoBackupsWhileServerIsEmpty[/c] into [c]DoAutosaveAndBackupsWhileServerIsEmpty[/c].

  • The file paths to Backups have been made much shorter, which helps prevent issues on a certain operating system that limits paths to 260 characters.

  • Fixed chance of a backup being corrupted when it was created at the same time as a save was created.

Online

  • Updated the game to use the new HTTP-based Logic World Online Services API, which replaces the legacy gRPC API.

  • Updated the protocol handling for [c]logicworld://[/c] links to use our new format for them (now called "logicworld:// v1").

  • Added secret setting: [c]MHG.Secret.Online.Endpoint[/c]

  • Added server config value: [c]OnlineEndpoint[/c]

Modding

  • Reworked how dynamic prefabs and placing rules are defined in GameData and implemented in code. The new system is much cleaner and more flexible, and allows generating prefabs or placing rules based on all properties of the component, not just the peg counts. Mods that add components with dynamic prefabs or placing rules will need to be updated.

  • Modders can now start the MultiSelector with an initial selection. Write some fancy selection modes!

  • Added [c]InjectTriggersInto[/c] to FancyInput context definitions. The MHG mod context definitions make use of this now. Modders can use it to inject keybindings to input contexts in the base game or in other mods. Very useful for adding custom building operations.

  • Added a new property, [c]ShouldBeOutlined[/c], to component decorations and blocks. When set to false, these objects will not be outlined under any circumstances. This can improve outlining performance of complex modded components that don't need every part to be outlined.

  • Added ability for modders to have CircuitBoard-like components which directly inherit the CircuitBoard class. These custom boards will behave like normal boards, but can't have extra custom data.

  • Mods can now use C# language version 13 (was previously C# 7).

  • Made the error message more helpful when a mod dependency cannot be found because that mod is not installed.

  • Mod stacktraces now contain line numbers (a PDB file is generated).

  • New Keybindings can now be added to the building game state via the FirstPersonInteraction class.

  • Added some new methods to the JECS API.

  • Added [c]ModRegistry[/c] which allows modders to easily check which mods are installed/loaded and access their files.

  • The client now sends mod versions to the server. Server-side mods can now deny connections from clients with an outdated version of the mod.

  • Fixed mod BuildingOperations not being loaded consistently.

  • Fixed mod GameStates not being loaded at all.

  • When placing modded components on a server which does not support them, you now get an error sound and a console message instead of ghost components.

  • The Selection Menu now hides components which are not available on the server.

  • Fixed modded network packets failing to parse due to inconsistent mod load order between client and server.

  • Packet IDs are now set authoritatively by the server. This allows optional mods to add new packet types, without breaking packets for clients that don't have the mod installed.

  • Client-only mods will no longer be announced to the server (keeps network packet smaller & nice for mod-list privacy).

  • When placing modded components/subassemblies on a server which does not support them, you now get an error sound and a console message instead of ghost components.

  • Improved the disconnection message when the server rejects a client for not having the required mods. The message now contains mod versions, and it has some formatting to make the list easier to read. It also includes any not-installed optional mods as "suggested". Also, the list of missing mods is now ordered alphabetically.

  • Add 'ClientDependencies' and 'ServerDependencies' to mod manifest files.

  • Replaced mod manifest properties 'ClientOnly' & 'Optional' with 'Type'. The new property can have values: Normal (this is default), Optional, Independent, ClientOnly, ServerOnly.

Localization

  • Updated translations and translator credits for Bulgarian, Chinese (Simplified), Croatian, Czech, Dutch, Estonian, Finnish, French, German, Hebrew, Hungarian, Japanese, Korean, Pirate, Polish, Portuguese (Brazil), Romanian, Russian, Slovene, Spanish (Spain), Swedish, Turkish, and Ukrainian.

  • Slovene is no longer incorrectly called "Slovenia" in the game files.

Thumbnails

  • Errors when rendering thumbnails are now handled properly and will result in a pink-and-black error texture.

  • Added command: [c]Thumbnails.RenderComponentToDisk <componentTextID> \[resolutionX] \[resolutionY][/c]

  • Added command: [c]Thumbnails.RenderSubassemblyToDisk <subassemblyID> \[resolutionX] \[resolutionY][/c]

  • Added secret setting: [c]MHG.Secret.DiskRenderCommands_ThumbnailRenderProperties[/c]

  • Replaced many of the [c]MHG.Secret.Thumbnails[/c] secret settings with one mega-setting, [c]MHG.Secret.ThumbnailRenderProperties[/c]

  • Added secret setting: [c]MHG.Secret.BigThumbnailRenderProperties[/c]

  • Renamed the command [c]ExportThumbnailCache[/c] to [c]Thumbnails.ExportCache[/c]

  • Renamed the command [c]RegenerateThumbnailCache[/c] to [c]Thumbnails.RegenerateCache[/c]

Export

  • Removed OBJ export and the associated [c]objexport[/c] commands.

  • Added [c]3dexport[/c] commands, which support glTF and glb export of worlds and subassemblies.

Platforms

  • MIDI input is now supported on Apple Silicon devices.

  • The MacOS version of the game now has native binaries for Apple Silicon.

  • Fixed links not properly opening in a web browser on some Linux systems.

Stability

  • Significantly improved server performance when cloning or placing objects with large clusters (i.e. a lot of pegs all connected together). Previously this caused players to be stuck until they rejoind.

  • Fixed that when the game tries to send very large network packets it would corrupt the network state instead of crashing.

Technical updates

  • Upgraded engine version to Unity 6.

  • Upgraded the server runtime to dotnet 9.0, which gives us about 10% more performance in server-side tasks like loading saves and running the simulation.

  • Upgraded most of our DLLs to use netstandard 2.1.

  • Updated Font Awesome to 6.7.2, which comes with dozens of new icons and many tweaks to existing icons.

  • The game's config file format has been changed from [c].succ[/c] to [c].jecs[/c]. Your old config files will be automatically converted.

  • Various fixes to JECS file formatting.

Commands and stuff

  • Added command: [c]Debug.ListBuildingOperations[/c]

  • The command [c]Debug.TargetInfo[/c] now additionally prints a component's depth in the tree and its number of nested children.

  • Added secret settings: [c]MHG.Secret.TrimStalePartialWorldsIntervalSeconds[/c], [c]MHG.Secret.MaxAgeOfStalePartialWorldsSeconds[/c], [c]MHG.Secret.PartialWorldDownloadTimeoutSeconds[/c]

  • Added server config values: [c]TrimStalePartialWorldsIntervalSeconds[/c], [c]MaxAgeOfStalePartialWorldsSeconds[/c], [c]CullStalePartialWorldActionsIntervalSeconds[/c], [c]MaxAgeOfPartialWorldActionSeconds[/c]

  • Renamed the [c]subassemblycache.*[/c] commands to [c]partialworldcache.*[/c] and fixed them all not working.

Miscellaneous

  • Improved player spawning: instead of spawning into the world at the origin and then immediately teleporting to your player location, you will now properly spawn into the world at your player location. This can significantly improve performance when loading into the world if your player location is far away from the origin and there is a lot of complicated stuff at the origin.

  • Fixed occasional exceptions related to the help menu being spammed in the console.

  • Fixed the ground becoming colorless and distorted during the teleport sequence if the teleport is to somewhere far away.

  • Fixed your own shadow teleporting immediately when the teleport sequence is initiated. Your shadow now teleports at the same instant that you do.

  • Fixed your own reflection teleporting immediately when the teleport sequence is initiated. Your reflection now teleports at the same instant that you do.

  • Fixed the client's and server's data about world structures getting out of sync sometimes, leading to various bugs.

  • Fixed issues where palette loading crashed the game on startup when palette was corrupted or not installed. (#448)

  • When a Sandbox or Subassembly has a very long name, previously the game would create files/folders on disk with very long names. These file/folder names are now capped at 200 characters, which prevents crashes on Linux.

  • Errors with the Integrated Server which occur before the server initializes (e.g. missing libraries) now show up in the game logs and debug console.

  • Added Herobrine.

Darkest Dungeon® II - RedHookMichaela

New Darkest Dungeon merch is available for pre-order now in The Yetee Store.

New additions include Highwayman and Crusader t-shirts, a Deathblow beanie, a Curse of the Court poster and pet stickers!

If you haven't stopped by The Yetee's Darkest Dungeon store, be sure to swing by. We have a number of Darkest Dungeon t-shirts, pins, and even a Flagellant body pillow for sale.

Follow the link to see everything currently on offer: https://www.theyetee.com/darkestdungeon

Grit & Grind - DevinTheDivine

It’s more than music—it’s legacy.

This Friday, we’re dropping the official Grit & Grind soundtrack: a curated blend of hip-hop, rock, and atmospheric textures that echo the game’s urban mythos. Every track was built to reinforce the world you’ve been grinding through—layered with distortion, rhythm, and ritual.

🎵 What’s inside:

• 6 original tracks spanning boom-bap, lo-fi rock, and ambient grit

• Soundscapes tailored for alley runs, rooftop solitude, and underground lore hunts

💽 Where to find it:

Streaming on BandCamp\[[/b]https://gritandgrindgame.bandcamp.com/album/the-grit-grind-soundtrack?from=menubar] Now-[/p]

-Steam Release Friday!!

Available as DLC on Steam (MP3)

🧠 Why it matters: This isn’t just background music—it’s part of the archive. Each beat was designed to echo the emotional weight of Grit & Grind: the tension between legacy and erasure, the rhythm of resistance, and the poetry of persistence.

Whether you’re revisiting the demo or prepping for what’s next, let the soundtrack carry you.

Drop date: Friday, October 24

Platform: Steam

Price: 99 Cents - Steam / 99 Cents - BandCamp

Finding Dragons - Akaizer

I’m thrilled and excited to announce the release of my first commercial game! I want to sincerely thank everyone for your support and for joining me on this journey. Although it’s a “finding game,”
I poured all my love and dedication into every little detail, especially the dragons! :D

~Laísa Soares

I hope you have a lot of fun playing.
Enjoy the game! ⭐

Oct 22
Brothel Tycoon - Danny
Changes:
  • bugfix for starting the game when there is no assistant yet employed
Odd Realm - Sleipnir

Hey everyone!

I know it has taken altogether too long to get a new update out and I appreciate you patiently waiting. This update focuses on improving stability and polish across nearly every part of the game. You’ll find dozens of bug fixes alongside performance improvements and new quality-of-life updates. There’s also a fresh batch of tuning for NPC behavior, fish spawning, and weather systems, plus a few fun additions like the new Codex window, stone walls, and a “Mouse” boss scenario among others.

(Image and cover courtesy of discord member and wiki master Kingfisher)

(Image courtesy of discord member LassoJack)

Let's take a look!

Codex

The codex is a new window (opened with the '/' key) that shows you all the things you've discovered in the game. It's meant to be a single location to show you helpful tooltips on various items, blueprints, plants, etc.

It also shows you the things you've haven't discovered (the name at least) in the world. These are denoted by ? and some of these entries will show you flavor text or possibly a hint as to where to find them in the tooltip.

Bosses

I've re-enabled a boss that used to be in the game but had some bugs that needed to be addressed. Plus I've added a new boss that is based on one of the game's legendary patrons (TwistedSteele!). I won't spoil too much about them, but here's a preview:

Improved New Game Screen

I also did some working polishing the new game screen. Hopefully you find it much easier to use and read. I tried organizing elements in addition to adding some functionality to current inventory lists.

Cooking Items

I added several new items to supplement the cooking profession. I quite like this addition as it makes cooks stand out and adds more character to the individual settlers.

Moss Kuplin

I added a new critter that the Gwdir can create called the Moss Kuplin. This creature is intended to help out with hauling, but is also quite good at evading. Maybe a valuable addition to defenses?

Various UI Polish

I did even more clean up on notifications and I added some new ones to help communicate work and combat failures/successes. Hovering all notifications should give you a much better detailed tooltip explaining the why and how of things.

As well, I went through a huge amount of tooltips to add more lore and flavor descriptions, and I added new icons for all plants. So they no longer share the one.

Hermit Status

All the single (non custom) settler loadouts now apply the "Hermit" status to the settler. Those that still want to play more of a hardcore mode without this can do so with the custom loadout.

Skill Failures

I added in a new system to jobs called Skill Failures. The intention of this is to add some progression to jobs. I feel that, previously, jobs were way too forgiving and there was no real sense of "getting better" for individual settlers. You could easily change your settler professions around and it didn't quite matter. Now, if you put a settler onto making, say, Rutile, they will struggle to make these. Whereas, your master blacksmith will have no problem. To me, it's a much more satisfying experience to have this difficulty at first and it showcases the difference in materials a lot better.

This system is a small part of a larger plan for jobs. I will also be adding "Critical Failures" and "Critical Successes" to jobs. These will act more like mini events. For example, if you have a settler roll a critical fail in something like summoning they might summon a hostile creature. Or, perhaps they turn themselves inside out. A master blacksmith might imbue their perfectly crafted sword with a special buff, making it a legendary item.

I think things like this help the professions and skill progression feel more dynamic and interesting. I'm excited to add these very soon and I hope that excites you too.

There's lot more but I'll save that for the patch notes!

1.0.38.4 Patch Notes
🐛 Bug Fixes
  • Closing the room designation menu was not remembering your last selection when re-opening it.

  • Make fodder required animals skill instead of cooking.

  • Sometimes entities would have thirst appear after re-loading a game. This was due to the drink from well buff not being permanent.

  • Iron Ingots were set to automatically build in foundry and should be manual by default.

  • Flying entities would not find suitable locations in the air to move to and would end up always on the ground.

  • Flying entities were unable to leave the map when perched in trees.

  • Selections would not apply to multiple z levels. So, for example, mining would only be applied to the current z level you were on. This made it impossible to create a vertical tunnel.

  • Not necessarily a bug, but snow was spawning in a horizontal scanline. Now, it spawns randomly around the map.

  • Snow and weather spawn rates were not properly checked. This would cause checks farther to the left of the map to have a lower rate of spawning. Now, the spawn rates are checked uniformly.

  • One raid would still happen despite raids being toggled off.

  • Ice block could not be mined and did not permit mining.

  • Staff of focus was giving a buff to ???. Should now be for Magic Combat skill.

  • Archenthrall target gathering wasn’t executing correctly.

  • Void stabilizer powered state wasn’t triggering so blueprints like Archenthrall could not be started.

  • Sometimes text wasn’t wrapping correctly in big text blocks.

  • Job visuals weren’t updating correctly. This would cause transitions between the same job to not display properly.

  • The unlocked/locked visuals were blocking ambient light which would cause a shadow around things like trap doors.

  • Entities would not drop into blocks below a trap door if the block contained a platform.

  • Notification order was incorrect after a certain amount had been created.

  • Room jobs were not appearing at workstations.

  • Some skills were not toggleable in the default skill permissions tab even though they were not locked.

  • The tooltip for the diet group showed up as ???.

  • Some diet items were not changing priority when edited.

  • Some of the auto-equipment generation wasn’t filling all slots.

  • There was an error when shift-adding a new room without one selected.

  • Free Caged Animal was set to Auto for Hunting Grounds. Now, only Capture Entity is set to Auto.

  • The nation expand/collapse of the settlements list on the overworld map wasn’t working.

  • Astracube was flagged as an obstruction which would keep the stockpile room from allowing them inside.

  • Fixed an issue where eat/drink jobs could not be created if the entity was in an empty block (no plants, items, anything).

  • Tooltip delay settings weren’t working.

  • Fixed an incorrect hotkey icon on the overworld map for “Deselect” showing the left mouse and not the right.

  • Plants were not expiring when planted in the wrong season.

  • Some plants would float in the air.

  • For stockpile jobs, entities were not filling their inventories completely.

  • Entities were not being set to player faction on job capture success.

  • Newborns were not spawning with age 0.

  • When target entities run away during combat, the player attacker was incapable of attacking successfully.

  • Some fish weren’t spawning correctly in biomes.

  • Jobs could unintentionally be placed below previous jobs. This would happen because the previous job wasn’t blocking the placement from cascading downwards when ‘single layer placement’ was off.

  • Melon had a typo in its season id causing it to not grow in spring or display text correctly.

  • Plants could automatically be planted in seasons they don’t grow.

  • The background for some tracked professions was the wrong color.

  • Pregnant status for non-humans would show pregnant human tooltip.

  • Tin, Copper, and Coal weren’t properly spawning in Barrens and Desert biomes.

  • Some NPC entities weren’t spawning with handheld items.

  • Some fish spawned hidden.

  • Some tooltips (e.g., egg item) were throwing errors under the hood which would keep the tooltip from appearing.

  • Glass blocks weren’t transitioning correctly.

  • Entities would drink from water blocks before using items in water troughs nearby.

  • Duplicate toggle icons were showing up on some permissions lists.

  • Several group counts were displaying 0 for the tracking settings lists.

  • Prohibited entities would show up duplicated in target lists for jobs.

  • Prohibited entities were still being used for target jobs. e.g., Leech Life (Ardyn).

  • Racial tech was being unlocked when entities were captured instead of when they become citizens.

  • Raiders were spawning as neutral.

  • Some plants, after being planted in a farm, were not properly being marked as Mature. e.g., Mirtle grass.

  • Market items were showing an incorrect “Merchant capacity exceeded” error when buying from merchant.

  • Some entities given an attack order would have a ‘stuttering animation’.

  • Some attacks weren’t being used because of an out-of-range attack check error.

  • Entities were unable to fight in the water.


⚙️ Tuning / Content / Polish / Misc
  • Updated mod project to 1.0.38.4.

  • Added more tooltip info when hovering over a room in the world. This is when the room designation window is open.

  • Killed entities will now award less XP.

  • NPC’s now have a higher chance of leaving the map after a certain amount of time has passed.

  • Improved pathfinding performance.

  • Reduced damage over time from freezing.

  • Body temperature is now reduced with some randomness involved. A roll is checked against the difference between body and ambient temperature. As the difference in temperature increases, the body temperature has a greater chance to lower each minute.

  • Added some additional logic for NPC’s to move as a group.

  • Added a tooltip to the top-right weather graphic to show the current weather and temperature range.

  • Enabled thief scenario. Thieves will appear when your settlement has Ren. Entities can spot thieves if their paths cross.

  • NPCs can no longer become each others companions.

  • Spike traps are now damaged when an entity triggers them.

  • Added repair job to fix damaged props (such as spike traps damaged by entities walking over them).

  • Spikes now do more damage.

  • Remaining ancient props now require void cells to be powered and used.

  • Added unpowered icon above Ancient props to indicate when they don’t have a Void Cell powering them.

  • Significant text performance improvements.

  • Tree populations in forest biomes have been decreased.

  • Crop plant populations (wheat, berries, etc) have been increased.

  • Added Wood Hatchet item.

  • Added Wool/Cloth Apron item.

  • Added Wool/Cloth Chef’s Hat item.

  • Cloth items are now called “Linen”. i.e., Linen Pants instead of Cloth Pants. Cloth is now just the material type. i.e., Linen Cloth, Wool Cloth, etc.

  • Cleaned up some requirements text for making ink to make in clearer.

  • Removed “Can Be Butchered” from Honey Bee.

  • Added some visuals to diet items to indicate when they have affects for consuming.

  • “Cooked Foods” in diets are now just “Meals”.

  • Added the Legendary Patron item “Twisted Steel”

  • Added “Mouse” boss scenario.

  • Capturing animals now has a chance to fail.

  • Entities now have a chance to escape from cages. This is a random roll each minute that compares: roll out of (cage toughness + 1) * 2000 ≤= entity stats (level + evasion + toughness). If there is no open space to exit to beside the cage, they will break it.

  • Cages can now be locked by faction.

  • The hermit loadout now starts the settler with buffs to several skills.

  • Newly spawned entities (with no parents) will get a natural bonus to their core skills for their starting profession.

  • Added a Clear Plants job to jobs menu to clear all plants regardless of being mature.

  • Tons of cleanup on notifications.

  • Clicking a notif previews that are stacked will now open the notif window on the notif group page.

  • Clicking a notif in the Notifications window takes you to the notification.

  • Added stone wall prop.

  • Improved overworld map searching to highlight names and focus camera on searches.

  • Prison cell occupants now require captured faction by default.

  • Tavern occupants now require citizen faction by default.

  • Added inline text icons for all plants.

  • Added a ton of new description text and codex hint text to tooltips.

  • Added tooltip to location coords to show permitted paths from location.

  • Added a “Codex” window that shows info for discovered items, plants, statuses, professions, skills, etc.

  • Temperature input hotkey is now ‘ and codex now uses /.

  • Re-enabled Deen and Chicken Greg scenario.

  • Re-enabled Desert Shimmer scenario.

  • Added a ton of tuning/polish to starting loadouts.

  • Starting items that have a random chance are no longer added to the default uniform loadouts.

  • Added “Poor Diet” status for when entities eat items they shouldn’t in their diet.

  • Added remaining Moss Kuplin art and data.

  • Added skill check failure and tutorial step.

  • Clicking a new discovery will open the codex, focus its entry, and expand its info.

  • Increased natural fish spawning chances.

  • Fishing skill now increases range that fish are lured to fishermen.

  • Added notifications for fishing. These show whether fish are lured as well as caught.

  • Fish now show up in the population panel.

  • Kotha armor now unlocked with Fishing II.

  • Added job state for permitted seasons. This is to keep plants from being planted in the wrong season.

  • Added season info to blueprint tooltip.

  • Planting jobs in rooms have been separated out by plant rather than be put in “plant standing” and “plant ground cover”, etc. This is to make it easier to see what is available for planting, see and edit plants by season, and differentiate skill level requirement.

  • New entity natural bonuses have been tuned down from max of 15 to max of 5.

  • Tuned starting NPC level to be based on avg sapient player level instead of kingdom level.

  • Tuned base health for Ancients from 250 to 350.

  • Tuned NPC starting items to more accurately match the player’s progression.

  • Tuned NPC spawn count to more accurately match the player’s progression.

  • Added better list feedback for when entity is selected (on lists where selection is possible).

  • Added some extra tooltip info to target requirements to show when there are prohibited targets.

  • Lowered XP for fishing.

  • Increased rate at which fish rise to the surface.

  • Fish now despawn after 24-48 hrs of idling. This is to allow for the redistribution of new fish across the whole map.

  • Made the game background dark instead of light. See, I do listen! xD

Ok, so what's next? I'm going to start work on adding new content. This update has a few new things, but I'm going to add a lot more in the next one. I'm also doing some exciting work on rooms and professions that will add a lot of uniqueness to settlers. Excited to share more about that soon. And, lastly, I will continue to try and improve the game based on feedback. I know the tutorial and game tips in general need work. I want to flesh those out more. I also want to improve the equipping and uniform flow some more. It has some pain points.

Anyway, that's all for now. Thanks for reading this far and I hope you enjoy the new update!

Waylon

Positron - Bytrix
Reviews

This is a personal appeal to all owners of the game to please leave a review! Reviews are important for small games such as Positron as a higher number of reviews results in more visibility throughout Steam.

To date, Positron has sold 174 copies here on Steam. That's not bad, for the price I've placed the game at (as I believe the game is worth the price, and will be worth more when it is feature complete). It's not exactly enough to sustain development however. Most of those copies were sold during sale periods, and after taxes and Steam's cut, we've made almost £1000. I've spent far more than that just attending events around the UK demoing the game to the public in recent months.

I'm lucky that this is a side project for me, and I guess most would call it a 'passion project', but it'd still be nice to make the game commercially viable, to allow me to make further games after this one (I have a few planned for Retroburn, for release in 2026, following Positron's exit from Early Access).

So, if you can spare a minute, please pop over to the store page and leave a review for the game. If you also have any feedback or suggestions, you can leave a post in the Steam forum, or drop by our Discord and let us know what you think:

https://discord.gg/Awwqam8n

Awards

Positron has been nominated for a Game Republic award; "Best Indie Game Made in The North sponsored by Xsolla". Game Republic is a local (to us) business network for games companies, and Retroburn recently became a member (again). We have our bi-annual Yorkshire games industry get-together coming up in a few weeks at which the award winners will be revealed.

If you can spare another minute, I'd appreciate it if you could vote for Positron (bottom of the list). I don't expect to win (considering the competition) but is is a public vote, so it's just based on numbers really:

https://docs.google.com/forms/d/e/1FAIpQLScEO3kEANaGr6v-zHVbD85w1iE73r6JtGhGi06TvtI9G5HnXQ/viewform

Update

The special RED theme has now been reverted (but this will be revisited in a future patch).

The small update I've just pushed to the game reworks how trails are rendered, and my next update will be making them 'swoop' and curve on the turns, following how the bike leans on turns. This is something I've wanted to do for a while, and I always find it does look odd that the trails don't currently do this, especially when I'm capturing screenshots for the game.

Socials

Another way you can help us is by sharing our posts on social media. We are looking to ramp up our social media usage over the next few months as we attempt to build a larger audience for the game with the addition of Arena mode, local multiplayer, and network multiplayer. Liking, and sharing our posts helps boost our reach, spreading the game to a wider audience and potentially picking up a few new players. We're on a bunch of social networks already, and likely should be joining up to more, so let us know if there's one you use that you think we should be using too!

We also have separate 'personalities' on each social platform. I personally post things related to development, game updates, and other things. Positron will generally post game related update news. Retroburn will usually just repost relevant things and when we have other games released will also share those too.

Positron

https://www.tiktok.com/@positrongame2

https://bsky.app/profile/positrongame.com

https://x.com/positrongame

https://www.facebook.com/positrongame

Martin Caine

https://www.tiktok.com/@martincainedev

https://bsky.app/profile/martincaine.com

https://x.com/MartinCaine

https://www.linkedin.com/in/martincaine/

Retroburn

https://www.tiktok.com/@retroburngames

https://bsky.app/profile/retroburngames.com

https://x.com/retroburngames

https://www.facebook.com/retroburngames

https://www.linkedin.com/company/retroburngames

Thanks

Thanks again for playing my game and joining me on this journey through Early Access. I hope the next few updates add a few things people are looking forward to, and look forward to seeing what people think as the game grows and approaches full release :-).

Deaf Wish - Kong

Hey everyone,

I want to thank each and every one of you who played, supported, and shared kind words about my game. Your feedback and encouragement really meant a lot to me as this was and will always be my first published game.

Unfortunately, due to personal and financial reasons, I’ve decided to remove the game from Steam. One of the main factors behind this decision is the cost of maintaining a license for a background music track used in the game, which I’m currently unable to cover and unwilling to change as everything else would destroy my vision. The personal factors were the finishing blow.

This wasn’t an easy decision, and I deeply appreciate the time and feedback you put into my game. Creating and sharing this game has been an incredible experience, and I’m grateful to everyone who was part of it.

Thank you again for being here and for making this journey worthwhile. I'll intend to continue developing games as a hobby but I probably won't do any story driven games anymore.

Take care, everyone! I can't stress enough how much I appreciate you!

— KoKo

Nocturnal Throne - Goutrial Game Dev
Update 0.5.12 - Changelog

Changes:

- Updated the waterbolt particles

- Updated the firebolt particles

- Reduced bow cooldown

- Cooldown reduction items now use hyperbolic stacking (meaning diminishing stats per stack)

- Cleaned up the stat menu and made it more presentable

Fixes:

* Fixed the pickaxe's gold giving 0 credits

* Fixed the investor journal not glowing when dropped

* Fixed the credit card not glowing when dropped

* Fixed alien serum showing the wrong number for damage boost

* Fixed cooldown reduction going positive when crossing two cooldown reduction items

* Fixed regen potions giving too much health regen

And as for the announcement? All updates will be moving over to the experimental branch. However leaderboard scores will not be updated on the experimental branch, so be sure you're on the correct version before doing any speedruns (check the top right).

The experimental versions will have a lot of work in progress items, characters, stages, etc. You can access them through steam's beta branch

...