In short, a known Steamworks bug is preventing me from uploading new builds of the game.
I've been holding off on posting about it since I figured they'd get it fixed fairly soon, but it's been a number of days already and I have no idea how much longer this situation will go on for.
As I said, Steam support know about it, apparently I'm not the only one who's having this problem, and at the moment the only guidance from them is to keep trying in the hopes that this time it magically doesn't fail. Of course, on my shitty internet, each upload attempt takes an hour. ːsteamfacepalmː
Will post a proper game update when I manage to get the new build live.
September Update Delay
I've been getting a lot done, not least of which is completely ripping out several janky old systems and replacing them with ones that actually work... and even more importantly, a significant push on the main plot.
The downside is it's so big that I can't get it all done in time for a September update. So instead of releasing half an update with a lot of the good stuff cut out 'cause it's not ready, I've decided to push the whole thing back by 1 week, give or take a few days.
Thanks for your patience, everybody. See you in October!
v0.7.3.5.1 Hotfix
Quick fix for some critical issues as well as a few smaller ones:
Fixed crash in Chapter 2 ending
Fixed crash in Power Plant exterior after defeating Wharf and Power Plant bosses
Fixed Power Plant exterior Fog of War not covering whole area
Fixed crashes on area transitions/freeing up memory
Fixed Spray Can not appearing in Power Plant
Fixed Irradiated debuff turning victims too bright
Plenty of progress this month, particularly in the realm of bugfixing. Many issues were uncovered and solved with this patch.
Of course I haven't been slacking on new content either! For existing saves already in Chapter 2, you'll soon find your way into a new side quest involving Rufus the trader -- with permanent consequences based on your performance and your decisions. New quests, new art, new enemies, new polish.
Lastly, a fair bit of work has gone into better tutorials, as well as extending controller support. The Jobs board now has custom controls, and the cursor is much more accurate on screens which still use it. Custom controls will be forthcoming on the rest of the side job UI too.
Next update I'm hoping to show off a new and improved Train Yard without the constant level transitions imposed by the old system. Tweaked art is taking a while and I'm struggling with the camera, but soon...
There are a few other non-critical issues left on my TODO list, but once they're sorted, I'll be able to get cracking on more weird and wonderful things for you to experience out in the Zone...
Please remember to report any issues you encounter on the discussions board! I will fix them if you do.
Changelog:
Power Plant boss final art & animation completed
New enemies and enemy distribution in Power Plant
New controller interface for Jobs board
Finished Hunter's Bequest side quest and alternate path
Finished Rufus's Lifeline side quest and alternate path
Much more accurate controller cursor
Fixed story crashes in Chapter 2-3 & side quests
Fixed dialogue options appearing at inappropriate times
Improved story stability all round
Fixed crash during radiation sickness alert
Fixed crash during battle repositioning
Fixed crash when finishing certain quests
Fixed crash in quest log when viewing certain quests
Fixed many potential memory leaks
Fixed radiation sickness ailments being applied improperly
Fixed some problems with animations looping
Enemy HP bars & other UI are no longer recoloured on certain battle backgrounds
Improved Esper event behaviour
Added sounds for card dragging & targeting
Renamed Points of Interest to Opportunities
Refactored Opportunity item pickup behaviour
Fixed item stash sprite not appearing
Made item stashes more visible
Updated & clarified Side Jobs tutorial
Better colours on Jobs board
Refactored enemy battler code
Fixed some Hospital anomalies
v0.7.2.7 - Fog of War Update
After last month's massive update, this one needs to be a touch more humble... but still features some major news.
The biggest change is, we're introducing a shiny Fog of War system. From now on you'll need to properly explore and uncover areas, and you can see your progress as you go -- progress which will be stored in your saved games.
This also makes the scanner more useful as it will help to keep you pointed you in the right directions.
Other highlights include new hand-crafted art and animations for the Power Plant boss, and a much more comprehensive battle tutorial. This tutorial will go into detail about important mechanics of which even veteran players might not be fully aware.
Lastly, we're raising the price of the game by $1 in consideration of all the new content. There's a lot more game now than there was, and I believe the price should reflect the year of hard work we've put in.
For the next update I intend to focus on introducing several new enemies and, particularly, writing -- two half-implemented side quests need to be finished up, and there is progress to be made on the main quest as well.
As always, please report any issues you come across, and I shall fix them ASAP!
PS. If you happen to know anyone who might be interested in helping with art, game design, or marketing/promotion, do tell them to get in touch. It would make a big difference.
Changelog:
New interactive battle tutorial
Persistent Fog of War on exploration map
New art & mechanics for Power Plant boss
Engine update to Godot 3.6 RC1
Added visible numbers when gaining Shield, damaging Shield, and healing
New backgrounds and replaced temp backgrounds for some battles
Reworked area transition system
Reworked combat positioning, with new abilities for some enemies
Added Falloff card property
Added TTS to research screens
Fixed crash on Power Plant boss attack
Fixed rare softlock when loading
Fixed problems with Scanner & improved performance
Some general fixes to card tips
Some intro rewrites for brevity
Fixed buff durations showing in the wrong place on some cards
Removed unreliable item encountered mechanic
Fixed player buffs not showing on combat start
Fixed Slimed and other cards not respecting Unchanging property
Fixed some shader issues in Power Plant boss room
Fixed some audio issues in Power Plant boss room
Fixed erroneous voice ticks in PoIs
Fixed occasional problems with Stamina readout
Fixed superfluous damage numbers showing on rare occasions
Visual improvements to some Power Plant rooms
Inventory now properly defaults to Storage if no Pack equipped
Various new, clearer icons
Better normal map loading for some battle backgrounds
Added controller version of area transition hint
v0.7.2.1 Hotfix
Quick fix for a couple of critical issues:
Fixed Story intro gang fight not triggering
Items now properly unequip when starting new Story
Fixed broken PoI on defeated Core
v0.7.2 - Anniversary Update
Why is this month's update so late, you ask? Because it's bloody massive, that's why. Zone's Early Access release is 1 year old this month, and I wanted to make it something special.
All 25(!) rooms of the Power Plant are now in, most with their own unique encounters, including a special challenging boss room. Add to that whole slew of new features, items, cards and all sorts.
Some of the art assets are temp and still need brushing up as our artists couldn't get them done in time for June -- but that shouldn't take much away from the experience.
It's been a hell of a year. Didn't make as much progress as I wanted to, but then, when does an indie dev ever? What I do know is I'm still here plugging away and will continue to do so until this game is finished.
As always, if you find anything broken, please report it and I'll take care of it immediately.
Enjoy a big new chunk of the Zone!
Changelog:
20+ new areas in Power Plant
New PoIs, items, cards, ailments and abilities
New debuffs and radiation effects
New research options for radiation
Fixed crash when opening card view outside combat
Top right bar now opens and closes reliably
Fixed issues with acquiring Ailments
Fixed Ailments not saving/loading properly
Fixed timers not resuming after opening Options
Fixed various intermittent bugs
Fixed radiation being added while gameplay is paused
Fixed combat tooltips not showing buff amounts/durations
Added voice beep to explore encounters
Ambient audio now pauses while Options menu is open
Screen no longer jumps when transitioning between exploration areas
Better shader overlay for Power Plant
Fixed potential crash when leaving Points of Interest
Fixed several problems with item stashes
Rewrote Points of Interest handler code
Added Options slider to customise audio balancing
Fixed audio balancing for TTS SAM in Options menu
TTS audio balancing is now faster
TTS SAM now obeys voice volume settings
Fixed TTS setting changes not saving/loading properly
Fixed several audio sources not obeying volume settings
Fixed Amethyst Ring equipping to wrong location
Card buttons now show at proper size in research UI
Fixed visual layering issues with several Burner anomalies
v0.6.9.5 - May Update
I tell you, I hate level design -- but I'm so damn dedicated to this game that I'm doing it anyway. In fact 'level design' describes most of what I've been up to this past month.
The interior of the Power Plant is taking shape, and you'll be able to explore the first few rooms in this update (highlighted in yellow in this little preview):
That should give you an idea of the content avalanche that's on the way, and even this preview doesn't show the full extent of the Power Plant's size or its mysteries!
Other new features include fresh functionality added to the TTS engine, new music, some UI improvements, and more...
As usual, the new stuff is accompanied by a slew of fixes big and small, including some important steps forward for general stability. Please keep reporting any bugs you find so that I may fix them.
Until the next update... Stay safe out there, Stalkers!
Changelog:
New accessible areas in Power Plant (more to come)
New NPC in Power Plant: the Hermit
New soundtrack for Power Plant biome
Added TTS support for Points of Interest
Added audio balancing during TTS
Fixed crash when approaching item stashes
Fixed major bug causing intermittent errors
Fixed inventory crashes
Fixed player HP being reset to max on load
Reworked combat enemy behaviour, hopefully fixing many issues
Fixed click navigation walking to wrong coordinates
Stat upgrades are now correctly applied when starting a new game
Fixed I key not opening inventory
Disabled manual saving during story segments for stability
Fixed player not showing up correctly behind obstructions in some areas
Fixed wrong damage resistance behaviour on Spit card
Fixed controller cursor misbehaving when out of bounds
Fixed some animation positioning on Knife Swarm enemy
Better voice options on game start
Added correct portrait for Battle Drone enemy
Added unique footstep sounds for Power Plant
Fixed Burner anomaly audio
v0.6.9.2 - Voices & Control Update
This month we've got not just one big milestone, but two!
First up is a complete rewrite of controller support, which now behaves much more reliably during combat and in cursor mode. Quick refs have been updated to reflect the changes and are now launched by default on some screens.
Second is the integration of the Festvox text-to-speech engine. It includes a number of different voices for the player to choose from (changeable at any time in the options menu), as well as unique NPC voices. It sounds robotic, of course, but if you're not fond of reading then this should be a good solution until such time as voice acting becomes available.
In less huge news, many bugs have been fixed, and work continues on the Power Plant biome for which we've been drawing a brand-new isometric tileset.
This is shaping up to be our biggest isometric level by far, which is exciting and should hopefully offer even more variety in the gameplay!
Check below for the customary list of changes, and as always, please report any issues you come across so I can fix them.
Until the next update... Happy Stalking!
Changelog:
Completely rewrote controller support (please give feedback/suggestions for improvements)
Integrated text-to-speech engine with multiple voices
Fixed potential crash when starting new game
Fixed shop being empty in certain situations
Fixed potential crash in inventory after equipping new containers
Fixed inventory refusing to close in some circumstances
Fixed crashes when opening Market/Lab UI
Fixed enemy AoE Defend behaviour
Quick start no longer wipes worn equipment
Various visual improvements in Power Plant biome
Various visual improvements in Hospital biome
Corrected Knife Swarm enemy positioning
Fixed & improved Options menu
Fixed potential issues with larger or smaller screen resolutions
Fixed battle controls quick-reference
Fixed visual error on Louis
Improved shop behaviour
Two-handed items can no longer be dual-wielded
Added support for dialogue skipping to remainder of Chapter 1
Many back-end changes to combat deck viewing
Stronger tutorial/quick-ref behaviour
Added random combat portraits for new enemies
Improved card name display
Added limiters on some combat buttons to prevent multiple clicks
Patch v0.6.9.0.4
Just a quick patch with some important fixes.
Changelog:
Fixed inventory getting wiped in some situations
Fixed item conversion not giving Science
Train yard rain anomaly no longer gives infinite Science
Fixed Power Plant being accessible before Chapter 2
Fixed potential crash when encountering points of interest in areas with item stashes
Fleeing non-random combats is no longer treated as a win
Added emergency travel key (F9) in case of getting stuck
Animated same-area teleports
Corrected some sprite layering in Power Plant exterior
Tidied animations and added better sounds for Knife Swarm & Elemental enemies