Saleblazers cover
Saleblazers screenshot
Genre: Simulator, Adventure, Indie

Saleblazers

8/25: Save System Hotfix

A very important hotfix to fix some save issues with the shop and recipe progress. Apologies for any inconvenience caused. We're incredibly grateful for our https://discord.gg/Saleblazers bug reporters!

We've also made customers a bit more lenient before they decide to fight or flee. Let us know how that feels!

Changes


- Changed fear mechanic in customers to decay over time and have a larger threshold before reacting, instead of triggering at 1 HP of damage
- Customers now flee away from their target and despawn if far enough instead of running to their sidewalk origin position
- Barter minigame difficulty increases dramatically after 400%
- Increased tree falling damage dealt to other trees
- Reduced the price of Bamboo Sword
- Reduced Bamboo Cash Register self damage on usage from 3 to 2
- Increased Apple and Wheat drop rate from Fiber Bush
- Increased price of Torch from 10 to 15 dollars
- Slightly increased level up threshold for shop reputation 1
- Added a speed threshold to prevent scooting motion while sprint + block spamming
- Customers can no longer purchase items from non display containers such as crafting tables
- Police HP nerfed from 75 -> 40

Fixes


- Fixed issue in Steam Survival Fest map where item IDs were reverted, causing shop load issues and duplicate items on old saves
- Fixed edge case where switching inventories caused items not be able to be picked up
- Fixed autocraft toggle button not changing per crafting component
- Fixed client RPC issue when throwing weapons
- Fixed enemies not spawning in cave on Steam Survival Fest map
- Fixed player recipe not saving the game if saved more than once in a session
- Fixed issue where building UI wouldn't work if swapped to
- Fixed bug where female characters couldn't use all facial hair options
- Fixed issue where the Apple item couldn't be stacked
- 15% boost in performance on larger shops through various optimizations
- Various NRE fixes that would cause clients to disconnect
- Hammer UI no longer gets stuck for clients when weapon use mode changes
- Fixed edge case where clients wouldn't load nearby items sometimes
- Fixed various crafting bugs
- Updated text damage manager sort order to display over certain UI elements
- Fixed attribute display on first barter sometimes being misaligned
- Fixed player stuck in sit animation when seat is taken away
- Fixed shop renaming locking input
- Memory optimization through assembly stripping, shader removal, and texture compression
- Fixed shop closing when player dies or when the shop is picked up

8/24: Hotfix Patch

Hello shopkeepers!

Here's a small hotfix patch to fix a few more issues. Keep reports coming over at https://discord.gg/Saleblazers!

Changes


- Added various hit sounds
- Changed pickup SFX
- Added rifle animations
- Reduced size of bounty UI
- Rearranged some nodes in the Research Tree so that higher value items are offered earlier
- Added new Industrial Table item to the Research Tree
- Increased Copper Bar price from 10 -> 15
- Increased price of Stone Statue and Copper Lantern
- Updated punch SFX
- Changed object destroyed SFX
- Adjusted audio compression

Fixes


- Fixed audio clips not playing when enemies were being hit
- Fixed bug where if one player was sleeping in a bed-like item and another player picked it up, the sleeping player got stuck in the sleeping animation
- Fixed NRE with EQS system
- Fixed issue where clients couldn't see customer needs
- Fixed typo in welcome message
- Reverted hair shader changes to fix invisible hair
- Fixed network manager duplicating some items internally
- Fixed issue where swapping to the same slot would allow the player to place items anywhere regardless of overlaps for 1 frame
- Fixed hover attribute UI not displaying correctly
- Fixed police pursuit music persisting
- Fixed Explosive Barrel not applying damage to buildings properly
- Fixed player being frozen when they enter dialogue while blocking
- More shader and audio clip memory optimizations
- Fixed issue where the first item doesn't play the block animation
- Fixed bartering UI not showing characters for client
- Fixed chair and bed being stuck in the player's hand when sleeping in it sometimes
- Optimized spatial grid

8/23: Stability and Bug Fixes

Hope you're all enjoying the playtest! Here are a few changes to add stability and make shopkeeping feel better in the early game.

As always, please leave any feedback you might have over at https://discord.gg/Saleblazers.

Changes


- Unlocked Bamboo Storage Box by default so players have easier access to storage early game
- Increased storage space of Bamboo Storage Box from 5 to 6
- Increased storage space of Wooden Storage Box from 10 to 12
- Increased item size in bartering UI
- Increased durability of Bamboo Cash Register and Small Bamboo Display
- Increased max patience for College Student, Chef, Athlete, and Elderly customers
- Changed customers to pick up 1 item instead of 2 before leaving the shop (this will be reworked as a mechanic later)
- Increased price of Stone from 4 to 7
- Increased price of Charcoal from 5 to 11
- Fixed inconsistent language in mastery skill nodes
- Removed ability to roll for rarity when crafting items
- Added Construction Worker customer unlock at shop level 3

Fixes


- Shader adjustments for memory optimization
- Fixed issue where character is immobile for the first 5 seconds when loading into a level
- Optimized network code by not making new hashset per network class
- Fixed item not aligning in display container correctly sometimes
- Fixed research tree nodes not showing icons sometimes
- Fixed duping of items (including NPC shops) on the Steam Survival Fest map when loading/unloading chunks
- Fixed bug where sometimes the player is unable to press ESC to bring up the menu
- Fixed issue where the Bamboo Construction Hammer would share the same hotkey bars as a Bamboo Hoe
- Fixed memory leak where certain VFX were not destroying themselves
- Fixed bartering UI displaying incorrect prices sometimes
- Fixed customer not losing aggro after killing the player
- Fixed trees sometimes being stuck in physics mode
- Reduced number of audio sources present in characters to boost performance

8/22 Shopkeeping Balance Patch + Bug Fixes

Hello! We're here with a small patch with bartering minigame balance changes and more bug fixes. Drop your feedback over at https://discord.gg/Saleblazers!

Fixes


- Fixed InvalidKeyException in skill tree
- Fixed NRE in looping audio code
- Bamboo hoe animation no longer plays when the player does not have enough resources
- Fixed stack count not being saved sometimes
- Fixed issue where picking up a crafting bench closes all UI
- Fixed interaction prompt not displaying bindings
- Fixed combat music sometimes playing wrong music
- Fixed issue where loading a game sometimes sends the player on top of a roof
- Fixed issue where you couldn't equip certain types of clothing
- Fixed dupe exploit that involved alt + f4
- Fixed a bug where NPC shopkeeper was not initialized for clients sometimes
- Fixed issue where customer wouldn't aggro after their target dies
- Fixed bamboo trees not saving when planted
- Fixed pick up notification not playing audio when adding to a stack

Changes


- Nerfed Trash Can to hold 3 items instead of 5
- Wonton Soup nerfed from 150 -> 50 in price
- Aligned player skill tree nodes
- Added new punch and knife SFX
- Lowered Tourist needs burn rate to 1
- Changed input keys of bartering minigame to W, A, S, D, E, F, 1, 2, 3, 4 to keep things on the left hand
- Added Shopkeeping Mastery XP when completing bartering minigame
- Added efficiency curve to bartering minigame difficulty so higher shopkeeping levels reduce minigame difficulty
- Lowered overall difficulty of bartering minigame
- Lowered Salvage HP from 16 -> 6
- Added new hair options
- Added ability to rename characters
- Added experimental GPU instancing plugin to optimize larger buildings
- Added hair color wheel
- Added better feedback for picking items up by vibrating the notification again

8/19 Hotfix Patch

A small hotfix patch focused on shopkeeping customer flow and fixing a loading bug for a certain user on our Discord: https://discord.gg/Saleblazers.

Changes


- Adjusted depth of field effect
- Added Chef customer type
- Increased resource cost of Quick Sale Register
- Removed customer unlock nodes from the research tree and moved them to shop level instead
- Adjusted customer flow rate from shop reputation
- Reduced number of shop capacity upgrades and changed their values in Store Policies

Fixes


- Fixed crafting NRE that caused some users to black screen upon loading
- Fixed building hammer UI right click not working on start
- Fixed UI issue when healing
- Adjusted weapon swing speed to be slower (this might make previously saved items much faster as a result)
- More memory optimizations
- Fixed pink materials
- Fixed crash that occurs when audio played
- Fixed issue that canceled skills from level up sometimes
- Fixed issue with sprinting while swimming
- Fixed camera jittering when swimming

8/18: Shop Balance Changes, Save Fixes, and Bugfixes

Hello! We're here with a bugfix patch that accompanies a big gameplay change.

Unfortunately, we'll have to wipe your shop progress this patch. We're very sorry about that! We'll try to keep the number of times this occurs to a low number, but sometimes it's necessary in this playtest build as we rework our save system + shop systems throughout the coming months.

Shop Balance Changes



Performance-based Group Spawning




A big thing we're focusing on in the coming weeks is shop progression. There are a few things we want to introduce to the playtest build throughout the weeks, most notably NPC employees, but we'll start with the basics first: customer flow.

For this patch, we're experimenting with customers spawning in groups. If you run your shop well, you'll see larger groups of customers appear more often.

Quick Sale Register




We've heard a lot of feedback from players that there's a subset of players who don't enjoy the bartering minigame.

We're planning on having automation take over mid to late game in the form of NPC employees who'll cash out customers at the register and self-serve machines where customers can check themselves out.

For now, we've added a Quick Sale Register to the game to alleviate this pain point for players who don't enjoy the bartering minigame. It's quite fun to just run over and cash people out instantly, if you're more of an adventurer type gamer who wants to get back out there!

Let us know how these changes feel over at https://discord.gg/Saleblazers!

Patch Notes



Changes


- Added Quick Sale Register to the Research Table, which allows you to skip the bartering minigame but only sell items for their base price
- Added group spawning, which is tied to your shop reputation
- Reduced customer patience drain rate by half
- Added the Firestack attribute
Firestack is applied on hit from certain fire based items such as the Torch. Instead of instantly setting entities on fire, you must now apply 3 stacks of Firestack on the entity.
- Added first pass of GPU Instancer to building pieces to improve performance on large player builds
- Reduced Trash Bag HP
- Trash Bag item now explodes on impact when thrown
- Moved customer spawn points closer to the shop in the Steam Survival Fest map
- Police now spawn from any point in the map that players can't see, instead of predetermined spawn locations
- Updated ocean sounds
- Changed language of sale results to be less abrasive
- Police can no longer report crimes because they caused too many police officers to spawn
- Changed bartering minigame difficulty based on base price
- Rebalanced customer flow progression based on shop reputation
- Improved and optimized footstep VFX
- Added more weapon hit variation support
- Changed several item SFX

Fixes


- Fixed building hammer UI not appearing when loading in from a save sometimes
- Fixed rare crash for host and client when crafting
- Fixed shop progress not saving/loading
- Fixed being able to shift click into containers even if they are the wrong size for the container
- Fixed Bamboo item display textures
- Fixed issue where hovering over a recipe's ingredient wouldn't show the item's name
- Fixed some salvage items duplicating constantly in the Steam Survival Fest map
- Fixed order of operations for money pickup so that it always subtracts from the total
- Fixed bug where item rarity would change when freshly crafted and when placed in player inventory
- Optimized several shaders/textures for memory usage improvements
- Fixed rare case where some customers weren't being networked
- Fixed out of bounds error with network manager
- Fixed issue where player is unable to pick up their money when the first money item comes from a sale
- Fixed physics items not disabling physics if they get picked up manually
- Fixed bug where inventory slot UI shows item after taking it out
- Fixed save system reading wrong inventory if there are multiple inventories in an object
- Removed extra needs manager from the bamboo tree, which should help with performance
- Fixed bug where keybinds didn't save properly
- Optimized shader usage for memory optimization
- Fixed NRE in AI behavior which caused AI to get stuck sometimes

8/16 - Farming Save Hotfix

Small hotfix to fix save/load issues for farming.

Fixes


- Fixed plants not saving in farm plots
- Fixed weapon not removing from owning inventory if they are pooled

8/16 Hotfix

A very small hotfix to fix some large bugs. Thank you everyone who reported these issues; it's really making the game a lot more stable!

We'll continue to keep a close eye on https://discord.gg/Saleblazers.

Fixes


- Changed crime system to only clear bounty if the player died while engaging with police or in searching state
- Fixed NRE when placing items, which prevented some players from placing things
- Fixed police not reporting any crimes
- Fixed multiple HP values displaying when consuming an item
- Fixed customers not dropping their items on the client end
- Fixed lobby disconnect popup not showing after a rejoin and the host quitting
- Fixed pink texture on duel map
- Fixed nested inventories in player inventory not saving
- Fixed backpack inventory not saving
- Further optimizations to memory
- Fixed issues when opening a container when in another container
- Fixed several day/night cycle NREs
- Fixed edge case where new players couldn't place items
- Trashing an item via the inventory trash slot no longer prevents the player from picking anything else up

8/16 Client Inventory Saving Hotfix

Here's a quick push to resolve issues with client saving. Save bugs are our highest priority, so we're pushing this patch ASAP instead of waiting for a larger push.

Fixes


- Fixed client items not saving in containers
- Clients now send their SteamID immediately when they connect to a server, which prevents some naming issues
- More optimizations to memory usage and removal of unnecessary assets
- Fixed missing material from Bamboo Sawmill
- Fixed VFX placement in Stone Furnace
- Set some audio to streaming so that they take up less memory
- Removed ability to place objects anywhere when spamming inputs

8/15 - Customer Flow Algorithm, Saving & Loading, Freezes Hotfix



We're here with another patch to fix several save issues and to rebalance shopkeeping progression in preparation for future content patches. Sorry for any inconvenience caused, but we're hard at work to fix any and all issues that arise.

Changes


- Changed how frequently customers spawn based on your shop's performance
- Adjusted customer spawn rate Shop Policy upgrades
- Adjusted random pitch shift for sfx
- Tweaked hit sound sfx
- Added new bamboo hit sounds
- Added clockwise rotate button prompt for Rotate Item when in placing/building mode

Shop policies to upgrade customer capacity and customer flow can be accessed via your shop sign. Let us know how you like these shopkeeping gameplay balance changes over at our Discord!
Discord Link

Fixes


- Fixed rare issue where users would freeze at random
- Fixed container inventory not loading properly
- Fixed recipe unlocks not syncing for late join clients
- Fixed memory leak + long playthrough FPS drops due to water jump splash FX not going away when VFX finishes playing
- Fixed memory leak + long playthrough FPS drops due to tree delegate not being unbound

- Fixed crafted items by client not saving when placed down
- Fixed client being unable to use or shift click items from deathbox sometimes
- Fixed not being able to plant bamboo trees in specific scenarios
- Fixed rock material from being pink
- Fixed issue where saving a game file wouldn't save the player's data
- Fixed NRE check in the weapon manager code
- Fixed Steam chat message encoding issue
- Fixed plants starting out fully grown sometimes
- Fixed boar sometimes flying in water
- Removed situation where friction is not applied in water
- More memory optimization
- Fixed fishing animation not being synced across networks
- Fixed shop UI killfeed text from not being displayed
- Fixed water splash FX playing every time you step into/out of water
- Fixed water trail FX disappearing after 5 seconds in the water
- Fixed items being invisible for clients when host drags item out of their inventory slot
- Fixed avatars sometimes not updating properly due to order of operations
- Fixed issue where zooming out of a skilltree then returning to the main menu causing the skilltree to not work again
- Fixed client not being able to see NPC shopkeepers for the first time unless the host travels to that chunk
- Fixed being able to throw the fishing rod while it is being used
- Fixed crafting table not canceling its queues when piocked up
- Experimental shader adjustments to help reduce memory usage
- Fixed null reference exception on lobby popup message
- Fixed instantiation not setting transform properly on spawn sometimes, causing visibility desyncs on clients
- Fixed item and size not applied to loaded weapon before initializing
- Possibly fixed character data persisting with similarly named characters despite deleting characters
- Temporarily disabled Medium Storage Box and subsequent research nodes until we can fix the crafting unlocks
- Hiding the skill tree UI will no longer have the player keep spending on the skill
- Temporarily disabled randomized attributes for consumables since we haven't balanced them yet