We made another narrative short called Quarantine Circular!
Hi all,
Did you like Subsurface Circular? Well good news, we just launched a follow up, Quarantine Circular. It’s not a sequel, think of it more as another installment in an anthology.
Thanks so much for the support. If you’re seeing this, then that probably means you bought Subsurface Circular, and are therefore directly responsible for our decision to extend and expand on the ideas we tried with it.
Cheers, hope you get a chance to check out Quarantine Circular,
Mike
Subsurface Circular, nearly one month later
Hi everyone,
Thanks so much for your support of the game!
I've been talking publicly about some of our numbers
(here, for example) and they're all.. you know.. good :)
It felt like the right time to post a thank you here. The Steam community have been fantastic, and judging from reviews, it looks like the game has entertained everyone nicely.
We're going to keep experimenting with this short format, and I can't wait to tell you about some of the ideas we're playing with.
If you'd like to support us further, those Steam reviews are always helpful, and really, just keep telling your friends about the weird little robot train game you played on Steam.
Cheers,
Mike
Update 2 - Secondary station bug fixes
Hi all, thanks for playing our game and your continued support.
Our second update.
While we fixed a bunch of train stopping issues with the first update, a couple of you were still having issues.. after some hunting, we think we found the cause: A cumulative error that broke the game after a high number of frames.. about 4 hours for us mere mortals, but at higher framerates, maybe as little as an hour of play. If you paused to do something else and came back, or you had a powerful rig, then that could cause this bug.
This update fixes this, and adds some debug tools for us to catch any straggling issues. As mentioned in the forums, the station stops are something of a code bottleneck, meaning the same symptom was caused by a couple of bugs... we're hoping this was the last of them.
As ever, we're in the forums keeping an eye, let us know if you run into trouble. And thanks for the steam reviews since the last update, they really do help. Things seem to be going well, and that's largely down to the amount folks are sharing and supporting the game.
Cheers,
Mike
Update 1 - Resolutions and missed train stops
Hi all. Wow.. just over 24 hours from launch, and I'm so pleased with how this is going. Seems our weird experiment in shorter games is panning out.
We just put out an update, here's what it does:
No more starting at 768p - Some folks were getting the game loading for the first time at weird, small resolutions. While Unity does seem to have a built in issue here, we've improved the situation by defaulting to 1080p if Unity doesn't detect your resolution. That should make it a bit less of a pain to get things set up as you'd like.
Fix for disembarking/embarking characters - This one was pretty rare, but some of you had a bug where you'd not see characters getting on or off, and would therefore get stuck unless you reloaded your save. We think we caught and fixed this, but do let us know if you have any issues in the pinned dev thread on the forum.
We're still getting a bunch of new folks in, which is exciting, but now's the point where we need to start getting word of mouth going. If you know anyone who you think would like the game, please do let them know! If you liked the game and have a spare couple of minutes, a steam review makes a huge difference too!
Thanks for your time, we'll continue to monitor forums and fix stuff as it comes up. Thanks to the time difference here in London, we may not be able to instantly fix stuff, but we hope to be consistent!