The list covers some of the high-level, major updates you can expect during the Early Access period of Steel Circus.
Major updates can include new content, new champions, new arenas, major re-balancing and new features. Minor updates contain bug fixes, patches, and bug fixes occur frequently during Early Access will not be reflected here.
Note:
This is a living list, expect that all features and content listed here is subject to change, and new items/features may be added.
Because a specific feature or fix or change you're interested in isn't listed here does not mean we aren't working on it.
August 2019
Ongoing post early-access bug fixing
Ongoing balancing updates
Ongoing player matchmaking rule-set improvements
Ongoing server optimization and provisioning
Match voice chat (per team)
New server added: Oceania (Sydney) (Asia / Oceania region in-game, for now)
New customization items (skins, emotes, spray tags)
September 2019
Custom lobbies
Lobby backfill during matchmaking
Match backfill when players drop out of match (with human or AI)
Major update to matchmaking system
Major improvements to first-time user tutorial (adding basic bots)
New champion
New arena variations
New customization items (skins, emotes, spray tags)
New challenges
October 2019
New champion
New customization items (skins, emotes, spray tags)
New challenges
November 2019
Ranked season (beta test)
"Season Pass" (beta test)
New challenges
December 2019
New Champion
New customization items (skins, emotes, spray tags)
New challenges
2020
More new arenas
More new champions
Many more new customization items (skins, emotes, spray tags)
New challenges
Official launch (PC & Console - Platforms TBA)
Steel Circus team
Upcoming Client & Server Maintenance - August 14th, 2019
Champions,
We're releasing a small client and server update on Wednesday, August 14 at 12:00 noon CEST / 06:00 AM EDT / 03:00 AM PDT. Estimated downtime will be approximately 120 minutes.
Update 0.3 Notes:
Matchmaking
Further optimization of matchmaking rules (ongoing)
Fix to address bug where solo matching would not cancel if player joins a Steam friends group while still matching
Fixed a bug where matchmaking could be started when the app was not in focus
Oceania server (Sydney) is officially running, however still remains in Asia / Oceania region in-game (for now)
Features
We will start featuring community content on the main menu of the game
FPS cap removed during match-play, lock remains in menu (for now)
Increased number of quick chat messages from 4 to 8
Tweaks/Balancing
Level progression
- You now receive Steel after every match. 10 for losing & draws / 20 for wins
- When a match is aborted quitters won’t receive any awards, players who remained will still receive XP and rewards based off of the length of time spent in-match.
General
All usernames are now shown properly. No more unicode issues (“n?me)”
Steel Circus team
August 11 Client and Server Update
Champions,
We heard your suggestions and feedback.
We are releasing a small client and server update today, August 11 at 10:00 AM CEST / 04:00 AM EDT / 01:00 PDT. Estimated downtime will be approximately 90-120 minutes.
Notes:
Stability • Fixed several bugs during player login to address “Failed Login!” issues. Hopefully alleviating the bug, or squashing completely.
• Added proper error handling when shop page cannot connect to database
Matchmaking • Fixed a bug where 1st match quitters were causing a wrong glicko rating, knocking other matchmaking rules out of balance.
• Small tweaks and bug fixes to the matchmaking rating system (ongoing process)
• Small updates to matchmaking rule set to start smoothing balancing (ongoing process)
FTUE Improvements • Brand new players load the playground first to for a short tutorial before they quick match. A small step to improving onboarding and hopefully a small step towards improving lower level match experience.
• Added a new mini-tutorial in the playground to introduce the basics (only in English for now)
Challenges • There are now two daily challenges
• Steel rewards for all challenges have been adjusted, previously Steel cap was ~410 Steel for one daily, now it is ~620 on average for completing both daily challenges.
Tweaks/Balancing • Level progression
• First win of the day XP bonus has been changed to a first match of the day bonus
• Losing a match XP reward has been increased from 1600 to 1800
General Bug fixes • Fix to the shop system addressing players who attempt to purchase items when their login has expired.
There are a lot of other tasks we are working on. Please stay tuned for upcoming news!
Steel Circus team
Updates on EULA and Known Issues
Hello all,
We'd like to thank everyone who has joined us on the first day of our Early Access! We've received an incredible response from all over the world and with this being the first time we've been able to welcome players from around the world, we are thankful for all of your feedback, suggestions, and concerns. We're hard at work every day improving the game for all players.
As our first 24 hours has passed, we'd like to update you of the major known issues which we're working on:
1) About the EULA – we launched with a standard boilerplate EULA which unfortunately wasn't quite written the way we'd hoped. We most definitely understand your concern and WE HAVE NO INTENTION OF AUTOMATICALLY DELETING INACTIVE PLAYERS or your progression and content from our database. We have updated the EULA to reflect that and have removed the offending text. Many apologies for the confusion.
2) We are aware of how much it sucks that players are bouncing mid-game. We’re actively working on ways to address this issue and hope to get changes rolled out ASAP.
3) We have noticed a handful of players who are receiving “Login Expired” messages while attempted to launch the game. We are working on this issue as well and it's a very high priority on our list to fix.
4) Some players, especially on Asian servers, are seeing failed placements into matching, resulting in the failed matchmaking error. Again, we’re actively working on improving this issue as well.
5) Matchmaking - we continue to look at issues with matchmaking where players timeout or are unable to connect during matchmaking, which causes everyone else in the match to get kicked from the match queue.
We're extremely sorry to those of you who have experienced some of the above issues and know that we're extremely grateful for all of the excitement the first 24 hours of our early access.
Again, thank you for playing and helping us to improve Steel Circus! For upcoming updates, please stay tuned!
Steel Circus team
Steel Circus Early Access is Live!
The long wait is over! We’d like to thank our amazing community who helped us a lot during closed tests, actively participating in developing Steel Circus. During Early Access, we will keep improving the game along with adding new champions, arenas and customization items. Our long-term goal is to feature 15+ champions along with 6+ arenas.
We see Early Access as an important phase where our focus is to listen, observe, verify and analyze gameplay data in order to make the game more fun to play. Your opinion is highly appreciated and we’d love if you join our community on Discord and let us know about your thoughts!
What to expect from the Early Access?
The core gameplay and game loop are implemented but we will continue polishing the game through Early Access. At the moment, Early Access features;
- 6 Champions
- 2 Arenas, each arena offers different variations
- Quickmatch Mode
- Training Mode
- More than 150+ customization options
Known Issues;
Sometimes, when trying to group up and canceling it again, the quickmatch button does not react.
Ingame Options menu disappears, when remapping menu was opened in the main menu.
The ingame music doesn’t stop if the match ends prematurely, e.g.due to a disconnect, error, etc.
If the matchmaking times out, the UI will continue to indicate queueing. That is not correct. Queueing up again will still work, even if the UI does not change. Restarting the game or playing a match resolves the issue.
The game is likely to crash on game exit.
Some pop-ups cannot be confirmed with controller.
With some controllers plugged in (e.g. Switch Pro, XBox One) the button icons in the menu remain empty
Acrid’s Putrid Discharge sometimes does not hit other champions when it should.
Many more skill related bugs in special cases
Ping has no SFX
Champions are stuck in their last animation at match end
Rarely no MVP is shown after a match
Will my Early Access progression carry over to the full game? Yes, we will keep all the data and your profile will carry over to the full game.
How long will Early Access last for? It’s hard to say anything exact at the moment, but our initial plan is to come out of Early Access in 2020.
How can I stay up to date? You can join our official Discord channel and follow us on our social media accounts;
Steel Circus will hit Early Access on August, 8th 2019 on Steam and we are happy to announce that the last Closed Alpha Test will be happening this weekend. To be specific, CAT#4 will be conducted from:
Saturday, August 3rd to Monday, August 5th:
LA: 3rd, 3 am - 5th, 3 am
NY: 3rd, 6 am - 5th, 6 am
London: 3rd, 11 am- 5th, 11 am
Vienna: 3rd, 12 pm- 5th, 12 pm
Beijing: 3rd, 6 pm - 5th, 6 pm
Tokyo: 3rd, 7 pm - 5th, 7 pm
How to test CAT#4? CAT#4 test will be conducted from the main SteamID, for which you need a new key. Find your new Steam key here: Grab a key now
Since we are not going to use the old Closed Alpha Test SteamID anymore, you can uninstall it from your game library. In the future, upcoming community/PTR tests will be conducted from a BETA branch of the main SteamID, which we are going to communicate after Early Access.
What can you expect in CAT#4
As sort of a teaser for Early Access everyone will be granted enough in-game currency to be able to customize your favorite in-game items such as spraytags, emotes, victory poses, and skins during CAT#4. Keep in mind, the database will be wiped along with your progress and equipped items after the test.
New features to test:
New champion: Acrid
Updated goal cutscenes
Tweaks and balances of Champions
Improved bumper physics
Updated skill floor previews
Camera tweaks
New ball trail
Daily challenges
Rewards
A detailed list of changes will be posted in the announcement channel on Discord prior to the test.
Thanks to the community We are very thankful for all the support we’ve received during our closed alpha tests. Besides making new friends and getting to know nice people from all over the world we couldn’t have hoped for a better way to improve Steel Circus to this date and in the future. As a sign of gratitude, we are going to send every closed alpha tester a special “Closed Alpha Participation” gift shortly after EA.
Looking forward to hearing your feedback of CAT#4 in Discord.
Yours,
Iron Mountain Interactive & Oasis Games
Steel Circus Early Access Begins August 8
Steel Circus Early Access Begins August 8
Hello everyone!
We are so happy and excited to announce our Early Access release date: Steel Circus Early Access will be released on Steam on August 8th!
Thanks to our testers and amazing Discord community, after conducting various rounds of closed tests, we have collected so much constructive feedback during this period. We’ve been working hard on improving the core gameplay and also creating a host of new features. We are so excited about the future of Steel Circus, and we hope the Early Access period will give us the further feedback we need to take Steel Circus to new heights!
In order to celebrate our Early Access, we made a new trailer! You can watch it down below:
https://youtu.be/D_PdQNJ7tzk
When will Steel Circus launch on Steam Early Access? August 8th , 2019
What’s in the Early Access build? - 6 Champions
- 2 Arenas, each arena offers different variations
- Quickmatch Mode
- Trainings Ground
- More than 150+ customization options
How much will Steel Circus cost? Steel Circus is free to play! There will be a special Early Access package that offers all champions now and forever, and a supporter pack with additional items. In-game transactions for unique cosmetics will not affect the core mechanics of the game. We will not include any form of pay to win mechanics and are refraining from offering loot boxes for various reasons.
Which regions will Steel Circus be available for? Steel Circus Early Access will be released globally! (except China)
What languages will be supported? Steel Circus Early Access will be available in English, French, Japanese, Korean, Polish, Portuguese, Russian, Spanish and Turkish.
Do I need to register or get a key? No, the Early Access will be open to all players. Players will be able to login to the game with their Steam accounts. No extra registration needed!
Will my Early Access progression carry over to the full game? Yes, we will keep all the data and your profile will carry over to the full game.
How long will Early Access last for? It’s hard to say anything exact at the moment, but our initial plan is to come out of Early Access in early 2020.
How can I stay up to date? You can join our official Discord channel and follow us on our social media accounts;
What can I do to support you guys in the meantime? You can wishlist us! By wishlisting the game, you can make sure that you will see the game on your Steam main page once the game is released! You can also join our Discord community where we drop all our important news and updates first.
We are delighted to introduce Shani, a new champion for our next Closed Alpha test! Be sure to check out her skills and let us know what you think on Discord!
Here’s the schedule for the third Closed Alpha Test:
What’s new?
New Champion: Shani
Improved champion spawn presentation
2 predefined kbm controls to choose from
Match UI updates
and much more
How to play?
1. Enter the Steam Key
2. Install the game
3. Start the game
4. Press "Play" > “Quick Match”
5. Once you've finished a match you'll be brought back to the main menu
6. For another match press "Quickplay"
Tip: Check out the "Champions" menu in the main menu to read up on the abilities and advantages of each Champion.
The following things are not yet supported in the build, but planned for early access at various stages:
● Player progression (No progress or stats will be saved during Closed Alpha tests!)
● Proper MVP calculation after a match
● Chat
● More Champions with more abilities
● More game modes
● Ranked / Competitive Season
● Various unlockable content (Emotes, Victory Poses, Spraytags, Skins, etc)
● Daily Quest Feature
and many more features...
Where can I leave feedback?
After you’ve played the game please give us feedback in this CAT survey here: https://www.surveymonkey.com/r/ZVP3D9C
If you want to get in touch with the developers you can join the Steel Circus Discord channel: https://discord.gg/cMGsJ7Z and read up on the latest developments and insights.
If you want to report a bug, please report it to the public Steel Circus BugDB on GitHub: https://github.com/imi-gmbh/Steel-Circus-Public-Bug-Database/issues or in the “Bug-Report” channel on Discord.
We have also set up a Favro board to get a high-level overview of the development progress: https://favro.com/organization/8a3f6c79c0ab61e3968c9be5/28d7028b8cd111fd3965d7d2 (Page will be updated on a weekly basis)
Please keep in mind that this is an early alpha test. Expect:
● Bugs
● Instabilities / Disconnects
● Longer matchmaking times (up to 5 min, depending on the time of your region), especially during off-peak times
● Unbalanced (OP) Champions
Game Guide
On the Steel Circus Wiki page you’ll find an early game guide: https://steelcircus.gamepedia.com/Steel_Circus_Wiki
Hope you have a good time and let us know what you think.
Thanks a lot for playing,
All @ Iron Mountain Interactive and Oasis Games
Closed Alpha Test #2 Coming March 9th!
Hello everyone!
We are very excited to announce that the second round of our Closed Alpha Test will be held on March 9th, with servers open for 48 hours this time! If you still don't have a key, this is the time! Go to www.playsteelcircus.com and get a key now!
Here’s the schedule for the second Closed Alpha Test:
Please note that this round will be a regional test with servers spawned throughout North America and Europe only. If you are not in these regions, there will be a high ping and your gameplay experience will be negatively impacted.
What were we working on?
Thanks to our amazing community, after the first CAT test, we received a lot of feedback and we’ve been working on many different improvements. Please remember to check out our Developer Notes #1.
Also, we have a surprise for you! We’ve collected some of the best CAT #1 moments from our amazing Twitch streamers and Youtubers, and compiled them into one awesome video. Check it out below!
A big thank you to all of our content creators! We are planning to collect best moments during CAT #2 as well, so feel free to stream/make videos, and tag us!
How to play?
1. Enter the Steam Key
2. Install the game
3. Start the game
4. Press "Quickmatch"
5. Once you've finished a match you'll be brought back to the main menu
6. For another match press "Quickplay"
Recommended: Restart the client after 7+ matches to avoid memory leaks
Tip: Check out the "Champions" menu in the main menu to read up on the abilities and advantages of each Champion.
The following things are not yet supported in the build, but planned for early access at various stages:
● Player progression (No progress or stats will be saved during Closed Alpha tests!)
● Proper stats tracking and display like passing, tackling,... (we only track goals, wins, losses at the moment)
● Proper MVP calculation after a match
● Chat
● More Champions with more abilities
● More game modes
● Ranked / Competitive Season
● Various unlockable content (Emotes, Victory Poses, Spraytags, Skins, etc)
● Daily Quest Feature
● and many more features...
How can I buy Steel circus?
We are planning to release Steel Circus on PC first as a premium (mid-prized) title at early access but our long term plan is to offer the game as a free-to-play title. More information to be announced.
If you want to get in touch with the developers you can join the Steel Circus Discord channel: https://discord.gg/cMGsJ7Z and read up on the latest developments and insights.
Hope you have a good time and let us know what you think.
Thanks a lot for playing,
All @ Iron Mountain Interactive and Oasis Games
C.A.T #1 Developer Notes
Hey All,
Thanks again for your support and feedback it really means a lot to us. Before the next test, I'd like to give you a development update and also share our thoughts on the hot topics raised by the community.
Before I go into detail talking about the most pressing issues we need to fix and improve here is a short overview of what we are working on right now.
We are working on getting players into the match more reliably, too many players encountered issues while loading the arena. What made things even worse is that every player that had arena loading issues also caused a disconnect for the 5 other players he or she was matched with.
There are a couple of things we can and will improve, from actual bugs to better matchmaking that tries to find another player if someone drops out.
This is a big topic for us and we are working on improvements.
Make the game play experience smoother. This is another huge topic and it touches many different aspects. Net code, memory optimization, visual smoothing, interpolation of remote players, those are the most important ones.So there is a ton we can do to improve game play and reduce inconsistencies when attempting to hit other players with skills or trying to dodge theirs.
Also, the game simulation (not to mistake with rendering graphics) currently runs a 30hz. We have plans to up this to 60hz once we fixed some memory issues. This will make the game feel more responsive and precise. Not sure when the switch to 60hz will happen, but it will happen eventually ;).
Alright now on to the community feedback. I won't cover everything just the most important ones.
Retackle issue aka tackle fest We agree 100% that this is a problem and there are many possibilities how to solve/improve this. But first, let me take a few steps back.
We think that it is totally fine that the game can get chaotic occasionally BUT it happens way too often. A big part from where the chaos comes from is related to tackling.
The way we intend tackle to work is that if you manage to successfully tackle you get the ball and have a few moments to decide what to do next before you need to react again. Frankly, that did not work at all in the last test. So the solution lies in giving players just enough time to feel the success after stealing the ball and turn this small advantage into a "play".
Giving the player more time can be done by increasing the tackle stun duration but that only works to a certain degree. Being stunned too often and too long is not exactly fun either.
Here are our solutions we'd like you to test:
Ball pickup happens now 100% reliable after each tackle (if it does not its a bug). This has quite an impact because as soon as you know that your tackle was a success you can start planning your next move whereas previously you scrambled for the ball.
Tackle no longer collides with other players making each tackle more predictable. It has a fixed distance and after a while, you will develop a better feel where you end up after a tackle, no matter if it connected or not. Nice side-effect, the game feels smoother.
After a tackle you no longer drop to 0 movement speed, you keep a bit of momentum allowing you to move away quickly from your opponent, this works also in combination with sprint after a missed tackle.
Goal crease mayhem There are way too many situations where things get really messy in front of the game. However, rather than coming up with special rules like skills behaving differently or blocking movement etc. in front of the goal we want to try and fix/improve the underlying issues that cause these problems in the first place. If we fail at that or these changes are not enough we will look into other options like for example a special zone around the goal with certain restrictions.
So right now we are testing two things that should improve the goal crease mayhem:
One is the aforementioned tackle changes. In our internal testing matching that showed a noticeable improvement but these issues are also highly dependent on play style so we need more testing to see the real impact of these changes.
Two, we went back to how the goals used to work last year in earlier versions of the game. The goal is now both a goal but also an endzone. This means you can run into it with the ball to score. I know that this is kinda the opposite of what you guys have asked for but I'd like you to have an open mind and give it a shot ;).
So why do we think this is a good change? A couple of reasons.
A big part of the chaos happens when someone tries to dodge through defenders to score a goal, collides with the goal force field and before throwing the ball gets interrupted again. It is not uncommon that this happens a few times in a row which translates into chaos.
With the change, players can now simply run into the end zone and score which does not feel janky. It is a deliberate feature now.
It makes scoring in such situations easier meaning it reduces the time of goal crease mayhem whenever it occurs.
Players should realize quicker that defending right before the goal line is now a less viable strategy which should hopefully lead to players building their defense line further from the goal, near the bumpers.
General readability and game play feedback Yes, we need and can do better there, expect improvements but its not our current focus. Losing your player, make it easier to keep track of the ball is all tasks in our backlog. Not sure if we really need a mini-map, maybe we try it.
The camera needs more work and so does the UI. We will improve those things in the future.
Bumpers We know that there are some bugs where bumpers do not trigger at all. We need to fix those first. Once they work reliably we will look at how they work. Personally, I am happy with the way they work. But I like the idea that they only trigger at a certain minimum impact.
Not that of a high priority right now.
Movement speed & sprinting I do agree that this topic needs some work and what I will look into next is balancing champion sprint and stamina individually. Managing your sprint stamina is an important part of the game and maybe allowing players to sprint across the whole play field is a bit too much. At the same time, we know that sprinting is fun and being too slow sucks.
Which brings me to base movement speed. Right now the slowest champ is Lochlan, he is pretty much at the bottom of the scale. Slower than that hurts the game feel. At the other end of the scale is a base movement speed that is about 15% faster than Lochlan’s. A difference bigger than that starts to feel unfair. With other words, the base movement speeds in SC can not differ too much as it breaks the game balance.
My plan is to use base movement speed and base acceleration and deceleration more like a game feel thing and work on the actual movement differences between champs via sprint duration and sprint stamina recharge.
Special Skill Cool downs Overall a topic that needs more observation but overall the role of special skills is to create special memorable moments, crazy plays and completely turn a situation around. They are designed around synergies and counters and should only mildly affect play-style. We want players to be creative with skills.
I do think skill cool-downs could be a bit shorter but not too much. Before I start making some tweaks there two other important things that need to happen.
We will nerf the skill recharge pickup so that it will only recharge the special skills (not a sprint and tackle/dodge) additionally we think that they should not recharge skills completely.
Whenever you are stunned we want to pause the cool-down. Just a small difference but it will slightly reward players that are good at avoiding being hit.
Alternatively to the above, or in addition to, skill recharge pickups should appear less often than health pickups
Champion Balance We decided to ditch champion classes. We were unsure about classes for a long time and we just don't think they add anything meaningful to the game. Instead, we will focus more on making the champions differ more individually.
Expect some health, base movement and sprint changes in the near future.
Ellika - I think is fine (for now)
We also feel that she is a very well rounded champ.
Cap - needs work
His wall will get a slight nerf. It will be a bit shorter (also thinner to take less space) but most importantly its duration is now only 2 seconds used to be 3.
We are currently discussing putting a time limit on turret mode before the gun fires automatically. You should still have enough time to chase other players, just not forever. We might limit his turret mode range as well. Cap's base movement speed is being looked into as well.
Lochlan - ok but not quite there yet
Not 100% happy with slam yet. Maybe we change AOE shape, the timing of the attack needs work (there is an actual bug). Warsong is much better than the previous version but not quite there yet. Slow seems fine, range too, not sure about the speed buff yet, but we will make it more obvious what is happening.
Schroeder - needs more observation
The high-level design idea was a high risk/reward. I think that works quite well. We are looking into interrupting him while in the ground for both swap and virtual strike. We are going to look at his movement speed and health pool again.
Controls (twin stick)
Short answer: we won't do twin-stick controls even though we'd love to test them ourselves.
The long answer: we believe that the game would certainly be different (and not necessarily better), and would cost us too much time to find out. Also, in some areas we would need to go back to the drawing board for controls. This would touch everything from the core game play, to animations, to net-code skill design, controls game balance. You name it :(. We had this discussion internally already a year ago and we think for a game where the sports aspect is more important over brawling this is the better fit. Strafing is not exactly a natural style of movement ;)
KBM As for keyboard and mouse, we will try to get the controls to a much better state knowing that even if someone can play well with them they will never feel nearly as good as using a controller. We are fine with that. I know some of you will be disappointed, and trust me the gamer in me would love to test a twin-stick version just to see what it's like.
There are many many many more things I'd like to comment on right now, but we are focusing on Alpha-level, high-level changes right now.
As always, we really appreciate your feedback and interest, you're always welcome to join us on our official Discord channel to chat more, or ask any questions you may have!