Happy Friday! We’ve got some requested multiplayer improvements (like private games) and new Workshop features in this patch. For the modders out there, we’ve also added an early, bare bones version of Lua scripting that we’ve been working on for testing. If you’re brave and try it out, please let us know about any feedback you have or bugs you find!
Here are the patch notes with more info and demos, as well as the included improvements and bug fixes.
Patch Notes
NEW FEATURES
Workshop Worlds
Share your whole saved game to the workshop, including any structures and creatures you’ve created
Take it even further and create your own worlds and levels to share and play with others, like obstacle courses, mazes, or maybe relaxing vacation resorts! Whatever you like.
To save a world to the Workshop, use [ESC] in the game when you’re ready, then select “Export to Workshop”
To load a world from the Workshop, use the “Workshop Worlds” button in the main menu
Lua Scripting
Use the new scriptable block and button to create your own scenarios and events inside the game
Script the objects with Lua to trigger actions or effects when used, or automatically when a game loads
Save your own mini-games or scenarios to Workshop Worlds for others to play
Find the scriptable objects in the toolbox’s Special Items tab (the bag icon)
Use “/developer 1” to turn on developer mode (and “/developer 0” to turn it off again)
Place the item and interact with it (the [E] key) to start scripting
Added editable signs. Place them in your worlds to guide other players or leave messages.
Worlds and Scripting Demos
We’ve added our own early demos of these features so you can see them in action. Grab them in Workshop Worlds!
[I]Arena Scenario:[/I] Build a creature within the time limit and use it to defeat increasingly more powerful challengers in arena battles. Upgrade your creature between rounds using the life blocks of your fallen foes and see how far you can get!
[I]Bomb Run:[/I] Push the button, then RUN!
[I]Fire Trap:[/I] Learn how to use scriptable buttons to trigger other items, like a deadly fire trap for your enemies
cackle*
[I]Light Switch Demo:[/I] Control the power of the sun! (a.k.a. Learn how to control lights and time through scripting.)
[I]Temple Disco:[/I] It’s a beautiful night for fireworks. Or a disco. Or both! Push the button and watch the show.
[I]Water & Sand:[/I] Exactly like it says on the tin… an empty world with water and sand, open for whatever you want to make!
Keep an eye on the Workshop for more demos and mini-games coming soon!
IMPROVEMENTS
Added ability to set multiplayer lobby type (public, friends only, invite only)
Added ability to invite players from player list
Added button to view player detail in player list
Removed Nuke item from clients in multiplayer (meaning only the host can use Nukes!)
BUG FIXES
Fixed creature's ability to break things based on the damage values displayed in editor and on tooltips
Fixed horse mouth collider (that prevented attaching blocks near it)
Fixed venus and llama eyes to be the correct sides
Some structure items that were in the Player Items tab have been moved to the Structure Items tab
Fixed a bug with editing creatures that spawned from eggs
Additional minor bug fixes
Find Us at SXSW!
We were nominated for a Gamer’s Voice award at SXSW Gaming, so we’ll be showing off CHKN at the expo next week, March 16th - 18th. If you’re going to SXSW, stop by and say hi! (And vote for us! *cough*)
[I]- Team CHKN[/I]
http://store.steampowered.com/app/420930
[Patch Notes] v0.3.1 - Breeding & More
Hi, everyone! We’ve got another update for you today with a hatchery for breeding, scenario spawning, creature-building improvements with voxels, Workshop and multiplayer updates, and a load of improvements and bug fixes.
Thanks so much for all your feedback and bug reports! It really helps us improve CHKN and get these updates out to you more quickly. Please keep them coming!~
Here are the full notes for this patch:
NEW FEATURES
Creature breeding! Craft a hatchery to allow your tamed creatures to lay eggs. Feed them to speed up the process. Once an egg is laid, break it for lifeblocks or let it hatch into a fully formed creature!
Tip: Keep your other carnivores away from hatching eggs! Eggs are delicious, after all.
New Love Potion item in Creative Mode. Instantly tames a creature! Find it in the food tab (burger icon) of the toolbox.
Creative scenario spawning: Adventure Mode scenarios can now be triggered in Creative Mode by throwing a scenario egg. Find the eggs in the toolbox’s special items tab (the bag icon)
Creature voxels: when building creatures and stacking like blocks, they will now form a solid object. Create walking houses with ease!
[I]A sentient giraffe house of nightmares… that’s kind of cute, actually.[/I]
IMPROVEMENTS
The water bucket can now water plants to make them grow faster. Best results if watered periodically!
Added distance filtering to the “Join Game” menu. This will allow players to join a game outside of nearby regions. (Keep in mind, latency will increase when doing so.)
Inviting friends to networked games now launches CHKN and connects automatically
Added version checking to network games
Added a “retrieving networked games” indicator to the “Join Game” menu
Added a new background to Workshop screenshots
Added a “Save Creature” screen to Workshop to allow more editing options before saving
Added an indicator to the UI to display attack power needed to break a currently-unbreakable object
Changed the player eating sound
Rewrote creature ground detection to fix issues where creatures would fall through structure floors
Decreased creature sliding to fix creatures walking through walls
Nerfed cow leg speed to be in line with similarly-powered creatures
BUG FIXES
Fixed issues with bad creature names
Fixed particles that failed to show after a while
Fixed creature bite detection for creatures with long legs
Fixed a bug that caused sacks to be spawned from chests, mills, and cooking sources when leaving a chunk
Fixed a server-side bug that would cause items, eggs, and Poachers become invisible over time
Empty network lobbies are no longer displayed in the join list
Fixed bad state settings when Ansel is active
Fixed infinite item bug while crafting with an item in-cursor
Fixed pathfinding on Metal Gate
Fixed bug that caused creatures to get stuck when attacking eggs they could not break
Feeding a creature will no longer cancel powering a mill
Fixed network bug where clients changed the host's highlighted slot in the hotbar
Fix to error with armors that caused players and Poachers to be invisible at times (and other errors)
Fixed issues with inventory that caused sacks to sometimes disappear
Fixed issue with Poacher loot that caused it to not generate correctly
Fixed creature pursue calculations. Creatures will no longer get stuck trying to bite something.
Improved distance check for breaking the wall in the Adventure Mode starting temple
Update: March 4th - CHKN v0.3.1a
Fixes to directory path issue that prevented Workshop saves
Creatures brought in from Workshop are now named
Workshop displays last page browsed when returning to it
Fixes to chunk loading that would cause loading to fail in some cases
Fixes to crafting that did not allow crafting more than one item at once when clicking multiple times
[I]Build a tanking turtle caravan with room for friends. ROAD TRIP![/I]
New Streaming Schedule
We have a streaming schedule now! Fancy, right? We’ll be live every Friday at 2pm EST over on our Twitch channel. This Friday, Roman will be back in his zoo checking out some of the amazing creatures you guys have saved to the Workshop (almost 1,300 now!) as well as showing off some of the new features from this patch and answering any questions you have. Come hang out!
See you then!
[I]- Team CHKN[/I]
http://store.steampowered.com/app/420930
[Patch Notes] v0.3.0 - Multiplayer!
Multiplayer is now available! Join a game and help us test it out! It’s still a bit clunky so the bugs you report will help us make it the best it can be. If you see anything at all that you think is strange, please post it on the forums so we can take a look. It really helps a lot!
Like… maybe you fell through the world and now your friends are slowly sinking into the abyss of nothingness with you. *cough* Sorry about that and thanks for the quick reports! We’ll have a fix up for that bug ASAP. This has been fixed! See the updated patch notes below.
We’ve also got some other improvements and bug fixes in this update to share so here are the notes!
Patch Notes
NEW FEATURES
Multiplayer is here!
Grab your friends for crazy shenanigans in Creative Mode: collaborate on creatures and see what happens, pit them against each other, or start a creature zoo of epic proportions
Brave the wilds of Foot Island together in Adventure Mode: strategize with your friends, team up against temple Mini-Bosses, and never go up against a pack of wild camelamas alone again
TIP: You can grab items from another player’s bag when they die!
Have up to 8 friends together in one game
To host a game, hit [ESC] while in your game and click "Open game to multiplayer"
TIP: To see who’s connected to your game once it’s open, hit [P]
To join a game, click "Join Game" on the main menu and check out the available games in the list
Help us by reporting any bugs you find on the bug forum
IMPROVEMENTS
Added additional anti-aliasing
Fixed layout of key binding UI
Reduced nutrition of grass to be in line with other foods
Moved “Workshop” button to be on main toolbar of inventory in Creative Mode for easier access
Improve eating routine distance check
BUG FIXES
Fixes to bad vertex in poacher's fingers
Scan pathfinding graph on start/load of game
Fixed bug that would prevent getting past the main loading screen
Fix to structure and tree blocks that would get misaligned after taking damage
Update: February 22nd - CHKN v0.3.0a
Fixed issue where host player was incorrectly set which caused all sorts of errors
Fixed issue with entity clean up which caused odd behavior
Added height check safeguard to prevent entities from falling through world forever
Fixed issue where Steam Networking didn’t respect max players
We also want to thank everyone who tested while multiplayer was in Pre-release. It helped a ton. Please keep sending us your bug reports! We really appreciate it.
Steam Workshop
We’re amazed by all the cool stuff people have been uploading so far. If you haven’t checked them out yet, press 'U' in game to browse and bring them into your world. Or vote for them in the Workshop. Don’t forget to upload your own creations, too. We’d love to see them.
What’s Next?
Well, while we work on any bugs you send our way, we’ll also be tackling the first challenge for Events, a few Workshop updates, and some more Adventure Mode polish. Lots to do!
See you in multiplayer!
[I]- Team CHKN[/I]
http://store.steampowered.com/app/420930
[Patch Notes] v0.2.3 - Share Your Creatures!
Creature sharing is here! We’ve just released v0.2.3 with Steam Workshop, input mapping, initial quality settings, and more. Here are the patch notes:
NEW FEATURES
Added Steam Workshop support for saving and loading creatures.
Show off your best creature creations by sharing them in the Workshop
Browse the Workshop to see what your fellow creators have made and get ideas for your own creations
Bring shared creations into your own games - edit them, add them to your zoo, or see whose creature is stronger in battle!
Save your favorite creatures to the Workshop in case you need to reincarnate them later
cough*
Menu is accessible through the ‘Creative’ tab (sack icon) in the toolbox in Creative Mode, or by pressing the U key in any mode
Creatures can be saved via the interaction menu (E key) on the creature
Added control mapping support in-game for better control over key bindings. Menu is in ‘Controls’ tab of the options menu.
Removed launcher. Quality settings and resolution will be prompted on first game launch, and can also be set in options menu.
Added Ansel support
BUG FIXES
Fixed bug with water quality dropping in some cases
Fixed colliders around desert ruins
Please let us know what you think of the new features. We can’t wait to see all your creatures in the Workshop!
Multiplayer and More on the Way!
In the meantime, we’re still working on multiplayer and testing in the Pre-Release build if you’d like to join us (more information in our last post). Big thanks to everyone who’s been helping us test already!
We’ve also got some more Adventure Mode polish on the way and Events in the works. Busy busy.
Join Us on Twitch!
We’ll be showing off the Workshop and sharing some community creations on our next Twitch live stream. Come say hello!
Hey, everyone. Multiplayer is back in the Pre-release build and we’re pretty excited about it! It’s an early version of the new system so, like all things Pre-release, we need your help testing and hunting down bugs to get it ready for release.
If you’d like to help, you’ll just need to download the Pre-release version of the game to play. There’s an FAQ here with information and instructions if you’ve never done it before and want to join in.
Instructions on how to use multiplayer can be found in this FAQ. It’s the same for both Creative and Adventure Mode games.
We’ll be watching the Pre-Release board for your bug reports and feedback. Please let us know what you find, and what you think. We really appreciate the help. Thank you!
- Team CHKN
P.S. If you see us in a game, come say hello! ːsteamhappyː
http://store.steampowered.com/app/420930
[Patch Notes] v0.2.2 Now Available!
CHKN version 0.2.2 is released! We’ve got updates to difficulty balance and poachers, UI display, performance optimization, crafting and resource drop rates, animations, and tons more. Here’s the big list of all the improvements and fixes:
NEW FEATURES:
Added advanced video options to allow fine tuning of performance
“Nuke” item added to Creative Mode: clears out an entire section of land for easier building!
IMPROVEMENTS:
Optimized game logic to run less often where possible: should see FPS improvement in areas with many creatures
Made FPS more consistent by assembling/disassembling objects over many frames
Optimizations to terrain streamer loading
Reduced frequency of call to garbage collection which causes game to stagger
Improved performance in heavy wooded areas by consolidation of tree colliders
Added level of detail to terrain to decrease terrain detail for far off areas
Changed default quality to beautiful
Creature stats are now revealed for wild and tamed creatures when under the crosshair
Added player stats to the inventory screen
Tamed creatures now have popover UI indicators if they are hungry, injured badly, or sad
Aggressive dogs near starting temple replaced with friendlier bouncing giraffes
Damage reduced for player by 25% for all difficulties
Drowning damage halved
Added a bonus to melee range when riding with a saddle
“Difficulty setting” message displayed after consecutive deaths
“Too low to break” message displayed when trying to break something without the necessary tools
Increased Poacher tent cooldown to 60 min
Changed poacher armor and damage to be based off amount of relics player has obtained
Fixed issue with poacher tent spawning that would spawn a tent every time a saved game was opened
Changed mind control hat to be able to be knocked off without a direct hit if creature's health is 30% or lower
Adjusted mouth animation chewing speeds for llama, cow, sheep
Reanimated venus fly trap mouth
Reworked animations for pig, spider, elephant, giraffe, horse, and lizard legs
Improved creature neck animations
Removed unused audio files to decrease game size
Changed mill placement to work off of grid
Changed mills to add foundations if placed on uneven ground
Changed stairs to use a new mesh to improve walkability
Reworked fences to fragment better when segments overlap
Improved creature root motion to connect with ground better
Fixed bugs and added safety checks to structures to avoid breaking save games
Changed cooking to only accept logs and trunks as fuel
Added messages to crafting when attempting to drag items to the slots
Added ability to separate stacks of items in inventory: while holding a stack, RIGHT-CLICK to place one of the items in a slot (LEFT-CLICKing still places the whole stack)
Added stucco bricks, stone bricks, glass panes, iron ingots, and smelting
Turned down recipe resource requirements for structures
Reduced armor crafting requirements
Increased logs per trunk from 3 to 4
Increased drop rates for vines and sap from trees
Changed night sky to be brighter in biomes where it was pitch black
Changed creature saddle riding to only lose control when a creature is sad or scared
Allow petting and feeding a creature when riding it
Added AI routines to run to and pick up a player for saddle riding by using the whistle or interaction menu
Reduced creature rotation based off of speed and removed rotation of saddle to reduce nausea when riding
Added creature edit to the interaction menu for cases when player does not have a lifeblock
Halved energy burn rates of abilities for tamed creatures
BUG FIXES:
Fix to pig and horse mouth animations that were not playing
Fix to canceling treadmill related crafting queues
Cactus can now be placed on tilled ground
Fix to frozen creature error occurring when placing saddle and other objects on creatures
Fix to allow damage to tamed creatures in Creative Mode
Fix to root rotations in creature animation to improve visual fidelity
Fix to allow legs to attach to the top of blocks
Fix to gap with certain arm blocks
Fix to rotations on eyes and mouth when root is a head
Fix to errors in creature ink shooting code
Fix to tamed creatures attacking new unfinished creature in build sphere
Fix to failing to identify mills in areas with many colliders
Fix to bad terrain rocks
Fix to snake rapture creature's eye
Creatures no longer pick up bombs with their mouth
Fixed material on metal gate
Fixed bug that allowed unlocking achievements when correct action was not performed
Fixed issue where drag & drop with inventory would cause a click 2x
Fixed a bug that caused plants to not spawn fruits
Fixed a race condition that would occasionally clear a player's inventory on save
Fix to carnivores being able to eat fruits off of plants
Fixed issue with creature saddle riding that caused movement to go erratic
Fixed issue where creature would look at player when riding
Fixed minor bugs with death messages
Fix to bug in Creative Mode where picking up a relic would add a limit to edit orb
Fixed bugs in creature AI which caused creatures to turn aggressive when they should have been scared
Fixed issue where legs did not respond to collisions with entities
Fixed issue with creature AI that prevented creatures from forgetting a threat long after it was gone
Update: January 26th - CHKN v0.2.2a
Fix to issues removing blocks from creatures without a life block in hand
Fixed hovering and clipping issues for creatures without legs
Fixed issues with torch and lantern properly connecting to walls
Happy New Year, everyone. Thanks for all your feedback on the Adventure Update! We’ve got a new patch for you today full of optimizations, improvements, and bug fixes.
If you were having trouble with framerate (lag), loading times, or crashing specifically, this patch should help quite a bit.
NOTE: Folks on 32-bit operating systems who were getting “invalid platform” errors will now skip the error but will likely crash during loading. We’re still working on this! We hope to bring back 32-bit support soon. Until then, the previous version is available to play (v0.1.15)! Right-click on CHKN in your library, select “Properties”, go to the “Betas” tab, and select “previous” in the dropdown menu to download that version.
Here are the full patch notes...
IMPROVEMENTS:
Added terrain streaming to lower memory usage and increase frames per second
The Render Distance setting is now automatically selected based off of system memory. (You can set it higher manually if it’s not to your liking once you load the game. Just be sure you’re over minimum specs, otherwise you risk crashing!)
Launcher settings (Graphics Quality and Resolution) will now take priority over in-game settings
Improved “Stay” command to make a creature stays put in an area until commanded to do something else
Improved AI so creature will not move away as the player approaches to feed or pet it
Added a “Cancel” command to the whistle, which will stop creatures from performing the current action
Creatures that become untamed will no longer become aggressive immediately
Buckets now display interaction text based off of crosshair's target
Creature legs now animate backwards when walking backwards (no more moonwalking)
Death messages added
Default creature names added
Optimizations to item network syncing
Water and terrain culling added to increase performance
The tutorial starter creature can no longer be untamed or damaged while in the tutorial temple
Hoe tool degrades less quickly
BUG FIXES:
Time spent on black screen during initial load significantly reduced
Fix to creature necks not animating correctly
Fix to creatures climbing trees
Fix to creatures walking through fences
Fix to invisible water trigger in temple
Fix to allow riding even if a creature is commanded to use a treadmill
Fix to bugs with multiple creatures using a treadmill that causes it to glitch out
Allow beams to be seen on all LOD levels
Fix to missing onboarding with the campfire
Fixed negative colliders on mirrored lifeblocks
Orb limit in creative mode is now unlimited as intended
Disallowed save game names with invalid characters
Fixes to save game corrupting bug with structures
Fixes to structures not displaying the right visuals on load
Fixes to structures not orientating correctly on load
Fixes to the stucco roof collider fracturing neighboring blocks
Fixes to not being able to pick up items with auto-pickup setting off
Changes to release unused memory when a chunk unloads
Fixes creature movement to slow down when approaching their target and slide less
Fix to workshops returning too many logs when canceling queue
Mill and treadmill animation/sounds now stop correctly when unloading
Sap no longer gives maple seeds
Cactus no longer edible
Temporarily removed the ability to open games to multiplayer since it’s incomplete (Coming back in the next version when it’s finished and working!)
We’ve got even more polish planned for the next build, and then it’s on to more new features and multiplayer. Until then, we hope you’re enjoying the Adventure Update! We’d love to hear your feedback.
Thanks!
- Team CHKN
http://store.steampowered.com/app/420930
Adventure Update v0.2.0!
It’s here! The Adventure Update (v0.2.0) is now released, just in time for the holidays. There’s still some work to do but we really want to get the update out to everyone and start getting your feedback on the new features.
You’ll find some build highlights and the full patch notes below. We’ve also added a link to our bug/known issues list for your reference. Onward!
What’s New
There are a LOT of improvements, updates, and brand new features in this build, with a big focus on Adventure Mode and creature interactions. Here are just a few of the highlights.
■ All New Map Remember to bring a creature or two with you while exploring. You never know who you might run into.
■ Creature-Powered Structures Put those creatures to work for you powering your homestead’s treadmills. (You only have to pay them in food.)
■ Survival Progression in Adventure Mode Get stronger and build larger, more powerful creatures to take on more difficult challenges as you explore the island.
Here we see the rare three-headed dragon dance-fighting technique.
■ Creature Stat System See your creature’s strengths and weaknesses as you build it! Experiment with different lifeblock combos to see what stats you get.
■ New Contextual Interactions and Prompts Interact with your creatures and the world in different ways depending on what you’re holding. You’ll have your creatures eating out of the palm of your hand.
■ New Adventure Mode Starting Area Make your way through the temple ruins to learn the ropes and build your first creature!
■ First-Person Hands, Items, and Animations New items and use animations so you can see what you're holding when in first person view. Even the chickens are jumping for joy.
■ New Creature AI Completely rewritten for more intelligent and emotionally responsive creatures... including scaredy cats.
■ New Whistle Command Radial Menu Point and click, then select from a set of contextual actions. Your creature will take care of the rest.
■ New Creature Animation System Better movement and improved performance! Everything an angry creature chasing you over uneven terrain could wish for.
■ Avatar Armor Protect yourself and look snazzy at the same time. Your creatures are sure to be impressed by your fashion sense.
■ New Weather System Poor soggy chicken. Maybe we should have made him his own house?
■ A Whole New UI Menus, inventory, health and hunger meters -- everything’s been upgraded! See how your creatures are doing at a glance.
“Hey guys, I heard there were donuts over here?!”
There’s a lot more! For a full list of updates, you can check out the...
Patch Notes
NEW FEATURES:
Brand new environment: 5 unique biomes (tropical beach, forest, desert, swamp, volcanic) and points of interest to explore
New wild creature combos, with unique “mini-bosses” to challenge
New Adventure Mode intro experience (tutorial)
4 mysterious temples added across the map (look for the beams of light to investigate!)
Magic eggs and lifeshaper relics added: unlock the ability to build more powerful creatures by finding the lifeshaper relics in Adventure Mode
New creature stat system: Important stats are displayed on screen while you build a creature
Creature-powered structures: craft building blocks and higher tiered items by putting your creatures to work
New whistle command radial system with contextual commands
First person hands, items, and animations for better immersion when using the first-person camera
New contextual interactivity system: available actions change depending on what you’re pointing at with the crosshair
Brand new UI/HUD throughout the game
Environmental effects for each biome added
Weather: relax on a rainy evening or find your way through the rolling fog
New, completely rewritten creature animation system for improved performance and visuals
AI completely rewritten for improved performance and more intelligent creatures
New pathfinding implementation: allows creature to accurately transverse structures and uneven ground
New tools added: like the club and hammer
Player armor added: craft new armor to protect yourself in the wild
All new food items added: like meatloaf, donuts, sushi and, of course, PIE
Procedurally generated trees: different types of trees found in different biomes for environmental variety; also provide new types of tree blocks when chopped down
New plants/foliage found around the island in different biomes
Game difficulty setting added: Explore in peace or challenge yourself by giving your enemies the advantage. Choose from “easy”, “normal”, or “hard”. Creative Mode defaults to “peaceful”.
IMPROVEMENTS / CHANGES:
Creatures now respect diet type: herbivore, carnivore, and omnivore; they will get sick if feed the wrong food type
Creatures that have been commanded to attack another creature will no longer eat the lifeblocks of their vanquished foe
Creatures will now automatically help break things: start chopping down a tree, for example, and your creature will come assist
Creatures can now pick items up in their mouths: they’re helping!
While building a creature, removed blocks no longer fall to the floor and need to be picked up; instead, blocks are magnetized to the player and picked up automatically
Cooking now requires a fuel source (like some wood) and time for the item to cook
Camp fire is now a low-level tool: can only cook low quality foods (get a furnace for higher quality cooking!)
Creature lifeblocks and tree blocks drop rate has been reduced in Adventure Mode for survival progression balance
Tamed creatures burn energy when using abilities
Breakable objects now regenerate “health” if left alone for a period of time: for example, your walls will “heal” up soon after you stop a raid on your homestead
Breakable objects now have a minimal attack value required to break them, and any damage that’s too weak will bounce off: for example, your fist doesn’t do enough damage to break an iron deposit; you’ll need to use a strong creature or craft a stronger tool
Drag/drop added to inventory
Improved flying speed
Off-hand slot improvements: now easier to use items in your left hand
World interactions reworked: now based on where the crosshair was placed when you first interacted to help prevent misclicks
Explicit “Rotate Block” key added when building/place (R)
Can't hurt tamed creatures while riding or if multiple valid hits
Tooltip descriptions added to all items
Partial controller support added and inputs cleaned up (NOTE: Only tested on Windows 10 with Xbox 360 controller so far. Please let us know if you test this out and have any feedback!)
Lifeblock values adjusted for progression
Structure block values adjusted for progression
Item values adjusted for progression
All new creature leg animations
Smoother chunk loading
Object pooling expanded to all objects in game to help improve chunk loads
BUG FIXES:
Sound fall-off values tweaked
Tooltip now stays on screen near edges
Floating structure blocks fixed
Optimizations to many core systems
Known Issues
We’ve got a list of known bugs and issues over on our Trello board, and we’ve made it public so you can see them, too. If you encounter anything on the list, you’ll know that we’re working on it. If it’s not on the list, please let us know so we can investigate!
Here are a few of the important ones we want to make sure you’re aware of:
For anyone on a computer with around 4GB of RAM (min specs), there will be some memory issues: lengthy black screen and slow loading at startup, and a lower framerate while playing. We recommend exiting any other big apps while you have CHKN running to help alleviate this. We’re looking into it!
Creature collision detection is still in progress, meaning that sometimes creatures collide with objects in the world (walk through a huge boulder, for example).
If you’re on a 32-bit OS, you may have noticed we increased the minimum requirements to 64-bit. This is temporary! We added a lot to this build and went over the limit, so we’re researching the best way to bring 32-bit back.
You may notice a change to the multiplayer menus. We’re in the process of adding Steam peer-to-peer networking with lobby support for the next update, but it’s unfinished at the moment. We recommend avoiding multiplayer for now!
Tell Us What You Think
We need your help to make CHKN better here in Early Access so please don’t hesitate to send your feedback along to us. We’re very happy to hear from you guys, whether you have comments to give, bugs to report, or just want to show off the stuff you’ve made.
Bug Reports: Submit bugs to this forum and we’ll take a look.
Feedback: Let us know what you think about CHKN, or post your ideas and suggestions.
Share: Tweet us @chkngame or upload your screenshots to Steam. We’d love to see what you create!
“Sup?”
More to Come
We’re excited to share this update with you and we hope you like what we’ve added so far. We’re still hard at work on the known issues, as well as some other things we want to get into this update before we move on to the next one, so look out for another build in a few weeks.
Thanks, everyone!
- Team CHKN
P.S. A special note to our pre-release testers: Thanks for all your feedback and bug reports! We really appreciate all your help.
http://store.steampowered.com/app/420930
We’ve been nominated! Vote for us (again)!
Thanks you you, CHKN made it to the top 100 Indie Games of 2016 out of nearly 30,000 games! That’s amazing and we couldn’t have gotten this far without you.
This means we’re now in the running for the big prize: IndieDB's Indie Game of the Year! So we need your help once again.
To vote for us, just visit the nominees page on IndieDB and click the big “VOTE” button next to CHKN.
Easy as that! Please pass this along and if you voted last round, please vote again! This is a new round so every vote counts. Thank you so much for supporting us.
As for CHKN itself, we’ve just pushed another build to pre-release with some major updates to the tutorial and creature building so check it out if you’re interested!
- Team CHKN
Dev Log: Progress Report #4
Heya! It’s been two weeks since our last progress report so it’s time to check in and give you a few quick updates.
Build/Release Status
If you’ve been playing on the Pre-Release, you know we’ve made a lot of progress (with your help) but it’s still not quite ready. We’ve started pushing updated builds almost daily and the plan is to continue doing that until we feel it’s ready for everyone. We estimate another week or two.
Greg, John, and Roman discussing your bugs and feedback for today’s tasks.
Pre-Release Testing
Thanks to everyone who’s been testing Pre-Release, posting bugs and feedback, and even sending us words of encouragement. You’ve been a really big help!
If you’re not in Pre-release and want to help test or just check out what we’ve been doing, here’s more information on how to join. (It’s really easy!)