Today we decided to move the release by 30 days, to November 28th.
Understanding your disappointment and frustration, first of all, we apologize. We understand this being upsetting for everyone, but we are confident that the frustration of a non-working game is much worse.
Apologies aside, this is not all we have for you.
In the coming days, as soon as the approval passes, a free demo version for everyone will appear on Steam. The demo version will be available for the period of the game from 1916 to 1940. Keep in mind that this is not the final version and it does not include all the functionality, you will still be able to feel the game and it may be easier for you to wait for the actual release.
Real Welders Team
Open Beta Release
Hi everyone!
No release in 2020Q3 took place. The stability and completion of features, unfortunately, did not allow this to happen. We have underestimated how much 2020 has impacted our productivity and plans.
We understand that this situation may upset you and we understand your anger. It is well deserved. All we can do is work even harder and still release the game as quickly as possible.
The whole team understands this and we are working on the game with maximum intensity. All efforts are thrown into the game, even at the expense of communication (sorry again). All we need is a little more time.
However, realizing our commitment to the community, we decided to set a specific release date. And so, Open Beta Release will be on the 28th of October 2020. This is the final date.
Yours working hard, Real Welders Team
The last update
Hello all!
Our sudden update is here. Last month we focused on the big update “Take Off”. The name means this will be the Early Access/Public Beta update.
Basic side traffic. Pax and resources arriving from the external world. Custom terminal building. There will be (yet) limited tools. Though still enough for custom terminal planning. Internal objects: Entrance, Gate, Checkin, and several booths. Playable to 1970. Sunset of the propeller aircraft era and jetliners. Some small extra features we don't want disclosure yet. Surprise.
So when?
The year turned out to be very rich in trials. Both global and local, associated only with our team. This left its mark on our roadmap. We had to sacrifice certain functionality that will still be added in future releases.
We are often asked about specific release dates. We avoid specific dates just because we don't want to let you down.
However, we are still planning to prepare a release in 2020Q3! Our backers will be the first to get the build, and if everything goes well the game will be released on Steam!
Real Welders
Version 0.3.2.28
Saves are incompatible. if you want to keep playing you may switch to the old branch in Betas tab(right-click on SkyHaven->Properties)
* New features: - new era - added cargo management and cargo suppliers - new cargo types: Regular and Express - added a widget for the current research process - new modes for Ramp operations: on-demand/scheduled switch - new airfield vehicles: tugs, aircraft stairs, buses - new service buildings - new pavement type: concrete (ramp and runway) - unique liveries for all the airlines - 5 new airlines - new airplanes
* Improvements: - new start date(1916) - added more than 50 new researches - fuel and cargo delivery will be next day if scheduled less than 3 hours from now for non-instant contracts - mail service now merged with cargo service - workflow usage for fuel and cargo contracts - unlockable fuel and cargo contracts (by research) - reworked notifications - reworked contracts window and negotiation window - reworked scheduled window - adjusted vehicle unit icon sizes - added console command set_day to skip X gaming days - new hotkeys: numeric "+" and "-" for speed adjustment, "B" for opening construction panel - new airport zone shape - new badge when an on-demand ramp is free - added animated progress badges for airplanes services - improved loading screen speed - service details indication for on-demand flights (e.g. amount of fuel or cargo, etc) - two project babies were born (4 in total)
* Balance changes - after flight check duration increased - pax boarding/deboarding slowed down (but can be improved by researches) - profit from long term supply contracts increased - profit from instant contracts slightly reduced - new contracts with high workflow cost and high profit - changed fuel storages and cargo storage capacity - clerk hire cost increased from 150 to 350, workflow generation increased from 15 to 20 - various price/salary/maintenance tuning (generally small) - flight types, number, and distribution changed.
* Bug fixes: - fixed saves with deleted ramps which had scheduled flights - fixed grass ramp entry and exit lanes - fixed an issue with traffic system pathfinding - fixed landing start lane detection issue - fixed departure airliner trip to the runway and visual glitch - fixed stopped rotors after loading the game - fixed embedded road update issue - fixed terminals slot positions - fixed not signed on-demand flights at the beginning of a new game, console issue - fixed road maintenance cost - fixed on-demand flights unlocking-after-airline-sign
Sky Haven 0.2.3
Saves are incompatible. if you want to keep playing you may switch to the old branch in Betas tab(right-click on SkyHaven->Properties)
* Improvements: - hide pending flight while build mode is active - crash logs handling improvements - road augmentation text now is red if not enough money to build a road
* Bug fixes: - fixed flights unscheduling - fixed runway grass exit lane generation - fixed entity handling in fuel contract commands. - fixed squeezed icons on the schedule window ramp blocks - fixed message interception for not immediate commands - fixed airliner trip to ramp save/load issue - fixed complex maneuver lane save/load issue - fixed traffic system resolve route crash - fixed traffic system disconnect road crash - fixed traffic system crash when a route is used - fixed traffic system pathfinding issue - fixed grass ramp entry and exit lanes - fixed runway landing start lane detection issue - fixed navigation lights covered by a grass runway - fixed airplanes turn around on the runway - fixed ignore priorities button for airliner - fixed saves with deleted ramps which had scheduled flights - balance tuning and balance bug fixing
Sky Haven 0.2.2
Saves are compatible🤞
Improvements: - cheat console for easier testing(BackQuote hotkey) - added modes for ramps - improved roads visual - improved transitions between different types of taxiways - adjusted era window - adjusted email window - adjusted history menu - ability to land a scheduled plane to the different ramp - a stipe, which represents allowed time interval, was added to flight blocks in the schedule window. - updated ramp textures and models - updated grass runway visuals - updated tarmac runway visuals - improved content adding tools - improved player crash log data - added a check for wrong names during save/load - limited grass runway exit placement
Bug fixes: - fixed ramp service vehicles stuck - fixed fuel truck teleportation - fixed a crash when accepting a flight - fixed a bug with wrong road removing - fixed switching runway direction crash - fixed a bug when grass road stays after tarmac research - fixed a crash with traffic system connection point - fixed a crash with a selection of items in fuel management - fixed wrong intersection lense - fixed a possibility to build runway exits on rotated runway borders - fixed impossibility to build tarmac road from grass exit - fixed runway exit road issue - fixed a crash when placing mail warehouse opposite to terminal 1920 - fixed incorrectly generated maneuver lanes for connection point after road break - fixed a crash in a ramp with a wrong reference to an airliner - fixed vehicle deadlock on a taxiway - fixed impossibility to link facilities to ramp after save/load - fixed a crash with a scheduled flight if its ramp was occupied at arrival time - fixed transferring actors were not loaded in passenger strategies