Hello! Today's 20XX 1.30 patch introduces Draco, the Endless Arsenal - 20XX's fourth full playable character! Draco is the master of 20XX's Weapons, and flips the "one Weapon, three Powers" paradigm on its head: instead, Draco uses three Weapons at once, and can only hold a single Power at a time. He has six unique Weapons at his disposal, and starts with two of them - the mighty Unstoppable Force, and the stunning Volt Edge.
Draco is available for 34% off (about $2 USD) this week, but we won't be putting him on sale often. Get him while he's hot!
20XX is also available today for Nintendo Switch and PS4, and will be available on Xbox One later today/very early tomorrow. The console versions (which cost $17.99) includes the Hawk DLC today. Draco will come to consoles as a free update as soon as we're able, along with the rest of Patch 1.3's content.
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DRACO, THE ENDLESS ARSENAL:
Draco is 20XX's fourth full character, designed to push 20XX's Weapons to the limit. Instead of equipping one Weapon and eight Powers, Draco can equip
eight* Weapons, and only one Power.
Draco has six unique Weapons that only he can use. He begins with two of them - the mighty Unstoppable Force, and the stunning Volt Edge. The other four are found in Primary Weapon chests. Additionally, Draco is occasionally offered a new Weapon after slaying a boss (in lieu of that Boss's Power).
Instead of holding the button to charge like 20XX's other Contractors, Draco automatically stores charges at all times, and uses them by holding UP when attacking. Each of Draco's unique Weapons has a special Charged effect - discover them all!
Draco's DLC allows players to use Draco in all of 20XX's gameplay modes. If you're playing with a friend who doesn't own the Draco DLC, you can still use him, and your friend will see him as normal.
The rest of Patch 1.3's features are free for all players, and do not require the Draco DLC. Enjoy!
CHANGES:
Advanced Options is here! Finally, you can customize a whole bunch of graphics options you never knew you wanted.
10 New Augs! Including one Prototype, one stackable, and eight once-per-run Augs.
Dashbolt's effect and the effect of Oxjack's Helm have been switched:
Oxjack's Helm now fires a bolt upon dashing, and has had its damage increased (to 15 base, from 10).
Dashbolt now increases dash speed and shortens dash duration, resulting in the same dash distance, completed in less time.
Effectiveness of Dashbolt (the speedier dash) reduced to 25% (from 40%).
Reflex Rapidifier has been sent directly to the garbage, where it belongs. It will no longer spawn.
Made a few hefty performance optimizations.
Improved Character Select pod visuals.
Thanks for reading!
20XX 1.20.1 Patch Notes - March 30, 2018
Hello! Today's 20XX 1.20.1 patch fixes bugs, adds a new layer of polish to the game (especially networking!), and adds Italian as a playable language! Thanks for your patience on this one.
We're currently working on the content of Patch 1.30, which is a content update with content in it. Stay tuned!
Also, we'll be at PAX East next week, in booth 16108! Come say hello.
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CHANGES:
New loading screen!
20XX is now available in Italian! Also, greatly improved the game's Japanese localization.
Also, changed the sizes of some HUD elements to better fit the game's text in other languages.
Reworked multiplayer interface, and moved it next to the Play portal.
20XX now uses a Host/Join flow instead of "invite/find random." You can still right click on a friend in your Steam Overlay to join their game.
Polished netplay interactions:
Other players changing characters in HQ no longer looks janky, and the UI shift now all happens at once.
You'll no longer see players stutter-step/animation-loop when they're in a menu and you're not.
Menus no longer hide player draw. (They didn't all do this, but now none do.)
Fixed an issue causing Hawk's whip to look frozen as the other player in an online session.
Fixed a few level handshake issues.
Fixed the level-start flow as the client.
The load process now all uses the new load screen.
Improved packet loss detection & resend reliability and performance.
Soul Chips are now synchronized in online multiplayer. (The host and the client will now receive the same amount when SCs are picked up.)
The Bonus Timer is now periodically synchronized in online multiplayer. So is the team's Score.
Reconnect is still unrefined. Instead of focusing on it, we focused on fixing the reasons you'd want to use it. It's still available as a last resort, but hopefully you'll need it less!
There's now a "Saving.." notification in the top right corner when the game saves. It's brief!
New SC and Nut counter UI elements.
Both Soul Chips and Nuts are now shown in the HUD in HQ. In game, your current SC count fades in for a bit after a pickup. We're doing this to better message the difference between the two.
Soul Chips now have a new font glyph (also for messaging purposes).
Datalore popups now stay on screen for much less time.
Zookeeper's Zeal now spawns slightly less frequently.
Fixed and unified a lot of machine text and button display positions.
Improved messaging on teleport-to-ally in co-op. (The tip appears more often if you're playing 2P, and the icon in the center of the signal wheel is now much more obvious.)
Iconified tutorial signs.
BUG FIXES:
Fixed a memory-related issue (a leak!) that could eventually cause the game to crash. This should especially help Endless players, but will really be helpful for anyone who plays a lot of 20XX in a single session.
Fixed a bug causing a certain sequence to fail to start with the host of a multiplayer game dead.
Fixed a bug causing Enlightenment to spawn (it's not ready yet!).
Fixed a bug (for when Enlightenment is ready) causing it and Fortune Stabilizer to eject would-be shopgoers into the void.
Fixed Leafpetal and Kinetic Converter spawning in Purist runs.
Fixed Back not working in Hawk's stats page (and a few other places).
Fixed an issue causing Creepers to instantly spawn as the client in online multiplayer in Glory Zones.
Fixed Air Time being unlockable while dead.
Fixed Unlocks not immediately counting when purchased in the Ark. (They still unlocked and gave you the benefit next run, but previously you'd have to change characters or enter the game to see it.)
Fixed multiplayer signals pointing the wrong way if the signalled point is on screen.
Fixed the "teleport!" icon being too big once activated. (Also made it smoother.)
Fixed a crash that'd happen if the game was left paused for several hours.
Fixed the jump buffer to behave better around drop-through platforms.
Fixed an issue that could cause the player to fall-loop endlessly in certain places where platforms are very, very close to lava.
It's no longer possible for the client to skip Boss Drama - instead, the client will be informed if the host skips it.
Fixed Repros interacting with Boss i-frames.
AL no longer shows up and taunts you after level 3 in a Dearth run and offers you Boss items that don't exist.
Fixed the client's pause menu showing the host's statline in online co-op.
Fixed the client's score submission using the host's character in Challenges.
Thanks for reading!
20XX 1.2.0 Patch Notes - February 12, 2018
Hello! Today's 20XX 1.2 patch introduces Hawk, 20XX's third full playable character! Master her whip-like Siphon, and rain destruction on your foes with her nearly-limitless pool of whip-stolen Energy. (Using her requires the new Hawk DLC, which will be about $2 until the end of the Lunar New Year sale, and $2.99 thereafter.)
This patch also contains 9 new Augs and a tremendous number of QOL updates and fixes. These non-Hawk updates are free for all players, and are not part of the DLC.
Read more about Hawk and the new changes below!
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IT'S HAWK (requires Hawk DLC to use!):
Hawk is 20XX's third full character, built to master 20XX's Powers. Her whip-like Siphon steals energy from foes, giving her a nearly limitless supply of fuel for her devastating unique Powers.
Hawk has five unique Powers - she begins with one (the Protorifle), and can find four more in the game's Primary Weapon Chests. Hawk finds these Powers in lieu of Primary Weapon swaps.
Hawk's DLC allows players to use Hawk in all of 20XX's gameplay modes. If you're playing with a friend who doesn't own the Hawk DLC, you can still use her, and your friend will see her as normal.
The Hawk DLC costs $2.99 (USD), but through the end of the Lunar New Year sale, Hawk will be 34% off. Her DLC won't be part of every sale, so get it while it's hot!
The rest of Patch 1.2's features are free for all players, and do not require the Hawk DLC. Enjoy!
CHANGES:
Made a general performance improvement that should help people experiencing slowdowns.
Added 9 new Augs! Discover them, and unleash their power.
New Skull: Dearth! Dearth disables the three-item Boss Choice from appearing in the post-Boss room after Level 3. (This means only up to 3 Powers can spawn in that run, and if a Boss doesn't show up in the first three levels, its Power is unavailable this run.)
In scored modes, Level 10's time bonus now applies after defeating the boss, instead of at the end of the level. The bonus timer now also shows up properly during the level during Challenge/Seeded runs.
Nina's shots now combo on bosses similar to Ace's attacks. If Nina strikes a boss with a primary weapon, she can now hit the boss up to twice more in quick succession for additional damage. Scatterbeam is excluded from this change. (This is a Nina buff.)
This combo does not scale with how many shots Nina can have on screen at once.
Enemies protected by Maintcore shields (Beta and Gamma variants) now take 90% reduced damage (instead of being completely immune to damage).
Shield-piercing weapons still ignore this damage reduction.
Juiced Force Nova no longer has any damage scaling as it chains. (This is a buff - the damage scaling was negative.)
The Bonus Timer no longer ticks down in the pre-boss hallway.
Co-op pairs playing the same character once again receive the same Primary Weapon when destroying a Blue Chest.
Oxjack's Blitz (Leg Core) now has a "grace zone" when air-dashing horizontally very close to the ground.
Airdashing super close to the ground currently has a feel-bad case where a falling player intends to dash immediately upon reaching the ground, but instead activates his airdash a hair above the ground (so he never lands, and never restores his jump or airdash). This feels bad. Today's change checks if you're really close to the ground when activating an airdash, and if so, pretends you landed before dashing.
This change will not count the player as having landed for safe-return calculations.
Moved Character Select text so it doesn't overlap the HQ sign.
Normalized Flat's mortars a bit. (No more hyperspeed Mortars.)
Implemented a jump buffer. Jump presses will buffer for up to 100ms, so if you hit Jump a hair too early (say, right before hitting the ground), you'll jump anyway upon ground/wall contact if you're still holding Jump.
Added a pop-up menu notification when attempting to join a player's game when you're not in the lobby.
Memory optimization: 20XX now unloads characters not in use by the game on game start. Please tell us if you still see Flat black-boxing sometimes!
Tweaked Core Aug availability. Reduced Glory Zone occurrence by a hair, and decreased the chance that a given Shop item is a Core Aug. On average, the goal here is to reduce the number of Cores that spawn by about 25%.
We understand this one might be controversial, and we're keeping an eye on it. In general, too many Cores were spawning in a typical run - when all 16 are likely to spawn, players don't really have to make choices about what to take - doing the best with what's available is an important part of 20XX.
Reorganized Datalore. Primaries are now all one section, and Powers have their own section.
Tiny Flamespewer rebalance:
Tiny Flamespewer's flames no longer pierce except when they kill the enemy they hit.
Tiny Flamespewer's flame base damage increased to 15 (from 10).
Tiny Flamespewer's flames deal reduced damage to Bosses, but each flame can now hit a Boss separately.
BUG FIXES:
Really, really fixed the way cutscenes draw.
Fixed an issue causing some projectiles that pierce slain enemies from failing to do so (and vice versa).
Fixed an issue causing chests to draw in front of other enemies.
Juiced Force Nova no longer sometimes hurts your online co-op partner. (This is also a buff, unless you're a jerk.)
Fixed a spooky invisible Wind Platform in a certain Skytemple config.
Fixed a bug causing leaderboard finishes to display Level 10 instead of "FINISH!" in the Level column.
Fixed a netplay issue causing the host to be able to pull up the Main Menu while waiting for the client, resulting in general havoc.
Fixed the Bonus Timer in Boss Rush.
Fixed a bug causing a super-zealous Re-Flapp to gobble up an Astral before the fight starts, breaking the game.
Fixed a missing Level 10 drop-through platform.
Fixed an issue causing Death Lotus and Spirit Vine attacks to occasionally fail to register.
Thanks for reading!
20XX 1.11.1 Patch Notes - December 22, 2017
EDIT (Dec 24, 1:22PM EST): 1.11.1 is live once more. Tell us if anything awful happens!
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Hello, and happy holidays! Today's 20XX mini-patch makes 20XX less greedy about your system & video card memory and fixes one bug.
Some players have been reporting black textures (and, in a few cases, even crashes!) since 1.11, so we're rolling this fix patch out to try and combat that problem. If you still see black textures or other weird visual artifacts in game, please tell us!
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CHANGES:
Reworked the way 20XX uses memory to make it more efficient over the course of a run.
Reworked the game handles Boss Drama pop-ups to be more memory efficient.
BUG FIXES:
Fixed an issue that could cause Glory Zone completion to return the wrong set of Powers.
Thanks for reading!
20XX 1.11 Patch Notes - December 15, 2017
Hello! Today's 20XX Patch, Patch 1.11, is mostly a performance & bug fix patch. If you've experienced poor game performance or obnoxious bugs since 1.10, this'll get you running smoothly. Happy holidays!
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CHANGES:
Greatly improved text draw performance, room tile draw performance, and enemy/bullet draw performance. Most players should experience better framerates. Tell us!
The tile improvements might cause a few weird tile artifacts - please report any you see!
Fixed up cutscene performance.
20XX now defaults to Borderless Window (instead of fullscreen vsync). V-sync will always introduce some amount of input latency.
Armatort's Dome (helm Core) now has a 50% chance to grant health when picking up an Armor capsule. (This is a buff.)
Permanent Skytemple Boltpairs are now a different color.
Upscaled a few visuals.
BUG FIXES:
Fixed a million issues that we'd previously fixed, but 1.10 reintroduced.
Fixed a bug causing Re-Flapp to fail to damage Flat.
Fixed an issue with some spooky souls showing up before they're supposed to.
Fixed an issue causing the game to reset the Skull list when swapping languages. (Wow, this was a bad one!)
Fixed an issue causing Sharp's Mortar attack to fail with Furor active.
Fixed an issue causing Sharp's Splinterfrost splinters to move in the wrong direction.
Fixed a few issues with Kingseeker still leaving health sources in the game.
Cerby is now regular-sized again.
Thanks for reading!
Batterystaple Update - November 2017 Edition
Hey, folks! It's just about December, so it's time to talk about what we've been up to.
Three things are on our mind.
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Patch 1.11
We changed a *lot* about the game's internals in Patch 1.10, and it's come to our attention that a few things aren't perfect - cutscene performance has taken a hit, and some players are reporting worse performance overall. We've also caught a few obnoxious bugs that've worked their way back into 20XX that ought to be gone, so we're spending a lot of time eliminating those and working on the optimization to end all optimizations, which we're hoping will put performance issues to bed for folks on older machines.
Patch 1.11 will address these issues, and come in the next few weeks. I'd love to be able to say for sure it'll come next week, but it's competing for time with our next focus - we're getting ready to take the game to Playstation Experience next weekend (Dec 9-10)!
Our internal goal is to get Patch 1.11 out absolutely no later than Friday, December 15th. It may be out earlier if we can get it all tested in time - we'll do our best.
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Playstation Experience - Dec 9-10!
Since you're reading this on Steam, this might not concern you too much, but it definitely concerns us! We're hard at work on bringing 20XX to consoles, and we're happy to share that we'll be showing off 20XX at Playstation Experience in Anaheim next week. If you're going, come say hi!
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Patch 1.20
We're going to talk a lot more about this next month, but we've begun laying the groundwork for 20XX's second post-release content patch, Patch 1.20. It's got a bunch more content that we'll talk more about in next month's update, and we're targeting some time in January for it (much in the same way that we targeted "some time in November" for patch 1.10). Stay tuned!
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Thanks for reading!
20XX 1.10 Patch Notes - November 24, 2017
Hello! Today's 20XX patch -- Patch 1.10 -- is a content patch. It adds several new Augs, lots of new level pieces, some new visual effects, and overhauls a good chunk of the 20XX engine. It also contains a ton of tweaks, fixes, and QOL changes!
That's all! It doesn't contain anything else. Nope.
NB: We've changed a few animations for Ace and Nina, and their texture sheets have changed a bit. If you're using graphical mods for these characters, this patch likely breaks them until they're updated by their creators. Sorry for the hassle!
Also NB: 20XX's online co-op has a reconnect feature! If you crash or otherwise disconnect, the other player can stay in the game while you reboot 20XX, enter HQ (the Hub), right click your friend in the Steam Overlay, and click Join Game. This isn't new, but we've been pretty bad at messaging it.
Triple NB: Today's patch reworks 20XX's font system. As a result, the first time you run the game or change to a specific resolution for a given language, the game will take a few seconds to generate the font files it'll need. If you notice short delay when changing to a given resolution or language for the first time, don't panic!
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CHANGES:
Added 10 new Augs, including three Prototypes, three Once-per-Run Augs, and four stackables.
New level pieces! Multiple themes (especially Level 9) now have additional level variations.
Text drawing improved! (It should now be much more readable, too.)
In preparation for some future technical work on 20XX, we've rewritten some major pieces of the game's engine. In general, we expect that most players should see better load times and faster performance, but we'll be vigilant about any issues this may cause for some players. If you consistently feel like your performance has gotten worse (with the same resolution/gfx quality), please tell us!
Regenerative Plating now restores 2 HP on pickup, in addition to its other effects.
Reworked Primary Weapon Chest drops. They now
do* take previous Primary Chests into account, but
don't* take your current weapon into account (so it's possible to find the weapon you're using, but shouldn't happen without the other weapons being rolled first).
Armatort's Dome (Head Core) now has a 50% chance to restore 1 Health when picking up Armor. (This only applies to the +2 Armor Capsules, and not to anything else that grants Armor.)
In response to a lot of player feedback from our achievement hunters, we've scaled back the Endless achievement requirements (Extended, Everlasting, Eternal). 20XX's harder achievements are challenge-based, not grind-based, and these achievements left completionist players feeling worn out by the grind.
Extended now requires clearing Endless level 16 (down from 25).
Everlasting now requires clearing Endless level 25 (down from 50).
Eternal now requires clearing Endless level 40 (down from 100).
We understand that if you've previously played a ton of Endless and cleared level 100, this might feel cheap, and if you've ground up to 40+ and stopped, it feels bad that you don't already have Eternal. If you're really bothered by this, drop me a line and we'll set things straight.
Lightning removed from the Bold, Probably Cheating, and Fervor achievements.
Lightning mucks with the game's mechanics in a way that no other Skull does, and it feels pretty bad having it tied to any Achievements.
Removed some obnoxious Rollster spawns from Level 9.
Glory Zones will spawn past Level 8 in Endless again.
Seed Racer now properly behaves/displays score like a Challenge.
Improved Boomerang Blade diagonal throw detection for controller sticks.
Plasma Blender nerfed slightly. As Ace builds the rapier's size and damage by attacking foes, the damage will now ramp up 25% slower than before. It'll deal 12.5% less damage at maximum size without Dracopent's Claw, and 16.7% less damage with Dracopent's Claw. The initial hits from the Blender (at minimum size) are unaffected.
The Blender is still very, very powerful, and we may need to go a bit further.
Added a handful of spicier visuals!
20XX now immediately loads into a screen-sized loading screen (instead of a tiny window in non-fullscreen, or an empty black screen in fullscreen).
BUG FIXES:
Fixed an issue causing Glory Zone BLP to fail sometimes. (This means we're back to "maybe we overdid it!" status, so let us know if you think you're seeing too many Glory Zones.)
Fixed a runaway Armor display issue.
Fixed a bad Pause Screen display in local co-op causing both players' Health/NRG numbers to draw in the status section.
KNOWN ISSUES:
Some players may experience cutscene slowdowns. Tell us if this is you!
[REDACTED]:
Anomaly Report AR-903 indicates [REDACTED] models of [REDACTED] and [REDACTED] may persist in the Network.
Gaze up, and try to remember them.
Thanks for reading!
Batterystaple Update - October 2017 Edition
Hey, folks! It's been about five weeks since our last update - hope you've had time to play all the amazing games that've come out lately!
Before we get started: 20XX is on sale this week as part of Steam's Halloween sale! It'll be 20% off until November 1.
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Patch 1.10:
Patch 1.10 is a 20XX content patch! It's slated for release in November.
We've desgined a bunch of new Augs -- thanks for your awesome suggestions! We're currently looking at 10 new Augs for 1.10, split between Once Per Run Augs, Prototypes, and standard stackable Augs, all aimed at giving you variable gameplay full of interesting decisions. We've also taken a balancing pass at a few existing Augs.
Thanks to your feedback, we've identified a few places that 20XX's level designs have room for improvement. 1.10 will contain a slew of new level pieces, as well as passes on existing pieces. (We'd still love to have an awesome, fully functional level editor - getting it right is not feasible in the short term, and we're still figuring out exactly what it'll take to accomplish.)
We've made a sweeping overhaul of a few of 20XX's under-the-hood systems, aimed at polishing the game's renderer. (We haven't touched the game's controls.) If you've ever had performance issues in 20XX, we'd love to hear what you think of 1.10! We've also made text drawing clearer, and resolved a few lingering text wrapping issues.
We've also added some new visual effects to game elements we decided could use a little more eye-spice!
As with every patch, 1.10 also brings with it a slew of bugfixes. To make sure it's the best it can be, it'll be coming to our Superfriends pals before it goes live.
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Have a fantastic Halloween! Thanks for reading.
(PS: 20XX will not be celebrating Halloween. Part of Patch 1.10 is debatably spooky, but it won't hit until next month.)
(PPS: there may be more surviving Contractors than the Board initially recognized. Be ready for a challenge.)
20XX 1.01.00 Patch Notes - September 28, 2017
Hello! Today's 20XX patch tweaks our endgame length a bit, adds some QOL changes, and fixes a bunch of bugs.
It also adds a missing track to the OST for folks who've bought it on Steam (the post-level Victory theme).
Thanks for playing! (If you're wondering what we're up to, we recently pushed the first Batterystaple Update - more to come in October's update soon!)
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CHANGES:
Endgame level length changes:
Level 9 is now 25% shorter. (This change doesn't affect Reverent, where Level 9 was already 25% shorter.)
Level 10 is now 17% longer. (This change does affect Reverent.)
After a ton of back and forth with the community, we're happy with the individual difficulty level of level 9's segments, but think the level runs on a bit too long. We've boosted level 10's length a little to compensate - we may experiment with making it a bit longer, but don't want to overshoot it.
With double-tap dashing enabled, 20XX now recognizes double-tap dash and button-press dash as two separate actions (so it's possible to dash with one or the other while holding down the other button from a previous dash).
Lotus Spawns no longer attack from further than half a screen away when encountered in the Station.
Standardized Splinterfrost wall-slide behavior. (It now always does what you'd expect.)
Ace's Plasma Blender no longer enters ultimate screenshake jank mode when fully charged.
Seed Racer Changes:
Seed Racer now does a better job of behaving like a challenge (so players can compete for the best score on a given seed). We highly recommend players doing this at least enable Destiny, but hey, you do you.
Seed Racer now reports score like a Challenge in every way.
Skittery Smuggler no longer spawns in Seed Racer.
Seed Racer now treats level 1 as though it were difficulty level 2 (like Challenges do).
Seed Racer already used the Challenge item pool - no change here. (This has always meant that the seed you see while playing Normal/Defiant/Reverent doesn't match up 100% with the same seed in Seed Racer -- the Augs you find will change, but the rest should be pretty similar.)
Tweaked some unfair-feeling level pieces/hazard placements.
Next-run item determination logic changed up a bit. Two of the same item should no longer show up in the same next-run option set.
Added more detailed Boss Drama art!
BUG FIXES:
Vitality Converters in Non-Standard game modes (any mode that isn't Reverent, Normal, or Defiant) now ignore the "do you have enough stuff unlocked?" restriction (for consistency).
Level completion achievements will now trigger properly in online co-op as the client.
Fixed a weird interaction with armor that could cause the Untouchable achievement to fail to trigger. (Also fixed Armor-damage not counting as a "damage instance" - it's totally supposed to.)
On-level items (Consuming Fury, Pure Flame, etc) now play nice with multiple Save and Quit actions on the same save file.
20XX will now remember what next-run items you've purchased if you quit before your next run.
This means the "get a ton of soul chips, unlock items, quit and restart, unlock more items" exploit no longer works. I wanted to keep it, but it's more important to not have that bad-feel of unlocking at the end of a gameplay session and losing your next-run new stuff.
Fixed Meganut not working well in online multiplayer if the client picked it up.
Fixed a bug causing level 10 deaths to read as "FINISH!" on Score Leaderboards.
As a consequence of this change, existing leaderboard finishes will read "10" instead of "FINISH!" - unfortunately, there's no way around this. We were incorrectly writing "10" into the LB data for finished runs.
Future runs will record correctly.
This fix doesn't impact Speedrun boards in any way (they were unaffected by the bug).
Fixed "NAME" and "RANK" being swapped on all Leaderboards (in all languages).
Fixed a bug with Interesting Times where it wasn't properly subtracting HP/NRG as its on-level penalty, resulting in higher HP/NRG values than intended. (This bugfix is a nerf.)
Interesting Times should be working properly, but we've gotten a few reports of it not removing the negative effect after picking up System Restore. It's not clear players are seeing the previous level's benefit going away and thinking that's a negative impact - let us know if you're still seeing four stat changes after picking up SR!
OST UPDATES:
Added the track "V for Victory."
Updated the track list.
Added missing MP3 metadata.
Thanks for reading!
Batterystaple Update - Mid-Sept 2017 Edition
Hey, folks! 20XX left Early Access 37 days ago. In the week or so after 1.0, I pushed a series of small hotfix patches to address a few issues that popped up, bringing us to (the current) 1.00.41 build of the game.
Things are going really well! Thanks for your support.
I'm in the market for a good way to keep you in the loop on what we're working on (now that we're not patching every two weeks), so I'm going to try a monthly update letter format. I'm not sure it'll always be around this time of the month, so at some point there'll be a little less or a little more than a month in between updates, at which point we'll stabilize. You might have noticed that holding ourselves to regular update schedules is a thing we like.
(I'm also after a better name than "Batterystaple Update" if we've got any bright ideas there!)
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The TL;DR
Launch went well!
We're going to update you once a month with what we're working on, now that we're no longer patching every two weeks
Polish patch (not content!) 1.01 is coming soon(tm) - probably in the next week, mainly QOL fixes (double-tap dash, looking at you) and a bunch of bug fixes
We're full-steam-ahead on porting 20XX to consoles - more details about our platform targets and when they'll hit as we get them
We're working on 20XX's post-release content plan in light of launch, our sales, and player base, and will share details once we're ready to promise them
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Next up for 20XX: Patch 1.01
1.01 is a polish patch. I'm chewing through the bugtracker in mantis as quickly as I can (bonus: I've also fixed its spam problems!), and am seeing which fan-favorite updates from the community I can get into the game in a pretty reasonable time frame. 1.01 is not a content patch, but it will likely change the way Seed Racer behaves to bring it more in line with challenges (so a seed racer seed is a seed is a seed). There's a messaging issue with how we report the seed in normal/defiant play (since a player without everything unlocked will see something different if they load that seed later) - we're ironing out as we speak.
In a separate branch from the live build, we're spending a ton of time working on porting 20XX to consoles. We're not ready to dig into exactly when and which consoles we're hitting yet, but that work's going to yield some technical benefits for the Steam version of the game. We're getting the chance to revisit some old technical implementations (read: we have to, because some of my choices are incompatible with what consoles require), which should result in a smoother gameplay experience. (It'll also fix any remaining text display bugs.) Of course, whenever that merge first shows up in the live build, we'll be on hand to quickly fix any mistakes we've made just as quickly as we did in Early Access. Further netplay improvements will come down the line as part of those porting changes, as well.
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Talk to us about more content!
We're working on that! Critically, we're figuring out what our future in the games industry looks like in the coming weeks, and the direction we take is going to inform what we do with 20XX going forward. As soon as we've got concrete plans here, we'll share them with you. Feel free to ask specific questions if you have them (on here/on twitter/via email, depending on how publicly you want to ask) and I'll do my best to answer what I can.
Thanks for reading and for playing 20XX! The only reason we get to deal with the "what do we do next?" problem at all is because you bought our game and said nice things about it.