JunkPunk cover
JunkPunk screenshot
Genre: Real Time Strategy (RTS), Role-playing (RPG), Simulator, Adventure, Indie

JunkPunk

How I design JUNKPUNK! Vehicles and Lore update!

Hello everyone! Tonight im dropping some update news, it's a 30 minute video about the next update for JP and also explaining how I design Sci-Fi environments and future plans for the game! Enjoy!




Best

Rich and SCT

JUNKPUNK - Update news! Vehicles, Lore & Exploration!

Hey JUNKPUNKS! Rich here, tonight im dropping some news about the future of development, what our next goals are for the game and generally the things that are going on with the game.

Below up dropped a video where I go through our plans for the upcoming update and what we would like to bring to the game!



Cheers!

Rich and SCT

Junkpunk fixes and updates to game framework.

Various updates, added intro screen, fixed some issues with game, collision of drones etc.

Friday test branch now live!

Users are saying our latest test branch is good and working so we are deciding to put it live for all players!

Small Update!

Hello all Rich here. Tonight were putting out a small update with some improvements and fixes!

As per usual, it shall be put onto the Update branch until we know it wont cause an issue with players games so feel free to open the beta and



list is below :)

- Added a system to machine inventories that reserves 1 slot per ingredient after selecting the recipe, this will ensure that recipes with 2+ ingredients can be automated without a single ingredient clogging the entire inventory. This system works autonomously and doesn't require manual reservation, it automatically reserves a single slot per ingredient and the rest of the inventory can be fed freely. This only works with belt inputs, manually moving items doesn't take into account the reservation.

- Made some improvements to belt mergers and splitters, movement should be smoother now. This also should fix some issues with item movement on belts like items stacking on top of each other.
- Added better information text for some recipes during selection
- Made some improvements to certain parts of the pause menu and machine UI and various UI elements
- Remade the saving and loading UI into a proper listing of saves.
- Fixed some issues with the laser rotation
- Fixed an issue making machine inventory slots not stackable if dragging an item from the machine interface
- Made some improvements to the intro texts

Thanks everyone have a good weekend!

Best

Rich and SCT


Monolith 2 Bug fixes patch

JUNKPUNKS! Update incoming with the following changelog:

- Added a missing second small input to the NWR Fabricator.
- Fixed a few issues with the drones system, some issues with changing resources in the pad that bugged the drones, a few issues with colliding drones that made them go underground, stop working and reserve the pads indefinitely making the 2nd assigned drone to get stuck rotating in the sky.
After this patch, you must wait for a little bit as the stuck drones will gloriously fly back from the edge of the map where they were stuck.
- Made tweaks and improvements to the lighting situation at night and during weather changes.
- Made the interact button close machine UI as well.
- Some tweaks to Multiplayer belt visuals
- Fixed a few small issues with the Planter UI
- Activated Steam Cloud Saves

As always we hope you have fun! and if you encounter an issue best spot is the discord otherwise the steam hub :)

Have fun!

Fixes

Last night's fixes now live

Monolith 2 Fixes

JUNKPUNKS - We've been doing some heavy fixes over the last few days and im putting it live in beta to try this out and if it's all good ill set it live tomorrow evening. Simply go to "update_test" in your betas to get the following fixes!

- Fixed a bug with solar panels that stopped working after the day and night cycle
- Fixed a few bugs related to drones and their assignment to the drone pads
- Fixed a few bugs related to inventories and shift clicking to transfer items
- Fixed a bug with the floor and wall snap point rotations
- Fixed a few bugs related to keybinds where you couldn't use the arrow keys as well as rebind the sprint key
- Fixed a bug where clients in multiplayer couldn't properly place ground extractors
- Fixed a bug where clients in multiplayer couldn't deploy drones from the drone factory
- Fixed a bug where hiding and showing the UI with N would override the nametag visibility settings
- Fixed a bug where windmills didn't rotate for clients in multiplayer
- Fixed a few mistakes in the descriptions of buildings
- Fixed a very big performance issue related to containers thanks to the saves provided by players

Monolith 2 Fixes

JUNKPUNKS! - We have done some fixes for the bugs that slipped into this update already. List is below;

Fixed a exponential runaway with lighting going dark at night time ( changed some numbers )
Fixed a lighting issue with cloud cover causing particular events to block out light in certain cases.
Fixed a power issue causing power to not be subtracted when machines are turned off.
Fixed an issue where scrap was spawning under the ground not allowing placement of foundations.
Fixed an issue with drones when you destroy the pad it doesn't properly auto unassign drones and they don't clear mining points.

This build is live now. Please let me know if that's all good or any more issues 👍

JUNKPUNK - MONOLITH 2


Wow where to begin!? This has been the biggest update as a team we have ever pushed to any title. We aim to push larger updates like this in the future to all our titles rather than small bite size updates.

We’ve taken a huge look at the game and where we were at from our launch. We’ve taken a tonne of feedback and we’ve tried to change as much as possible to improve the game.

We've changed almost 200 things in the game so please bare with us whilst we fix any bugs or issues you may find.

I’ve made a video with all the things we have addressed in the game so i’ll drop that here;


But if you would like a list here we go….

BUILDING SUPPORT SYSTEM


Firstly, we’ve completely disabled the support system for Junkpunk, whilst it was good, we felt it was limiting a lot of players' creative ability and was too much of a task to balance and get perfect. Now all players have complete creative freedom to build where they desire. We will take feedback and see where this goes but we feel this will be better overall.

GRAPHICAL IMPROVEMENTS


We have also completely reworked our graphics rendering and now the game looks really nice. Although our team is tiny, we strive to try and push the boundaries of modern graphics fidelity here and I feel we are giving that a good shot.

We have also introduced Chromatic Aberration into the game to really give it a nice Sci-Fi pop. If you don't like this we also added it to the menu for players to turn off.



DYNAMIC WEATHER


We have introduced a dynamic weather system that also couples nicely with our changes with graphics. Now the world chooses from a pool of various volumetric weathers depending on the stage of the game. This means dust storms during monolith one and rain during monolith two for example.

Yes we have also introduced volumetrics into the game.



BALANCE


We have re-balanced some of the game to try and make it less grindy, slightly more automated and we’ve added more resources around to find what you need without having to walk for miles.

VOICE OVER


We have completely re-worked our voice over with a professional voice over artist. It’s awesome.


POWER


We have completely redesigned how power works in the game. We tried to do something different for JUNKPUNK but the way we did it seemed to just aggravate players. We have taken a much friendlier approach to how electricity works now and we have simply based it off a grid. Now you can add power and nodes to a whole grid and power everything that way.



BELTS


We have greatly improved spline belts. There's another update to come with belts as they are missing our latest “belt system” but soon they will get even better. But for now we have improved how belts look and auto spawn supports where they should.

We have also added a second tier of belts and large belts into the game.

FAST TRAVEL


After unlocking monolith two youl will also get the ability to unlock fast travel and build teleporters. We want to add vehicles in future as well but for now we thing this will help traverse huge distances.



DRONES


After monolith two you can now build mining drones that will mine large resources and allow you to automate for finishing monolith two. Drones will fly away, gather resources and return.



RESOURCE NODES


We have now also added certain nodes to the game where you can mine resources with ground extractors. Such as Sand and Phosphorus.



USER INTERFACE


We have overhauled the entire UI after listening to feedback - this is still a WIP but we think its much nicer and easier to understand. Again, we will be taking feedback on this.

We have also improved the map so now you can add markers and beacons to show your way and also add markers for points of interest. The map will also show teleport locations that you can teleport to.

We have added a recipe book to the game so you can see exactly what items you need to make certain things so you dont forget and this can be seen on the fly.

We have also added a data log so you can re-read what you find from the lore in the game.

The game also now counts how many days you have been playing.

We have added a 3D text to show power on machines and power items so people can easier read what's going on.



NEW CONTENT


Added an entire new tier of machines to the game for monolith two and have also completed monolith two for gameplay. We’ve added over 20 new items/machines to the game with various recipes.


Monolith two is finished and ready to complete.



Replaced monolith bridges with awesome new ones.



Added an abandoned village to the game. I'd like to do more here but just didnt get enough time for this update so will drop more on the next.



Added a new dynamic landscape to the game that we can change in real time.

QOL


Improvements to player torch brightness.

Improvements to how far you can see during a sandstorm.

Reduced sandstorm frequency, you will now never get two in a row and they are less frequent.

Remove fog from inside monoliths when you enter.

Flattened a lot of areas to make it easier to build your factories in.

Improved snapping on buildings to make them easier to snap together.

Increased the run speed by 20% so its quicker to get around. We know its really big out there and were working on faster ways to travel in the future!

BUG FIXES.


Just tonnes of fixes here I can barely begin to remember them all but there has been a lot. Im sure youll all find more though!

Thank you for all your continued support on the game during Early Access.

We will see you soon with any fixes you all find.

Best

Rich and SCT