My new game, Manufactoria 2022, has graduated from Early Access with 100% positive reviews! It's now out and on a 10% launch discount. Take a look: https://store.steampowered.com/app/1276070
(Also, there's a free demo, and demo saves transfer to the full version. So you can try that too!)
Cheers, Nicholas "PleasingFungus" Feinberg
Manufactoria 2022 Out
My new game, Manufactoria 2022, is out in early access now! Check it out:
(Also, there's a free demo, and demo saves transfer to the full version. So you can try that too!)
Cheers, Nicholas "PleasingFungus" Feinberg
Manufactoria 2022 Demo Out!
Hello, all! The demo for my next game, Manufactoria 2022, is now playable as part of the Steam Next Festival. You can check it out here. The Steam Next fest lasts until June 22nd, and the demo will be playable throughout.
Let me know how it goes, and have fun! :)
Bugfix release 1.2.0.1
Fixes:
Custom puzzle descriptions should load properly.
Instruction Selector rendering fixed.
OS X builds no longer crash if the ‘community’ puzzles directory does not exist.
Extremely large Numbers can no longer be stolen from the Credits.
This release is something of a beta for user-created puzzles; I have plans for much more, including Steam Workshop and leaderboard support. If there’s anything you’re particularly interested in, now’s your chance to ask!
Silicon Zeroes 1.1.3!
This week is a smaller update; mostly catching up on bugfixes and smaller tweaks, as promised.
Features
Tweaked a few puzzles’ ideals and tick limits, the latter upward.
Colored disconnected modules red on the minimap, to help finding isolated ones.
Clarified ‘Cows’… so to speak.
OS X uses shift-(cmd-)-z for redo, instead of (cmd-)y.
SFX for opening/hiding the puzzle description & minimap.
Bugfixes
The steam leaderboards’ x-axes should be much clearer.
Non-US keyboards should have working/reasonable hotkeys.
The ‘Faux-Reg’ achievements will now trigger immediately after beating the puzzle, instead of one puzzle later.
‘Maze’ displays its tick limit in the description.
‘Finale’’s ideal is beatable, again.
Secrets no longer missing a perfect sparkle.
It’s coming up on a month since release, and most of the low-hanging fruit for fixes and improvements are cleared up. The remaining projects are larger, so to give myself time and space to work on them, I’m shifting to one release every two weeks. See you on the next one, and have fun!
Silicon Zeroes 1.1.2 released!
This was supposed to be a small release revising areas where people were getting stuck. Instead, I ended up gutting and reworking most of a board. Oops!
Highlights:
Board 3 (’High Speed’) revised and reworked. Four new puzzles (’Clock’, ’Maze’, ‘Back’, and ‘Splitcount’) added; some uninteresting (’Delay Write’, ‘Stages’) removed; various other fixes and reorderings. If you were stuck here, now’s a good chance to give the board another shot!
New ‘Hard’ puzzle: ‘Cows’, on board 1. Those who want to get going fast can skip the entire rest of the board, just by beating this puzzle. Everyone likes a challenge, right?
Features:
'Ideal’ renamed to ‘Goal’, to reduce confusion when getting better solutions than the ‘ideal’.
Mousing the bottom-left of modules works as soon as Delay is introduced, rather than only being enabled once the auto-clock is unlocked.
Added a guide to resizing the game when windowed, in Options.
Fixes:
Various tests’ time limits changed to be in line with puzzle descriptions.
Equals modules behave consistently when ‘?’ is passed to an input after the first two.
Re-added missing UI to Corrupted Memory display.
Placing a control point under a module no longer causes crashes.
Added a log file: /log.txt on Windows and Linux, ~/Documents/SZ_Log.txt on OSX.
Next update should be focused on bugs and tweaks, since there’s a bit of a backlog on those. If there are any small issues that particularly irk you, I’m listening!
Hotfix 1.1.1.1 out!
Fixes a crash when creating Selectors of size 7, and a few smaller issues.
Very sorry for the trouble!
Silicon Zeroes 1.1.1 now live!
Our second weekly update is now live on almost* all platforms!
Highlights:
Linux support is now live! Check it out and let me know what problems you encounter :)
Revised puzzles: Collisions (returning to the mainline progression) and Parallac (now an optional puzzle). The tests are much more consistent now - if you’ve already beaten them, try out the new versions!
Revised puzzles: Delay CPU, Reg Hazard, and Finale. The timing for input/output selectors has been changed to make these levels more interesting - again, please try out the new versions!
New puzzle: Backup, a ‘nightmare’-difficulty optional sequel to Parallac. Enjoy!
Relevant leaderboards have been reset.
Features:
Ideals for some late-game puzzles have been adjusted to be more challenging.
Screenshake has been cut to 30%.
Arithmetic on space characters is consistent with other letters.
Odds and Divide have had their time limits increased.
Secrets now have sound effects.
Bugfixes:
Wire color is preserved when passing through the same register repeatedly.
Failing to load cursors should no longer cause crashes on launch.
Various smaller fixes and tweaks.
This update focused heavily on the late-game; the goal for next week’s update is to focus on earlier parts. If you got stuck somewhere, let me know where - that’s where I’ll add more puzzles.
Enjoy!
*The Steam Linux demo is slightly delayed, but will be out later today.
Experimental WIP Linux version now out!
An EXPERIMENTAL Linux version is now live on Steam and itch.io. It's a work in progress with several known issues, so please, download the demo and try it before buying!
Feel free to report issues on the forums; I'll be working on this for at least the next several days to get it working.