Name | Vectorio | ||
Developer | Ben Nichols | ||
Publisher | Ben Nichols | ||
Tags | |||
Release | 2023-08-18 | ||
Steam | |||
News | |||
Controls | Keyboard Mouse Partial Controller Support Full Controller Support | ||
Players online |  n/a  | ||
Steam Rating | n/a | ||
Steam store | |||
Public Linux depots | [NAN ] |
Hello Everyone! |
Hello again! [h3]v0.2.0d Experimental Info:[/h3]
[h2]Patch Notes[/h2] The following is a list of changes pushed to the experimental branch. While changes are usually tested beforehand, please note that some may require further testing to validate. [h3]General Improvements:[/h3]
[h3]Bug Fixes:[/h3]
[h3]Core Tech:[/h3]
|
Hello again! [h3]v0.2.0b Experimental Info:[/h3]
[h2]Patch Notes[/h2] The following is a list of changes pushed to the experimental branch. While changes are usually tested beforehand, please note that some may require further testing to validate. [h3]v0.2.0 Enabled Content:[/h3] The follow content has been enabled for testing...
[h3]General Improvements:[/h3]
[h3]Bug Fixes:[/h3]
[h3]Core Tech:[/h3]
Note: Due to this change, some resources may be lost when loading into your save for the first time on this build; though it is recommended to start a new save with this build anyways. [h2]Balance Changes[/h2] Starting from this patch forward, I will be listing the balancing changes made in greater detail. This will help with understanding why portions of your base may change from update to update, and hopefully get more people engaged with balancing discussions as we move forward. Note: Balancing changes aren't final - it is a continuous cycle of iteration. If you don't agree with certain changes, please don't hesitate to let me know! Shotgunner
Reclaimer
Basic Crafter
Builder Port
Barrier
Pulsar
Turbine
Crystallite
Essence
Infused Essence
For now I want to leave the resource changes here and see how they feel, before proceeding with the remainder of the tree. This means future techs may have strange costs to them compared to these. |
Hello again! [h3]v0.2.0b Experimental Info:[/h3]
[h2]Patch Notes[/h2] The following is a list of changes pushed to the experimental branch. While changes are usually tested beforehand, please note that some may require further testing to validate. [h2]Bug Fixes:[/h2]
[h2]Other Changes:[/h2]
[h3]Note From Developer:[/h3] Thanks to everyone who has been helping test these initial versions. I've been able to efficiently role through most of the larger issues, with now the main issues present being more related to balancing. I'll continue to monitor bug reports & deploy fixes ASAP, but I'm gonna start prioritizing actioning some of the feedback regarding the actual gameplay. Here is a list of what I'll be working on and rolling out over the coming week, alongside a number of other improvements...
|
Hello again! [h3]v0.2.0a Experimental Info:[/h3]
[h2]Patch Notes[/h2] The following is a list of changes pushed to the experimental branch. While changes are usually tested beforehand, please note that some may require further testing to validate. [h3]Bug Fixes:[/h3]
|
Hello everyone! [h3]Experimental Info:[/h3]
[h2]v0.2.0 Patch Notes[/h2] [h3](not including 0.2.1 or 0.2.2)[/h3] The following is a list of changes pushed to the experimental branch. While changes are usually tested beforehand, please note that some may require further testing to validate. Please note, this list is definitely NOT inclusive of all the changes in this update. [h3]Core Tech:[/h3]
[h3]General Improvements:[/h3]
[h3]Bug Fixes:[/h3]
The initial rollout of v0.2.0 is focused on the improvements made to the pre-existing game. Multiplayer has been kept out so that I can ensure the new library & database system are working flawlessly, alongside all these other notable improvements made over the last few months. The content portion of this update will release once everything (including multiplayer) has been tested and marked as stable enough for live. This will let everyone enjoy the new region & other content additions on a stable build, without annoying networking or game breaking bugs getting in the way! If you have any further questions, please do let me know. This update has been quite the undertaking, but was an extremely important step in Vectorio's development. Discord: https://discord.gg/vectorio |
Hello Everyone!
[h3]Multiplayer Test | 2024-05-03[/h3] The second part of the testing will be on multiplayer. The reason this is excluded from the initial update is to focus testing on the core system changes; trying to pinpoint and fix specific problems would be a lot more challenging in a multiplayer environment, as certain bugs may only happen in MP. What will be in this test?
[h3]Full Update (with Phantom Plains) | Date TBD[/h3] The final part of the update is of course the new region, Phantom Plains. This is the big content portion of the update, which is what everything prior to this has been building towards. The date will be based on how the prior tests go, but most likely it will go right onto live after multiplayer is finished testing :) What will be in this test?
[h2]Additional v0.2 FAQ[/h2] I'm sure many of you will have questions, so I've tried to address the top ones which come up repeatedly in our Discord server. (I will also try to answer any in the discussion thread)
|
Without going into too much more detail, this is a brief overview of what you can expect to see in this update when it releases on experimental. (and this isn't nearly everything coming in this update) [h3]Why is the update taking so long?[/h3] If the sheer amount of new features coming wasn't obvious enough, the reason is that I am trying to cover a wide range of improvements across the board to bring Vectorio up to that next level. While this is not the end all be all update for Vectorio, the size of it IS the main reason it's taking this long. While I have been working on this full-time for the last 3 and a half months, I am still the only developer that is working on it. These types of improvements take time and cannot be rushed. [h3]When will the update release?[/h3] I don't know, but hopefully soon. A majority of the work is done, and over the past week I've been mainly play-testing and improving little bits of it where I can. I've also been gearing up for the first multiplayer test, which will include all of the aforementioned changes except for the new region. As much as I'd love to give a date, every time I try to predict it I end up making myself look like a fool and completely missing it because of the varied amount of work required to make this update happen. With that said, I can 100% confirm that a majority of this update is done at this point. [h3]Why aren't you showing anything in this update?[/h3] Mainly because the first 2 months of work were on systems that I can't really show. I can tell you that I've improved the entity simulation or reduced loading times, but there's a difference between my telling you it and you experiencing it. The only reason I've come out and given a brief overview of it now is because it's been a considerable amount of time since the previous Steam post, and I've seen an increase in concerned players wondering why there hasn't been any updates in a long time. With this all said, I certainly have a lot that I could show now with all the new content that I've been adding to the game over the past month. But, because I am now in the final stretches of this update, I'm sticking to my gut and choosing to stay quiet about it until the full update is ready to go. I truly believe experiencing this update with relatively fresh eyes will make it far more special. [h3]Questions? Comments? Concerns? Let me know![/h3] While I haven't been super engaged on the Steam side of things lately, I have continued an open line of communication with the player base over on our Discord server. There's a GitHub log channel that lets people stay relatively up-to-date with what's being worked on, and I constantly answer questions or engage with new discussions pretty much every day. If you want to stay in the loop, this is the absolute best place to do it, and I highly recommend joining. Discord: https://discord.gg/Vectorio With that said, I will try to keep up with questions or comments made in the Steam discussions as well. If you'd like to discuss anything about this update, please let me know either below or by making a post on the forums - while I may not respond to them all, I still read all of them. Thanks for reading ~ Ben |
Hello everyone
[h3]Bug Fixes:[/h3]
[h3]Core Tech:[/h3]
|
Hello again! [h3]v0.1.4h Experimental Info:[/h3]
[h2]Patch Notes[/h2] The following is a list of changes pushed to the experimental branch. While changes are usually tested beforehand, please note that some may require further testing to validate. [h3]Balance Changes:[/h3]
[h3]Bug Fixes:[/h3]
[h3]Core Tech:[/h3]
|
Hello everyone!
[h3]Quality of Life:[/h3]
[h3]Balance Changes:[/h3]
[h3]Bug Fixes:[/h3]
[h3]Core Tech:[/h3]
|
Hello again! [h3]v0.1.4f Experimental Info:[/h3]
Disabled Experimental Saves: The update has been tested enough to re-enable live saves. If you wish to transfer an experimental save over to live, simply move the save file from the experimental folder into the main saves folder. (done through local app data in the Vectorio folder) [h2]Patch Notes[/h2] The following is a list of changes pushed to the experimental branch. While changes are usually tested beforehand, please note that some may require further testing to validate. [h3]New Additions:[/h3]
[h3]Balance Changes:[/h3]
[h3]Bug Fixes:[/h3]
[h3]Core Tech:[/h3]
|
Hello again! [h3]v0.1.4e Experimental Info:[/h3]
[h2]Patch Notes[/h2] The following is a list of changes pushed to the experimental branch. While changes are usually tested beforehand, please note that some may require further testing to validate. [h3]New Additions:[/h3]
[h3]Balance Changes:[/h3]
[h3]Bug Fixes:[/h3]
[h3]Core Tech:[/h3]
|
Hello again! [h3]v0.1.4c Experimental Info:[/h3]
[h2]Patch Notes[/h2] The following is a list of changes pushed to the experimental branch. While changes are usually tested beforehand, please note that some may require further testing to validate. [h3]Bug Fixes:[/h3]
[h3]Balance Changes:[/h3]
|
[h3]Experimental Info:[/h3]
[h2]Patch Notes[/h2] The following is a list of changes pushed to the experimental branch. While changes are usually tested beforehand, please note that some may require further testing to validate. Please note, this list is not entirely inclusive of all the changes in this update. [h3]New Additions:[/h3]
[h3]Quality of Life:[/h3]
[h3]Other Changes:[/h3]
[h3]Game Balancing:[/h3]
[h3]Bug Fixes:[/h3]
[h3]Core Tech:[/h3]
[h2]Tentative Additions:[/h2] The follow has been tenatively added to the release view for v0.1.4, but is not yet ready to undergo testing in the experimental branch. These changes may be pushed into a future update, but as it stands now they are still planned to be in v0.1.4 when it goes live.
|
As you can see, this is quite a large system that adds a ton of depth to the strategic gameplay options you have. Upgrades are not a mindless task, but rather something you need to be mindful of and plan ahead with. Careless upgrading can result in your base hitting limits it's not yet built for. Here is a little example of what this would look like. You have a choice between three upgrades, each with it's own benefits, however each one effects the overall cost to run the building. In-game, this would also display the overall change to your bases power or heat if applied, showing if it would result in a heat level increase, or power outage. [h3]Building Upgrades - What's in v0.1.4?[/h3] This system is very much needed to solve to the resource abundance problem, and so I am doing what I can to at least get it partially in a testing state for v0.1.4 - however, this is something that requires a lot of thinking in order to balance properly, and so there's a chance it may not be ready in time. In the case it isn't ready on-time, other methods will be used to temporarily solve the resource abundance problem will be used, such as temporarily higher build and late-game research costs. But, the end goal is to move resource sinks towards upgrades and engineering, with upgrades being an additional motive to expand and gain new resources, and engineering being a huge resource sink you need to scale your base up to obtain. (as it'll have ongoing costs associated with it) Finally, many people have been requesting expansions to the OST. Our lovely producer Drew and I are well aware of this, and we've both agreed that the OST would be expanded over the course of the games early-access lifespan, including unique theme tracks for each region. In v0.1.4 however, two additional tracks are being added to the main playlist. Here's a little sneak peek at them below, for you music lovers are out there! [h3]Vectorio OST - Gridspace Preview[/h3] A super spacey track that fits in perfectly with the rest of the soundtrack. Inspired by Com Truise, this track brings a new unique touch to the Vectorio OST! [previewyoutube=LFtWzIjJ44c;full][/previewyoutube] [h3]Vectorio OST - Horizons Preview[/h3] A very chill ambient track that is meant to counteract the more futuristic / space themed tracks. This one was heavily inspired by one of the newer tracks in the early-access Steam game, Satisfactory! [previewyoutube=2kXxQ3oBtCw;full][/previewyoutube] While not directly tied to v0.1.4, we recently had a survey on our Discord server that asked the community what features they'd like to see next. You can see a screenshot of the survey below. With this survey in mind, certain feature priorities are being shifted around, here's a list of the changes being made so far, which will be reflected in an updated roadmap coming out sometime after v0.1.4 is released and stable on the live branch. These changes are mainly to ensure that there are better ways to attack enemy bases and setup supply chains in v0.2, but will not be a fully inclusive update to either feature, as multiplayer will be receiving more of my attention going into that update! [h2]Questions? Comments? Concerns?[/h2] Please let me know! I love hearing from the community and what they think about certain changes or features, and it helps me to make more informed decisions on specific features. New Discord Link: https://discord.gg/Vectorio This Friday we'll be hosting another episode of our community discussions podcast, which is where we pick a specific topic and let the community directly give their feedback on it. This weeks podcast will be on the upcoming levels system, so if you want to give your ideas or feedback on the subject, this is a great chance to do so! Like previous episodes, this will be uploaded on YouTube afterwards. I can't wait to see everyone get their hands on v0.1.4! Lots of new exciting changes are coming in it that will start to pave the path towards Phantom Plains (v0.2), the first major early-access update. Thanks for reading, ~ Ben |
[h3]Community Discussions Podcast | Resource Sinks (Ep 2)[/h3]
I will be releasing a post soon with updates to the roadmap, as multiplayer especially has been a very highly requested feature, and so will be given increased development time in a shorter timeframe. |
Hello everyone
[h3]Core Tech:[/h3]
[h2]v0.1.4 In Development[/h2] Work on v0.1.4 has begun, which is focused on the power rework and further QOL improvements. Below you can find a list of tentative changes coming in this patch... [h3]v0.1.4 Tentative Changes:[/h3]
Estimated delivery time for this patch is about ~1 week. For a full breakdown of the power rework, check out the linked announcement below from last week. https://store.steampowered.com/news/app/2082350/view/3681182908908723466 |
Hello everyone [h3]v0.1.3a Experimental Info:[/h3]
[h2]Patch Notes[/h2] The following is a list of changes pushed to the experimental branch. While changes are usually tested beforehand, please note that some may require further testing to validate. [h3]Bug Fixes:[/h3]
[h3]Core Tech:[/h3]
|
[h3]Community Discussions Podcast | Power Management (Ep 1)[/h3] |
Hello everyone!
[h3]BUG FIXES:[/h3]
|
Hello everyone! [h3]Experimental Info:[/h3]
[h2]Patch Notes[/h2] The following is a list of changes pushed to the experimental branch. While changes are usually tested beforehand, please note that some may require further testing to validate. [h3]New Additions:[/h3]
[h3]Bug Fixes:[/h3]
[h2]Tentative Additions:[/h2] The follow has been tenatively added to the release view for v0.1.3, but is not yet ready to undergo testing in the experimental branch. These changes may be pushed into v0.1.4 in order to get the fixes available on v0.1.3 available to everyone on the live branch in a shorter timeframe.
|
Link to the discussion: https://discord.com/channels/766378337047543829/1143268255247646930 As you can see, these are some pretty heavy changes that will impact the game balance quite a bit. In this system, heat and power will bounce off each other much more naturally, creating a system where you need to strategically balance both. This will also incentivize being smart with how you construct your turrets, as each one will have a much larger impact on your base and how well it can defend itself. [h3]Rework Balancing Example:[/h3] In the below example, the values go off the basis of the Initial power supply being 100w, and generator effectiveness being reduced (compared to what they are now) and requiring resources.
This creates a system where each defense feels like they have a bigger impact on the game, but you'll have a limited number you can work with at any given time based on your overall resource throughput. This also creates instance where you need to decide between wanting to store & use a resource, or putting it towards power for increasing your power pool. [h3]What do you think?[/h3] Please let me know you think! This rework will go underway sometime next week once I've had time to discuss with the community what the new values of things should be, and there's a more solid idea of exactly how this system will work. It will go up on the experimental branch and be open for feedback. In the meantime, you can expect v0.1.3 and v0.1.4 over the course of this week, bringing more bug fixes and QOL improvement to the game. I am committed to working on Vectorio full-time so we can make it the best tower-defense / automation game it can be, and I hope this commitment to you all will continue to show as early access progresses, and discussions / feedback are actioned promptly. Thanks for reading, ~ Ben |
Hello everyone |
Hello everyone |
Hello everyone! [h3]v0.1.1 Experimental Info:[/h3]
[h2]Patch Notes[/h2] The following is a list of changes pushed to the experimental branch. While changes are usually tested beforehand, please note that some may require further testing to validate. [h3]New Additions:[/h3]
[h3]Bug Fixes:[/h3]
[h3]Performance Improvements:[/h3]
|
Hello everyone!
[h3]Bug Fixes:[/h3]
P.S. Issues regarding drones & buildings "freezing" up have not been directly identified, but may have been indirectly patched by the fixes to labs & drone ports. Will keep my eyes on this and look for any instances of where it arises, as this seems to be the only critical bug at the moment. |
Hello everyone! [h3]v0.1.1 Experimental Info:[/h3]
[h2]Patch Notes[/h2] The following is a list of changes pushed to the experimental branch. While changes are usually tested beforehand, please note that some may require further testing to validate. [h3]New Additions:[/h3]
[h3]Bug Fixes:[/h3]
|