Putting some news out today to update on progress for upcoming updates and we are pushing out a small update this evening to the game to tweak and fix a few known issues.
Over the coming weeks I would like to start doing some more show and tell on GUN$MITH using the various news features in your Steam library so keep an eye out! Im thinking on what would be entertaining, maybe some early dev lookbacks, plans for the future etc hopefully some videos as well.
Just an explanation on why our previous March 14th update didnt go live. Basically we were crunching for that and we had some family members get sick had to isolate and I personally didn't want to stress anyone out trying to crunch it all in quickly and risk errors etc. So basically we've decided we will roll it all into the next mega update coming soon. Apologies for that but we will make up for it soon!
Here's the list below on whats happening for this small patch.
See you all soon.
Best
SCT Team.
Various Changes to V44 ALPHA Changelog
Changes:
Added the ability for players to decide which items are offered for clients to order.
The system will still dynamically adapt to your stock and recent production and sales but the player now has the ability to fully select which items are included.
Added a buffer to the highest ranks of notoriety in both sides as the rank had no notoriety range after reaching it resulting in awkward behavior.
Clicking on an error arrow above a machine will automatically open the machine’s log for the player to check what the exact problem is and fix it.
Added a slight chance for volatile items to maybe possibly make a big boom….. Harmless…. Maybe….
Fixed a bug where staff could get stuck in the road and can’t get back to the factory.
Fixed a bug where the demolition confirmation UI for walls wasn’t at the center where it was supposed to be.
Fixed a bug where demolishing walls only refunded the price of a single wall segment not considering the entire length.
Fixed a bug where a lower tier build height unlock could override a higher tier unlock.
Gunsmith Roadmap the next updates!
Hi Gunsmithers hope you are well!
We here at SCT have had a major planing session on the next steps of development and where we want to take the game, we have wondered what to do because we knew the next major update couldn't just be more items. We discussed a playable character but there was just so much more to do before we got to that point. That being said, we ended up here....
We are dropping a roadmap for our next game features coming up all the way until July.
We took some time out to restructure the business as a whole so we can be more organised and efficient at making our games. We're hoping this leads to a better capacity to do everything in general as we have planned step by step exactly what we want to achieve over the coming months.
So here it is!
Feel free to hop on our Discord to discuss! ( link on store page)
Also many of you have asked how you can support the game more in the past so we have set up a Patreon for the game and will look at doing some cool stuff in return for your continued support!
Hello all many of you have reported a huge performance hit on the latest update, we have finally worked out the origin and we have pushed the fix live now!
Your game should now be;
Version 43b
Build ID
5927748
Check this in the bottom right hand corner of the game!
This should play fine now!
Sorry for the inconvenience!
Best
Rich and Ed
THE CONSTRUCTION UPDATE!
THE CONSTRUCTION UPDATE!
Hello Gun$mithers! Rich here, today we are launching our largest update to date on Gun$mith! We have completely overhauled the way the game works. Instead of just buying a factory you have options! You can either buy a pre-made factory as you do right now or, you can build your own one from scratch!
We have made an entire 3D construction system for walls, floors, windows and doors ( they dont open and close yet we left that for later ) and lights! So now you can design the factory just the way you want!
[previewyoutube="JP1OXG5K3mg;full"]
After you have designed it you can define areas of work i.e where people are going to work, right now it's either factory or office etc but we will work on this in the future.
So why is this as the next update? Well we sat around for some time discussing the next move and this system is required for all the next updates we wish to do. And i'll tell you why right now.
So we want to implement stuff like security, actual money like you see in the trailer that you must store in a safe location, gold bars, drugs, guns, people, who knows but all that good stuff.
Without the player being able to actually build locations there would be no way to do this unless we gave you all a premade system which also kinda sucked.
We also want you guys to be able to play as a character, have an office and get up to all sorts of bad things and that of course requires hard lads to accompany you and do your bidding so ultimately the pre made factory was running out of options.
So what did we do? We nuked the first level and started again, our new 3D artist ( Introducing Conal Wright ) made an entire map instead of a factory and now you can see the world in all its glory.
Then Ed Spent a TONNE of time programming the system that meant we could do all of this. A big shout out to Ed for again having me throw massive features at him late in the day and doing them like a boss.
We think this changes everything now and it will be interesting to see how it all plays out for you guys!
We have also added real time lighting to the game so you can place lights and light up the factory how you want. Fixed loads of bugs etc.
[previewyoutube="wF3jbSbPsZ8;full"]
But PLEASE be aware that this update is absolutely huge. Don’t expect previous saves to work and please be patient if we find bugs / optimise performance!
We added loads of different styles of floors and walls for you to customise the look of everything, so we are hyped to see how you all design your factory!
I believe its over 100 new items in the game for you all to mess around with.
We are absolutely spent as this was our longest crunch ever lasting for weeks of hard work then at least a 5 day super crunch of 16 hours + working per day.
We hope you enjoy it and please tell a friend about our game or maybe buy them a copy as we are a tiny company that needs the support!
We’re gonna have a break now but we hope you enjoy this one ( we think you will ) and we will see you soon with some new updates, bug fixes and performance improvements!
Take Care
Rich
Dev Stream lets play Gunsmith AMA with Rich
Come join me on a live stream whilst playing Gunsmith, ask me anything, give feedback or just watch how I play as the developer!
Research System Overhaul!
Hello everyone! Gunsmith team here! Today we are announcing a major update to the game. We have completely reworked our researching and unlocking system. We had a rethink of how our system worked and we felt that although the research system was open and free to go in any direction it was causing confusion for players and providing no direction. Therefore, we decided to change almost every aspect of the research system to help us build upon this easier in the future. The old system worked like this.
1. Set a research budget per day and that would earn you Research Points 2. With research points you can unlock a research however this also takes time 3. Pay a certain amount to start research 4. Start and finish research
This worked well for the earlier days of the game however this system was still the same system from our very first version years ago. After much discussion we ended up designing a new system for research that can be much better going forward in the future. This is how that system now works.
1. Build a research station and hire a researcher. Researchers have a daily wage. 2. Choose a research and pay the start research cost. 3. Your researchers will then research your chosen item. 4. The more researchers you have in your factory the faster it will be, however wages will cost more.
We feel this system is much better suited for the game. During our redesign of the games research and unlock system we decided to move players in a liner direction and put various research nodes along the way to help guide the player. For example, in the previous design you could research all of the storage racks without having any use for them. Now you can unlock them as you go along when they are more appropriate to use.
This will help us build the game in a much better way for coming updates where we will be expanding the game!
We hope you like the new system. Naturally, we will probably tweak this again in time but for now.
We will see you soon with a new update!
All the best
SCT Gunsmith Team!!
Also...
Bug Fixes and Tweaks
- Changed the prices in automation rules to decimals to fit the new decimals system.
- Fixed a bug with the Metal Former collision which sometimes caused items to backlog.
Notoriety System and a new game Kinetic Edge coming soon!
Hello Gun$mithers!
Notoriety system.
Today we are adding a new feature, the Notoriety system. This new system allows the player to gain reputation with various clients around the world. You can either work your way towards being a businessman or a warlord. These reputations come with some perks if you play it safe. But also some risks if you’re a bad person!
IDC ( indirect death count )
Now has an effect on the game, we have rebalanced this and we have also made it count towards your notoriety so the game should be more interesting now!
We have set up initial values for all of this but in time i'm sure we will polish it with your feedback!
We also have an exciting announcement to make!
Thanks to your help and your support over the last 2 years. We are expanding again as a studio! We are happy to announce that we have another game being made now as well!
It’s called Kinetic Edge and its a fun physics based multiplayer game with multiple game modes where you can have fun with your friends!
If that interests you feel free to hop to the Steam page and drop a wishlist or come to the
Added a new Notoriety system, one of the many systems we plan on adding to add some consequences to player actions, who they deal with and who they sell to.
You can either pursue positive or negative notoriety, depending on who you deal with and where you spend your money. Both sides have advantages and disadvantages, you chose which path to take.
License requirements and starting reputations change and adapt depending on the starting country.
More implication depending on the country you start on will come in future updates.
Added a Duplicate button for multiple selection which allows players to duplicate selections without having to create a Blueprint.
Updated localization for the following languages: Chinese, Russian, Spanish, French, German and Turkish.
Bug fixes:
Fixed a bug which was causing finished items to be processed in an invalid manner by the intermediate items boxer. It should always return them to inventory.
Fixed a bug with the intermediate items boxer which was causing empty boxes on racks.
Fixed a bug which was causing crafting and output timers for machines to reset after Pausing/Unpausing gameflow.
Fixed a bug with the new orders timer resetting when the gameflow is paused and you accept/reject an order.
Work in progress:
Automation rules for prices to accept decimal values.
Independent boxing per item as well as specific boxes with differ items per box.
Add various sound effects to important game events.
Change the research system to a points system instead of the current budget/day combo. As well as allowing buffs to research speed, multiple research slots, etc
More specific money reports when gaining/spending money.
Thank you all for your continued support for our little studio!
See you soon!
Seacorp Team!
Some Alpha bug fixes
Hi all we have dropped a small patch this evening to fix some bugs people have encountered with the Alpha.
Patch changelogs V40b: - Fixed an issue with the Order automation UI scaling. - Fixed various issues related to item processing by machines, in some cases accepting invalid items. - Fixed a couple issues with intermediate item boxing. - Fixed the pricing on a couple items to avoid buy/sell exploits - Fixed some collision with the Explosives Former machine
Also please can we ask you to keep an eye out for a very hard and particular bug that means boxes are not leaving racks when sold. We cant replicate it. We believe it has something to do with entering certain numbers into the system. Please if anyone does find this bug do contact us in Discord so we can try and fix it! It seems it is rare but also very hard to find. Please let us know if you do have it!
Thanks all!
Best
SCT - Gunsmith Team
Gunsmith ALPHA!
After 2 Years of hard work. We are ready to move Gunsmith into its Alpha stage.
Why do we think now is a good time?
Well, on face value when you look at Gunsmith. For a Pre-Alpha, it is advanced, and we feel that really its too advanced to be called a Pre-Alpha now.
We are also now confident we know the road ahead. We have discussed for hours and hours features for our 1.0 Launch. We know what we want to do to the game. We know what you want us to do to the game. We have listened to feedback for 2 years. This update we feel puts the game into a nice position to build our deeper mechanics into.
Let us look back before we talk about that. We launched Gunsmith on the 25th May 2018. We were running out of time and money. We pushed as much as we can to get as much done for release.
This game was very much a success or die story. If the game flopped on launch or received very poor reviews. We had no fuel in the tank to make another game and probably not enough time to rectify that situation.
This is where our feedback and advice from you, the players and also customers were extremely valuable. It helped us refine what was good about the game and what was bad.
So many of you helped us check the game before launch. Played the open test. Gave us feedback. Honestly, there was too much to get through. But it gave us the right direction.
Luckily, we played our cards right and we launched with a game that the vast majority of you enjoy. Sales were good. We have benefited being a Top Seller for the majority of our lifespan. We have also been covered by some great Youtubers.
Some of the play times that we see absolutely blow our minds. 200, 300, 400 hours. We are extremely proud we have bought some people that much entertainment. Over the last 2 years we have pushed over 40 updates.
It’s kept us in a job and provided us with a stable income to build our studio. In return, we have done our best to make a product you can all enjoy as much as possible.
We are still small, we have grown slightly, but we have an ambitious goal to become a premium indie studio and with a skeleton crew that is a hard task. But we are performing that task and getting better at it.
We have put in a 2-year anniversary item to the game that you can all get by simply playing the game any time in the next 2 weeks. It’s a time limited collectable so make sure you grab it! It’s free and you can put it in your staff room to say you were there!
I know we ask this a lot but if you are enjoying Gunsmith please consider leaving a review as they are the most crucial thing for us as a developer to help get the message across to other players that they should give our game a shot.
All we can say is a massive thank you for everyone joining us on the journey. We will finish Gunsmith. And Gunsmith will be awesome.
Todays update we have done a total rebalance of the game. It is now harder to make money and more thought needs to go into the process.
We have added two major features to the game.
Intermediate Items
so you can now create a vast network of interconnecting factories and
The ability to control output and crafting speeds on all machines
We have also updated electrical utilities.
- Fixed a tonne of bugs - Greatly updated the UI and much more. - We updated both Chinese and Spanish localization. French, German and Russian will be coming soon. If we find any issues with translation please report it on Discord or the Steam Hub. - Full changelogs: Here
Now to the future.
What do we want to do now?
The short answer… A lot…
In my mind ( Rich speaking here from a design brainstorm ) I want to expand the game now deeper into its mechanics. I want licences to have a real causation on the game. I want the player to pick a character at the beginning of the game and take that character on a journey through the story.
Acquiring fast cars houses and apartments and secret sites. I want the player to have to deal with clean and dirty money. Hiding large sums of physical money or paying a percentage to launder it.
I also want you to be able to build a network of henchmen around your character that help you with your empire. These people will have trust and loyalty and they will have the ability to betray you.
We want the government to close you down if you are breaking the law. By force with police if needed. I want to expand on the Indirect death count system and how that will change your morals.
All of these things I would like to round off to a moment akin to the end of Scarface where your empire is imploding and what do you do? Run with the money? Go to prison? Say hello to my little friend? This is what its all about. That is our end game. I hope we can deliver this for you in 2020.
I can’t wait to see how it plays out. Ed (programmer) is going to want to kill me after reading the entire feature list above. But I’m sure he will do it all for you.
Thank you all so much. Cannot wait to drop more updates for you all. See you soon, we are going to be here for some hotfix support. But then… We are going for a short break after this massive update. Stay Safe and all the best.
SCT Gunsmith Team.
Bridge belts fixes and improvements
Hello all, weve spent the week nailing down some annoying bugs and features. Today we are pushing this update which we are hoping should improve the game greatly!
Changes:
Improved the Machine Log to specifically display what is wrong with invalid items and why they were returned to inventory. Along with the Item Cues Tool, the player should now have all tools necessary to detect any defects in their production lines.
Added an option to the Order Automation rules to make them execute when conditions are NOT met. This offers more freedom to players to setup their specific needs, for example: Reject all orders which do not contain the items they need. Made the error alert 3D arrow dismiss when it gets clicked. Added a right click on the red error alert UI element to dismiss all alerts.
Bug fixes:
Fixed a bug where mechanics in certain cases didn’t fix machines if they were at a certain long distance. Fixed a bug which caused Orders in the Orders panel to flicker and disappear after doing a certain combination of zooming in and out and hovering over machines. Fixed a bug which prevented leaving the pause menu with the ESC key. Fixed a bug where placing regular belts under Raise or Decline bridge belts causes item movement to not function properly. Fixed a bug where Line Control Groups revert back to the Default folder after Powering it On/Off. Fixed a bug where newly unlocked items didn’t get listed in Order Automation conditions. Fixed a bug where placed belts and hired staff while the game was paused didn’t properly comply with the current pause. Fixed a bug where while paused, hiring staff stops working properly after a certain number of hires. Fixed a bug with Order Automation UI not properly accepting numbers after the thousands. Fixed a bug with Order Automation UI where editing a rule didn’t properly allow editing quantities. Fixed a bug where object highlights didn’t get properly reset after moving multiple objects.