Space Food Truck cover
Space Food Truck screenshot
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Genre: Strategy, Turn-based strategy (TBS), Indie

Space Food Truck

Performance Improvements for 1.2.266

We've done a good bit of tuning this past week to get general performance up on lower end systems. In addition to performance tuning we've fixed the following:

Fixes

  • Count down timers no longer get skipped during turn phases.
  • Reduced memory consumption while in game
  • Privacy Toggle now works for asynchronous games.
  • Kick button now only available when target player is present.
  • UI tweaks to leaving async games.


Thanks to everyone that's supported us along the way, and if you've got feedback or running into issues don't hesitate to send us a note at bugs@spacefoodtruck.com.

Patch notes for 1.2.254

Asynchronous is finally live! It took a bit longer than anticipated, but we're pretty excited about this new feature and what it means for the longevity of Space Food Truck. Now that it's out in the wild, we'll hopefully be reverting back to our weekly updates. Today we've pushed a minor update fixing some issues:

Fixes


  • Added dimming to player names in lobbies for players who are not present in async games.
  • Fixed bug with broken pod status icons causing errors upon joining online games.
  • Fixed a bug with live server listings showing games as joinable when they had already started.


We've received reports that private games toggling isn't working. We're looking into this and hope to have a fix out next week sometime. We'll post here if we push any updates out early to our thar_be_dragons beta branch.

Asynchronous Added!



It's been a long time coming, but Space Food Truck's asynchronous update has just been soft launched! I guess it's only medium-soft; I don't know if you're supposed to tell people you've soft launched something. Anyway, the Online Games section now supports hopping into a live game lobby to play the whole thing now, or joining an asynchronous (your turn/my turn) game to play at your leisure.

So what's the difference between our live play and asynchronous? If you happen to have a few players bite immediately on your async lobby, you can play exactly like a live game as long as the current turn's player is online. The difference is how we deal with players that leave.

In a live game, a dropped player has 60 seconds to rejoin before their slot is forfeited to one of the other players. In asynchronous, when a player leaves the game pauses until they return. Once your turn comes back around, you'll get a Steam notification. We really want to add a 48 hour time limit to boot inactive players, but we've hit some technical snags on that front that we're trying to work through.

There are a few minor visual bugs in the game list that we'll be dealing with before we call asynchronous "official", but otherwise it's been performing really well for us in testing. This update should make it WAY easier for you lonely hearts to find a crew online. If you encounter any weirdness, let us know at bugs@spacefoodtruck.com. Happy trucking!

Update 1.1.243: Rejoice, Rejoin!



After a month or so of major overhaul to Space Food Truck's networking functionality, we've just released a convenient rejoin feature for online games! Now if a player is disconnected mid-turn, they'll have a full 60 seconds to pick up exactly where they left off. There's no longer a need for anyone to exit and rehost, or to retake the beginning of your turn to catch up. A popup will appear on the main menu after you've disconnected, or you can click "rejoin" in the "Find Online Game" screen.

Of course, this feature is just the first big hurdle we needed to clear on our way toward full asynchronous support. Soon it'll be much easier to find a crew for a pick-up game of SFT online, and you'll have the option of taking your turns whenever it's convenient for you.

Update (1.0.233) - Steam Invite Fix

In the previous update with game lobbies it seems the "invite via steam" functionality was broken. This is now fixed in the latest update.

Hot Fix (1.0.232) - Online Games Fixes


Fixes



  • Fixed a bug in loading online games where the host can potentially hang up the game if they click a room prior to the game fully starting.
  • Fixed a bug where playing some cards while clicking other rooms could hang the game.
  • Fixed bug in lobby view that could potentially make the list come up empty.

Online Lobby Beta



After adding a few different difficulties to Space Food Truck, our simple "quickmatch" solution for online games felt like it needed a little attention. This weekend we're testing a new solution in our "thar_be_dragons" beta branch: a lobby screen that lets you browse every available game. It's pretty simple at the moment, you can quickmatch like old times or be picky, but it lays the groundwork for our next big addition: asynchronous play. We'll also be adding some better "rejoin" functionality soon for players who get lost in space.

Also new this build: 12 new crisis scenarios (3 for each room).

If you want to help us troubleshoot the new lobby this weekend, right-click Space Food Truck in your Steam games library, click Properties, go to the betas tab and switch to "thar_be_dragons" in the dropdown. As always, let us know what you think either by posting in our Steam discussion group or emailing us directly with any issues you run into at bugs@spacefoodtruck.com.

Gameplay






Improvements






Fixes









Update (1.0.227) - More bug fixes

Huge thanks to everyone for bearing with us as we crank out patches for the recent update. It's proven to be quite a doozy. Switching major point releases for an underlying engine has proven to be a bit harder than a typical update to fully test out, due to a lot of foundational things changing. But one of the benefits, for those affected, is we're able to zero in on fixes much faster than before. We're not stopping until the game is in proper shape and not imploding on itself. Onward! ːsteamhappyː

Fixes



  • Fixed a bug involving some UI buttons to cause errors when clicking while scrolling with the scroll wheel (ya...I don't even...)
  • Fixed a bug allowing players to select other player's cards for 'claw' cards, which potentially lead to a crash.


Coming Soon


We've got an online lobby screen in the works, for those wanting to get a better sense of what's available and who's online. More info on that and a few other features soon!

Hot Fix (1.0.224) - Linux fix

Fixed a crash on start-up for linux builds.

Hotfix (1.0.221) - Unity 5 upgrade and minor fixes

Our migration to Unity 5 is done! There were a few bugs that snuck past in the migration over the weekend that we tidied up, and we’ll be sure to fix any more that might spring up later. This build is now on the live branch, so for those that were being super helpful and giving it a go on the beta branch over the weekend, feel free to switch over to the normal build. Thanks so much to those that give the beta a spin this weekend!


Fixes