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Animator bug fix This one is a little complicated but there was a bug where building sprites and animators were being reset when you right-clicked or hovered over tiles. This will likely have wide ranging implications but so far this addresses some of the following:
Welcome back! This is just a quick post-launch QoL + stability patch. To everyone that reported issues through discord and steam discussions thank you so much for helping to improving the game!
[previewyoutube=HhLoZWT2DgM;full][/previewyoutube] As we continue prepping for launch from Early Access, we'll be doing more social media posting and promotional work as well. Here's a brand new Trailer for Wastelander that's just gone live to our Youtube and Steam page. Check it out!
This patch contains another round of updates and improvements to the tutorial. It now contains videos to show specific gameplay elements as well as reduced amounts of text. Please let us know if you see any issues or have any suggestions.
In preparation for our Infinite mode release we have had to dramatically improve our map generation efficiency and resting FPS performance. These changes WILL affect how maps are created slightly but should also significantly improve performance and load times. + bug fix - "Unknown" entries on leaderboards now correctly show up as "In Progress" + bug fix - "The Maze" scenario had a bad configuration that would prevent some scores from uploading correctly + bug fix - scenarios could not be restarted instead you had to abandon them from the menu and select them again + bug fix - map generation bug that caused bottom left corner to have disproportionately more mountains + bug fix - unstoppable fissure now reveals supply drops in its path instead of leaving them fogged + bug fix - esc can now close open tooltips (there are rare cases where you can close dialogues while tooltips are up that needed this)
It took a bit longer than expected, but this patch will contain the first pass of our map editor. Make your own scenarios and play them, or share them with others. The UI for this version is not polished, but we will continue to improve it over time. Please report any issues and share your creations!
- hotfix a bug with agriwall - fixed an issue with reward dialogues
- escape will now close general dialogues and popups (except for item and augment selection dialogues). - text improvements - slightly increased small font size - Unstoppable Fissure now reveals all tiles in vertical line, not just tiles that exploded (behavior now matches description).
We're back from vacation and working hard to get through the Early Access goals. We had a bunch of new users join us over the holidays so we're addressing some problems we noticed thanks to the increased activity. + Tutorial limit is now 100 turns (previously 30) + Fixed an issue where playing a tutorial would delete any uncompleted games you currently have going + Fixed an issue where tutorials didn't have a leaderboard + Fixed wording on Sustainable Architecture to be a little more readable (thank you Wizzer) + Fixed a weird issue where Wiki boxes were not rendering correctly + Fixed bugs with input dialogues, either not showing up (in the case of tutorial restarts) or not properly submitting fields + Various smaller fixes
- Fixed a bug that was causing the soundtrack to only play a single song. Hopefully there is some more variety in the in-game soundtrack again :)
This patch contains a large round of UI improvements. Almost all of our button and menu assets have been replaced. Please send any feedback you have on these changes, or report any bugs you see to our Discord server. This will be our last patch of the year, but we'll likely be following up with a number of visual and audio improvements alongside our normal planned patches next year. See you in 2024!
Hi everyone, Now that we've got our first EA stability patch released we'd like to give a quick roadmap update so you know what to expect in the coming few weeks of early access development. This won't be a roadmap for the full EA period, just for the next 3 patches. Patch 1 - Scaling difficulty levels past Insane - This will be an incremental difficulty toggle that you'll be able to increase as you beat each subsequent level. Each difficulty level will add an additional modifier to the map that will increase the difficulty in some way or another. Patch 2 - Content Updates and improvements - We've been gathering a ton of data on augment / blueprint / deployment / relic usage and average scores and winrates as more and more people play games. This patch will focus on making improvements to balance, as well as adding additional augments (and possibly some new buildings). Patch 3 - Scenarios + Groundwork for Map editor - Scenarios are a feature that existed in our earliest playtest versions of the game where you could load maps that other players had abandoned or failed and attempt to complete them from where they had been left off. We'll be making improvements to this feature concept and releasing it back into the game. At the same time we'll also be laying the groundwork for the map editor which will be released in a later patch. Throughout this period we'll also be doing bug fixes, and polish tasks so expect a lot of additional improvements in the coming weeks! (And don't worry, Infinite mode is under way, but it's a huge project and will take some time). Thanks a lot for playing everyone and we hope you enjoy the upcoming content! P.S. If you'd like to chat with us or give us any direct feedback, or get help with strategies from other players, or even just share your games, we'd love to chat with you in our discord server: https://discord.gg/BVwxN3pa
Our first post-launch patch is here and a few days early! These changes are mostly focused around reported bugs, issues with the tutorial and general issues with the new player experience. + reinforce cost now displayed correctly if you have no metallurgy labs placed/connected + added intro tips whenever you start or load a game. This pool will be expanded as time goes on. Tips can be disabled in settings + added first anticheat measures + added time tracking to post-game stats + various additions to tutorial to help new players + fixed a crash when loading games with no building or fog in the bottom left corner tile of the board + fixed scrap beacon effect radius hover. Scrap beacon also now no longer self shields but comes with a scrap wall when placed + fixed issue where tooltips and dialogues could be displayed overtop of the loading page + lots of other bug fixes and improvements
Now that the dust is settling after our early access launch, we just wanted to post a quick update about what's next for Wastelander. Firstly, thanks so much to all the early adopters who have purchased the game and left us positive reviews so far! All the early support has really given us a huge boost of focus and drive to start getting new feature dev underway, and we appreciate all of you! Our first EA patch will be coming on Friday September 15th and it will mostly be a bug fix and polish patch that will contain a lot of improvements to things we noticed new players were struggling with/confused about during launch week. After that patch goes live, we'll post another update with a more fleshed out roadmap for the course of EA development, which will contain a loose timeline of our major planned feature releases and patches. Thanks for reading, and we'll update you again soon!
Hey everyone, We're really excited to share that after more than 2 years of development as a two person team, we've just launched our first game today on Steam! We've worked hard to give the game as much replay value as possible with stuff like random seeds, daily challenges, tons of different building and tech options that can be found throughout each game. Every map is a unique experience. Thank you to everyone who participated in the betas, provided valuable feedback and made content! We hope you will enjoy the game and stick around for the many new features we have planned as part of our early access.
Thank you to everyone who participated in the Closed Beta. We got a ton of feedback and some of you submitted twitch vods and youtube videos that were super super helpful. Now that the game is about to enter Early Access the Closed Beta is coming to an end. Due to this, ALL beta keys will be disabled on September 5th 2023 at 11am PST. Thank you for your understanding
UI pass LOTS of ui changes. Still not fully complete but much better. Added a placeholder loading page that will get better eventually too. new content
Game Balance Grass is being re-worked. As of this patch, all grass is permanent and not "generated" by buildings. Placing grass defense buildings like solar mirror will convert tiles to grass ON BUILD instead of requiring connection. Any changes to nearby terrain after such buildings are constructed will no longer cause them to try and fill this void.
Difficulty Changes From watching some closed beta games it became clear that jump between tutorial and "easy" mode was MASSIVE. To provide a smoother ramp for new players we now have 4 difficulties. [olist]
We're still reeling from all the feedback we got from our first round of closed-beta testing. We sent out a lot of keys and the feedback is still filtering in. We appreciate everyone who participated and will be sending out more keys very soon. The tutorial has had some walls of text cleaned up a bit and has more steps to cover some more of the critical gameplay concepts people have been confused about. We will continue to add to it as time goes on. Next patch will contain some spicy new content as well as some balance changes! UI Changes
Buffs
Tutorial Updates
This is our first major patch of the Closed Beta. We're addressing major issues with communication of game mechanics along with some balance issues. UI Updates
Thanks to everyone who's played the Closed Beta so far. Several people have sent feedback in along with videos and we've started working on some changes based on our observations. Description Updates Many keywords have had their descriptions updated to help with clarity. Please keep reporting confusing content as you find it Miscellaneous - building tooltips now show hotkeys (hotkeys are not customizable yet) - tectonic engine effect is now an explode so that it interacts with augments. To compensate for this it no longer reveals tiles as it clears them. Bug Fixes - scrap beacon now applies its shield before triggered tile modifications (e.g. tectonic engine) - ruin counter in the top right now correctly updates if ruins have been removed via augment abilities - grass and shield mitigation values fixed in post-game (were always showing as 0) - hidden cache now has its supply drops affected by your augments
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