Before We Leave - The Planet Editor launch broadcast
Hey Peeps, the Planet Editor update is coming on Wednesday (or 9am Thursday, if you're in New Zealand like us)!
Creative Director and Lead Developer of Before We Leave, Sam Barham (perhaps better known as ChiefMonkey) will be broadcasting live here on Steam this Wednesday 5pm EST/2pm PST/10pm BST to show off this awesome new feature, discuss patch notes, and answer your questions!
You can see Sam’s past Steam broadcast over on our YouTube channel here.
Thanks for reading and see you all in chat! ːsteamhappyː
Weekly News - 2nd September 2021
Hey everyone!
We’ve had a really busy week with meetings and conversations about what’s next for Before We Leave after the Planet Editor update - I can’t talk about anything yet (typical huh) but I’m really excited for what we have in store for you all!
Speaking of The Planet Editor, we’ll have some exciting news on that front coming in the next week! A huge thank you from all of us at the studio for being so patient <3
Beta Branch Patch Notes
Fixed some issues with specific land placement in Planet Editor
Tidied up the Planet Editor UI a little
While in Planet Editor, removed some warnings that don't make sense (like Solar Panels warning when they're in darkness)
Changed the order of Oil and Electronics resources to match order of their harvesting buildings
Forests can now be placed on tiles that are completely surrounded by other buildings
Added an image for the Auto-Generated Planet button
Oil Wells no longer animate when paused
Fixed the Planet-wide fertility validation
Fixed an error where the Choose Planet warning icon wouldn't always show the error correctly
Fixed the update blurb text not fitting it's dialog correctly
Fixed chimney smoke coming out of some buildings with the Filtering upgrade
Fixed the sizing of the 'tutorial' dialog for the Planet Editor
Fixed a rare case that could cause the UI to lock up in Planet Editor
Peeps, Animals, Ships and Airships now have preview models when being placed in Planet Editor
When creating a New Game, custom planets with multiple validation failures now list up to 5 of them, rather than just 1
Fixed animation for felling a tree when the Forest is next to a cliff
Fixed an issue when playing a game with a custom planet with in-construction buildings already placed, which meant their resources not be 'known' when you completed the construction
IN PREPARATION FOR FINAL RELEASE, ALL EXISTING CUSTOM PLANET FILES HAVE BEEN DISABLED! This is because planets created with in-development versions of the game may contain unfixable errors that we don't want people trying to use in the full release
In Planet Editor, using the Demolish brush on empty terrain changes it to Ocean
Optimised the rendering of Info Pins
Forests, Mountains etc can now have their exact model switched in the Planet Editor
Fixed an issue that made Epic Achievements stop registering after you had been playing for an hour
Added translations for all altered/new text
Changed the order of technology in the Planet Editor Island panel to match the order you find them in-game
Fixed a few minor UI issues
Fixed an issue that was preventing starting games containing custom planets
Replaced "Ctrl" with "Cmd" in tooltips on Mac
Fixed an issue that could make tooltips get stuck on
Fixed several issues with translated text not fitting the space it had
Fixed tile highlighting in Planet Editor
Ruined bridges no longer show the power pole bit
Remove extra 'Test' scenario that had crept in
Weekly News - 26th August 2021
Howdy everyone! I hope you’re all well <3
It’s a pretty quiet week on the news front - we’re still working hard on the Planet Editor update, and staying safe during Aotearoa’s latest lockdown.
[previewyoutube="oyQmm0c5IxQ;full"]
Deleting Planet Editor Beta Saves
Early next week we'll be making a change to the Beta Branch of Before We Leave (on EGS and Steam!) that will invalidate all current Custom Planets! This is so that when the update releases properly, any old Custom Planets that may have issues from being created while the update was still under construction won't cause issues. We want the launch to be as smooth as possible!
Beta Branch Patch Notes
Fixed position of Peeps in Protective Elevator
Fixed issues causing infinite loading screens. Error dialog that is displayed now has links to Discord and Website for submitting issues
Fixed an issue with saving ruined player-created transmogrifiers
Fixed an issue with the Ctrl-Click menu in terrain placement mode not closing when it should
Added an error info pin if a Shipwright or Port gets trapped in an inland lake in the Planet Editor
Fixed the Seed Hunters scenario having an error on load
Show error tooltip if all of a brush is invalid in Planet Editor
Fixed an error when placing water in land-locked lakes
Selecting buildings in-game when they're on an Island you haven't colonised yet now shows a small card
Fixed some issues with multi-tile buildings not connecting correctly to roads or elevators in Planet Editor
Fixed some issues making building placement invalid when their entrance(s) are facing cliffs or forests in Planet Editor
Fixed removal of a Gremlin House not removing the Gremlins
If you choose not to change the state of a building, the dropdown now flicks back to the current state
You can now place one Ancient Ruin per island - it used to be incorrectly one per planet
In Planet Editor, Ancient Ruins show if they're containing Technology or Minotaur
In-game, if you reveal a tile containing a Port, or an Accommodation building containing Peeps, the Island instantly becomes owned by you
Changed the state-change message to make it clear you will lose configuration, such as resources that have been added to the building
Fixed some issues if you select custom planets then turn on Tutorial in New Game
Ports you don't own can no longer be viewed or used in shipping lanes
Fixed some achievements firing in Planet Editor mode
You can now colonise a second island on your first planet if it's the only other option, even if it's "a bad place for your first colony"
Changed placement + demolition of Crystal Island trigger/seed so that you place/remove both of them as one action
Historical Document dialog shows a number for how many you've earned
Added Ctrl-Z Undo to keybindings
Adding initial islands in Planet Editor dialog now has a seed value
Released the MacOS version to Experimental as well as Windows
Added an option to cycle the specific model used for things like Vegetable Fields
Desalination Plants now operate in a closed off piece of Ocean (but not inland-water)
Prevented placing Astrobaleenium close to existing buildings
Fixed an issue that could make elevators or multitile buildins appear underground when placing them in the Planet Editor
Fixed some issues caused by construction sites behaving like "enter from any side" buildings when placing them, even if the final building won't work that way
Added a different Choose Planet dialog, so you can now see more information about the planet you're selecting
Pressing escape with the Choose Planet or Difficulty Settings dialogs open now goes back to the New Game dialog
Fixed an issue with changing the state of a building that was leading to a error on load
More fixes to prevent inifinite loading issues (They occur when there's an error on load that isn't handled correctly)
In Main Menu, moved Load Game to come just under New Game
Fixed some issues in Planet Editor where the right construction button wouldn't highlight when selecting with hotkeys
Fixed an issue with placing roads in Planet Editor on an island that has no buildings yet
Fixed an issue preventing the grass colour from updating correctly
Updated the road texture under Protective Elevators
Ruined Orchards now have ruined looking trees
When using Ctrl-click to select a building upgrade to place in Planet Editor, sometimes the building model or card wasn't updating correctly
Resource Caches placed in Planet Editor now become owned by the player on starting the game, so that their resources show up in the UI
Corrected texturing of ruined Marketplaces
Fixed an issue with the wharf of ruined Ports/Shipwrights appearing inside the land
Fixed an issue that could leave behind the rocky tile side models when removing a highland tile in certain circumstances
Cleared the 'ruined' flag if you switch to placing an object that can't be ruined (like a Rusty Hulk)
If you close the Island Details panel in Planet Editor with un-applied changes to the resources, it now asks you if you want to proceed
Weekly News - 19th August 2021
Howdy everyone,
Great news! The Planet Editor update is feature complete! [previewyoutube="IY8TMMtlPqQ;rightthumb"]Other than that, it's been a little quieter this week - we’re going through feedback and polishing the Planet Editor update. Thanks to everyone who is giving us feedback ːsteamhappyː We should have a release date for you all soon-ish!
macOS
As you'll know from our announcement a few days ago, the macOS version of Before We Leave is finally here on both EGS and Steam! Thanks to everyone who let us know this was something they wanted - as always, your feedback and the time you take to give it to us is greatly appreciated :heart: If you encounter any bugs, please let us know down in #player-support and mention you’re using the macOS version of Before We Leave.
Lockdown in NZ… again
So we’re in lockdown again. We’re very confident this won’t affect the studio or our work on the Planet Editor update, but if it does, we’ll let you know! To our fellow Kiwis - kia kaha! We've got this!
Beta Branch Patch Notes
Fixed the Apocalypse Soon scenario
Fixed tooltip on the Rainforest weather preset button
The operational state when placing buildings (Operational/Constructing/Destroyed) is now remembered between buildings
Changing the operational state to Destroyed changes the preview model
Changed "Generated Planet" to "Auto-generated Planet"
Fixed some issues with saved planets not remembering their validation data until the game had been closed and reopened
Fixed the reporting of the Ruinied Ship or 50 Red Research validation
Transmogrifier validation now also passes if there is 30 Tools instead
First Planet icon in New Game now shows the correct warning tooltip if the selected planet isn't suitable
In Planet Editor, card for ships/animals/minotaur etc state what kind of thing they are next to their name
Island name now updates when enter is pressed
Fixed an error that was causing incorrect text in notifications in games with custom planets
Fixed tooltip on upgraded road buttons in Planet Editor
In New Game, if you select some custom planets and then change the number of planets, the custom planets move about sensibly
In Planet Editor, resource caches now sensibly connect to roads
If the Crystal Island spawns in ocean tiles that haven't yet been explored, it now displays correctly
Fixed an issue that was causing the game to stay on the loading screen if the loading process failed - it now goes back to the main menu and displays an error dialog
Fill slider now changes in 5% increments
If you build a Whale Charmer without visiting a second planet (because your custom planet is set up to allow it), space whales now start arriving
If you're keen to try out the Planet Editor sooner rather than later, don't forget you can try it out in our Beta Branch here on Steam.
That's it for now folks! See you in a weeks time :) - Emily, Community Manager
Before We Leave is now available on macOS!
A MacOS version has landed!
The Before We Leave MacOS version is here!
We heard your requests and after months of working, we're thrilled to announce that Before We Leave is now available to play on macOS!
Requirements
Before We Leave requires macOS 10.14.2 (Mojave) or higher.
If you encounter any issues with the MacOS build, please let us know! You can do that via our Steam forums here, or through our Discord server.
Please be sure to mention you're using the MacOS build so we can provide the best assistance possible.
Kia ora peeps! After a brief hiatus, I'm back with more news for you all.
A MacOS version is coming soon!
It's been in the works for a few months now, but we're very happy to announce a MacOS version of Before We Leave will be available by the end of this month! Stay tuned for an exact release date.
The Planet Editor update release date is also coming soon!
Getting this update has taken longer than we initially expected, so thanks for your patience everyone! It's currently undergoing some rigorous QA and testing. We should have a proper release date for you by the end of the month.
Beta Branch patch notes
Like last time, for those of you on the Before We Leave Beta Branch, we have some patch notes for you! Sam (aka Chiefmonkey) and I also broke it down in the latest weekly news video, too. [previewyoutube="CThld1rjb4k;rightthumb"]
This feature isn’t fully implemented yet, but in some cases you can Tab/Shift-Tab between text boxes where it makes sense, both in-game and in the Planet Editor
Made camera position on new game make more sense
Stasis boxes aren't placed on Initial Islands setting, but you can now place them yourselves, and select them without them 'opening'
The Validation Dialog no longer makes the framerate tank
Added the ability to place minotaurs directly, including friendly ones
Fixed tooltip on Coral, new icon is coming
Ancient Ruin buttons now highlight correctly when selected
Fixed displaying of animal names in Planet Editor
Prevented placing inland water within area of crystal island seed
Ancient Ruins can now only be placed one-per-island
Name tag for starting island now shows up even when it doesn't have a custom name. Also has an icon indicating it's the starting island
On placing the Starting Shelter, that island becomes the starting island
Can't have a Starting Shelter and Spaceship Shelter on the same planet
Camera starts over the Starting Shelter when you create a game
Island dialog now has the number of tiles in the island
Added a single-page 'tutorial' for the Planet Editor
If an island is about to go over 600 tiles, we now pop up a warning, given that it could have significant consequences for game speed
Mountains/Rusty Hulk etc now show that they can be accessed from any direction when being placed in Planet Editor
In the Language Selection dropdown, made the tick larger so it's easier to see which language is selected
Fixed titles of various load/save dialogs
Finished adding Tab/Shift-Tab between various text input fields, including Warehouse and Shipping dialogs
Made Achievements stay disabled on loading a game with custom planets
In Planet Editor if you use the demolish 'brush' on an area with no buildings, peeps+animals will be removed instead
Fixed a subtle bug with entity id ordering when creating games with custom planets. All existing saved games with custom planets are technically invalid, but they should continue to operate just fine. Existing saved games will not be fixed by this, even if you resave them
In Planet Editor, pollution radius etc is now displayed for the selected building
Prevented placing 'Constructed Forest' building in the Planet Editor, as it was causing all sorts of weirdness
If you start a game with a Library containing Purple Research, the guardian-related technologies are now correctly unlocked
Fixed an issue that meant that custom planets in any slot except the First Planet would show up as colonised right from the start, but only show a single visible tile!
Automated Astrobaleenium Mines can now be placed on Astrobaleenium directly (as opposed to by upgrading a normal mine)
When starting a new custom planet with Initial Islands turned on, Atoll islands now have default names
Added new icons for a few things
Fixed Upgraded Iron Mines so they connect to Power Lines properly
When placing buildings in the Planet Editor, you can now choose their state - Construction site, Destroyed or Operational
Added some new tooltips:
Population counter in the left hand end of the Top Bar tells you the Idle Peeps/Empty Slots numbers
Construction Resources next to the Population Counter now tell you how many you're creating/using per minute
Previous/Next island buttons tell you the island you'll change to
Mousing over a building (or construction site) shows you what building it is
Anywhere where a number is being rounded to the nearest thousand, the tooltip should now give the actual value
Added more options for custom land/ocean colours
Possibly fixed an issue with unlocked hidden achievements not displaying correctly
In Planet Editor, if you select a Road you get a proper card in the bottom right for it
Fixed which button is highlighted when Good Sphinx is selected for placement
Moved the selection ring for Protective Elevator
Buildings that can be constructed by homeless peeps now indicate this in their building preview card
When placing pollution in the Planet Editor, the brush settings indicate what level of pollution you've selected
Disabled putting resources into Shipwrights/Launch Pads in the Planet Editor, as that was creating a lot of edge cases
You can now place Ships and Airships in the Planet Editor
Fixed an issue where starting your game on a custom planet with only one island wouldn't auto-explore the planet
You can no longer select an autosave of a custom planet for a new game
You can now place road upgrades on Astrobaleenium tiles
Fields etc now default to having their resources full when placed in the Planet Editor
If you place a field in Planet Editor, the island is automatically given the fertility for that field type
Validation for Oil will pass if it's surrounded by roads
Adding resources to a resource cache doesn't make the resource selector dialog vanish anymore
Added a warning to prevent a player from doing their first island colonization on an island with no Red research, when necessary
Added better indicator of why you can't place a Spaceship Shelter on a planet that already has a Shelter
Prevented Peeps from snapping to the centre of their tile when placed
Fixed translation of text when a charmed whale is blocked by and Aegis Shield
Forests no longer attach to roads when marked for demolition
In Planet Editor, created a new category for Guardians
Islands can now handle having multiple Minotaurs. They should also handle having multiple Shelters
Prevented player from placing Whale Charmer or Constructed Shelter in Planet Editor, as they create too many edge cases
Added a validation to check that a non-first planet has a valid landing spot
First Planet and Other Planet validations are displayed separately, and have a Tick when they're all good
Custom planets have a different background colour in the New Game dialog
When selecting custom planets in New Game, we added an extra icon to indicate planets with 'normal' buildings on them, as that can significantly impact play
That's it for this week. I'm looking forward to bringing more news for you all soon! - Emily, Community Manager :)
Hey everyone! I'm happy to bring you news about our coming update today.
For those of you on our Beta branch (or the experimental branch, whichever you'd like to call it), we have some patch notes for you. We're also trialing a news segment on our Twitch stream that gets edited and put into a nice, succinct video for you all - let us know if that's something you'd like more of moving forward!
[previewyoutube="OfsgwQFyDsc;rightthumb"]
Beta Branch patch notes
Island Dialog tooltips are updated with more information
Save/Load in the pause menu are now labelled "Save Planet" and "Load Planet"
When in the Save Planet dialog, clicking a game button populates the game name field properly
Escape now closes the Island Dialog
Planets with no islands no longer show up for selection in New Game. Because of the way it was done, only planets that are loaded and saved again with this update will show up
You can set the pollution level from 0% to 100% when placing pollution
You can choose to place Technology Ancient Ruins or Minotaur Ancient Ruins
Stasis boxes can now be selected and demolished - more to do here
Fixed some cases where the brush UI wouldn't be named properly
Protective Clothing technology now states it gives access to the Protective Elevator too
On creating a new game with custom planets, any resources on the planets become Known
Invalid planets (i.e. ones with no islands) are now displayed when choosing planets for a new game, but are disabled
Added an Update notice about the Experimental branch
Disabled Achievements for games with Custom Planets
Fixed some issues when repeated creating/loading new planets into the Planet Editor
Removed most normal-game notifications while in the Planet Editor
Fixed some issues with text not displaying
Brush size 1 always acts as if the Fill/Density is at 100%
Ruined Spaceship validation lists the actual amount of extra technology that's required
End-game whales now arrive more quickly after the Whale Charmer is completed
Crystal Islands and High Ground get normal looking trees if you add them
Added descriptions for the three new Planet Editor keybindings (note that two of them don't actually do anything yet)
Islands with both Iron and Stone highground are described properly in the in-game fertility dropdown
Fixed some crash issues
Upgraded buildings can now be constructed directly in-game, after you've manually upgraded to that level once
First Planet validation requires certain fertilities. Load/save existing planets to revalidate them
Custom planets now rotate in-game
Allow choosing exactly what tree type you want with Ctrl-Click in planet editor, rather than a blanket choice per island
Ctrl-click to select passive Sphinx or Gremlins
Fixed some issues if you have placed peeps on an island other than the starting island
Fixed issues around populating buildings with resource that are normally unknown at the start of the game
Fixed custom planets starting at the same orbit
In New Game, the various validity indicators now have a tooltip saying why
You can now select and remove the Crystal Island Seed
Power poles placed in the Planet Editor connect up properly
Improved validation for Mountains and Rusty Hulks, so that they need an actually useful/accessible empty space next to them
An empty desert tiles is required for first planets, so you can get sand from it
If your chosen first planet is invalid, you're now asked if you're sure you want to continue
Islands that don't have a specific name set in Planet Editor now get renamed on colonization when in-game. Also, Planet Editor now only shows name tags for specifically named islands
Added a validation requiring the first island to have a minimum number of tiles
Fixed clicking New Game without a custom planet in the first planet slot
Ctrl-click on Grass button in Planet Editor will allow placing the flowery tiles only seen in the Seed Hunter scenario
You can now place coral in the ocean
There will be no weekly update next week, as the four of us will be in Wellington for NZGDC! If you're going to be there, come and say hello to us.
Have a great week! - Emily, Community Manager :)
Save 40% in our Midweek Madness deal!
Not picked up Before We Leave yet?
Save 40% in our Midweek Madness deal!
Nurture your Peeps and their surroundings while rebuilding and rediscovering civilisation in a cozy corner of the universe. Settle new lands and planets while avoiding hungry Space Whales...
PLUS, be sure to check out the pre-recorded broadcast we have up on our Steam page for a look at our upcoming Planet Editor update 👀
We've enabled a Beta branch for our next update! As well as the Planet Editor you may have heard about already, you can also test these changes right now too;
Building forests without a road connection
Building upgraded buildings directly, without having to place the base building and upgrade from there
Technologies in the Tech panel have coloured borders according to the highest research type they need
Large Whales have been changed so that they aren't as instantly destructive - you have one or two passes where they (usually) won't eat much of importance, so you've got some time to react and set up shield defences
And more to come soon.
A quick warning and some disclaimers;
We make absolutely no guarantees that the version on 'experimental' is bug free. We'll do our best of course, but for example it's possible that saved games on the experimental branch will get broken or become invalid by the time we move a feature to the main line. We also do not guarantee that a feature released to 'experimental' won't then get removed again! So when you opt in to this, please do so with caution!
If you're using the 'experimental' branch and encounter an issue, you can use the in-game feedback form by pressing F11. Note that this submits a game-specific log file and also some basic stats about your computer hardware each time you use it, but doesn't submit any personally identifiable information - so if you want us to follow up with you about something you submit, you need to let us know how in the feedback text! You can also chat with us in the Steam forums, in this dedicated feedback thread.
One more thing - new/changed text in the 'experimental' branch is only in English. Translation to the other languages we support is something that happens towards the end of the development process for each update.
If you've decided to jump in and play the Beta, here's how you can access it -
1) Right click on Before We Leave in your Steam library, then go to Properties. 2) In the menu, mouse down to Beta. Select that - you should now see a drop down menu. 3) Select the experimental branch. Steam will then download the branch. 4) Restart Steam and you should be good to go!
Thanks for reading and have fun!
A Planet-sized update is coming soon...
Hello again!
We’ve had an eventful 5 weeks since we last updated you all on what’s been happening within our little studio and Before We Leave, which is now a two-time award winning game! Ahhhh!
As always, the full version of our monthly blog posts are available on our website, but I’ve tried to summarise the main points from it for you all to read here. It's pretty lengthy, so get comfy!
The Planet Editor Update [previewyoutube="3jeRlBJPgY4;rightthumb"] We’ve been working on our next update that will include a Planet Editor! We’ve been teasing this on and off for a few months now, and it’s awesome to be getting to a point where we can show it off to you all. I asked Sam (aka Chiefmonkey, our lead developer and creative director, for those of you who don’t know!) for some particulars of the update -
“We're working on the Planet Editor Update. As you might guess, the main feature is allowing you all to design your own planets - with your own islands and terrain, and whatever arrangement of trees, animals, houses and waterfalls you like. Designed planets can be selected to be included in your games alongside normal randomly-constructed planets, and will be shareable through Steam Workshop and as simple files you can give to friends. And, hopefully, they can also be used as the basis of player-created Scenarios later on!
We've just reached the point where we've sent a build of these features out to testers for feedback. The update will also contain a bunch of changes to the main game. For example, just this morning I implemented the changes necessary to allow Forests to be constructed without being next to a Road, which has been requested a whole bunch.”
We're hosting a preview of the Planet Editor update over on our Twitch channel this coming Wednesday, the 21st July at 10am NZST - the VOD will also be available here on Steam and on our YouTube channel, too. If you're keen to see more of what we're doing, please check it out! :)
Another Kind of Update As well as working on updates for Before We Leave, Sam and I have just completed an overhaul of the Before We Leave Discord! We created a bunch of off-topic channels and roles so people can have conversations about things that aren’t Before We Leave related (a convenient excuse for me to get to know all the interesting and fun people in the BWL community), as well as some extra BWL related channels. We love to chat, so come say hello!
The “Across the Ditch” award We were nominated for the Across the Ditch award at the 2021 Freeplay Awards (some context - Freeplay is Australia’s longest running independent games festival, and has a focus on the artistry of games, particularly ones made by small teams, like us!). We were absolutely thrilled to learn that we’d won - thank you so much to the judges and Freeplay for choosing Before We Leave, and considering our game worthy of such a cool award. Congratulations to the other nominees and winners, too. You can watch our victory speech here.
In studio related news - we’re on the lookout for our fifth team member, we’re heading to NZGDC in August, and we’re also celebrating our one year anniversary of moving into our lovely Dunedin office!
Thank you so much for reading this lengthy post, I'm looking forward to bringing you all more news next month.