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After several years of development I'm excited to finally be announcing my new game project, AutoForge. Much like Crea, AutoForge is a 2D sandbox game. However, it has a pretty big twist - it is a factory building game too! Visit the official website for more information: http://playautoforge.com/ [previewyoutube=AQIBjnb5wlE;full][/previewyoutube]
Ten years ago the seed of Crea was planted into my head. I immediately began work not knowing that it'd lead me on such an exciting and long journey. While there were many struggles along the way, as explained in my last update, there were far more wonderful moments. I would have never made it as far as I did without your support. Thank you for all of the kind words and encouragement throughout the years. As a thank you and way to celebrate all of this time, Crea will be 75% off for the next week! Be sure to share this great deal with your friends, family, enemies, and any other dressed mannequins you know.
As some of you may had noticed Crea's updates have gotten less and less frequent leading up to the release of "Chaos Awakening". This is about to change! I'm excited to announce that Crea has a new developer helping out part-time. Andrew (Wacko) is a talented developer with over a decade of experience working on games such as Starcraft 2. All of the work Andrew is doing is completely volunteer - that's just how awesome he is. If you see Wacko around be sure to give him some love. With Chaos Awakening released we are planning out and starting development on the next major update, v1.8. Our focus will be setting the stage for bigger and better future updates. One of the major changes we are making is modernizing the custom engine that Crea runs on. With these changes Crea will run smoother on more machines including proper 4k and Mac OSX support. We are also listening closely to feedback and you can expect to see some of that addressed as soon as v1.8. Before completely moving onto the next update, I am planning to put out at least one more patch addressing issues recently reported. Thank you everyone for reporting issues so diligently and for your patience while I fix them.
Hello to all of you new players that have joined Crea's community recently! I hope you are all enjoying Crea's latest update, Chaos Awakening. I wanted to give you a bit of useful information.
Join in on the Chaos and celebrate the release of the "Chaos Awakening" update along with the best discount yet! Here are a few things we will be doing:
Today's Deal: Save 66% on Crea!*
Look for the deals each day on the front page of Steam. Or follow us on twitter or Facebook for instant notifications wherever you are!
*Offer ends Monday at 10AM Pacific Time
Something deep in Crea seems to have been disturbed some time ago. It has been growing unnoticed and today it has broken free!
A brand new update for Crea, Chaos Awakened, is now available to play! This update focuses on adding new content, bolstering bosses, balancing, incorporating player feedback and resolving many outstanding issues. This update has something for everyone.
Rumors are that a new inhabitant of Crea, the Chaotician, reveals himself to those that have truly engaged Chaos.
[quote]Oh good, you are here. I needed a bit more Chaos in my life.[/quote]
Chaos has further corrupted the creatures of Crea and many new monsters can now be found roaming the world.
The corrupted Aer (Bosses) have been rejuvenated with this surge of Chaos and will undoubtedly provide a worthy challenge. Unlocking bosses is now much clearer. Their attacks and mechanics have been greatly refined. The Chaos has culminated into a new high difficultly boss only the strongest can face.
Chaos has weakened the natural healing abilities of Crea and adventurers now much look to other means to survive. Healing tonics are great for recovering health and can easily be refilled with alchemy; however, acquiring new and stronger containers prove to be costly.
The Chaos Effect is wide reaching and more can be learned from here: https://steamcommunity.com/app/280520/discussions/0/1640918469750611138/
I am extremely happy to announce that Crea's latest update, Magnificent Mechanisms, is now officially released. It started out as an innocent update but slowly grew into the beast of an update it is today. So what exactly does this Magnificent Mechanisms bring?
It has been a few months of work since my last status update and this one has some amazing news. The upcoming version of Crea, Magnificent Mechanisms, (v1.6) is now in public beta. Much excite! There are so many amazing changes in Magnificent Mechanisms. It will undoubtedly dazzle new and old players. For now I will withhold divulging details as I want the official launch to be the highlight. At that time I will go over the juicy new features and give an extensive changelog (it is going to be huge). So far it has been tested by many players for a few months now and is very close to prime time. Now is your chance to get a first look (more like second or third) at this super exclusive (everyone can play) beta. If you do play then please join the discord and let me know how it is going. You can join by opening up the Crea game properties in Steam, going to the "BETA" tab and then selecting the "beta" branch from the dropdown menu.
Introduction
After Housewarming Update (v1.5) came out last year I decided to turn my attention to the dungeon system. Before taking some time off from development I laid out the dungeon design changes I wanted to make. As usual, I decided on the most ambitious ideas I could imagine which has resulted in the dungeon system being rebuilt from the ground up. In this post I want to share why I think the dungeon system needed to change and what these changes will look like.
Revisiting Dungeons
After turning my attention to dungeons it quickly became obvious that the biggest decision I had to make was if I should attempt to salvage it or completely scrap it. I heavily considered taking the salvaging route but a major factor was that another programmer had implemented it entirely. This meant I had to first learn the existing code before I could make substantial changes. Additionally, dungeons were riddled with both design and mechanical issues that I wanted to overcome.
What are these issues even? Dungeons are currently huge sprawling areas with interweaving hallways and massive rooms. This sounds great but in practice it lead to players running aimlessly hoping to stumble upon the exit. Exploring was uninteresting and monsters could often be entirely ignored - unless the exit objective required you to kill them in which case good luck tracking them all down. Needless to say the progression was empty and culminated into absolutely nothing when the end presented you with no boss or any sort of climax - dungeons fizzled. These are fundamental issues which necessitated fundamental changes. Mechanical issues also plauged dungeons with the most popular being hallways being blocked by rooms preventing progress.
Looking at these issues I worked to shape the dungeon design into something more coherent. First, dungeons should focus on survival and not exploration. The main world is where the exploration should happen. To reinforce this focus on survival it made sense to narrow exploration into something much more linear. Additionally, it is crucial that dungeons build to a climax to make completing dungeons feel both challenging and satisfying. So how does this all translate into a new system?
Dungeon Redesign
Dungeons will continue to be broken up into multiple floors (realms/maps). Each floor is segmented into a "sector" which will have its own objective. Progression through sectors will be linear and completing the sector objective is necessary in order to advance to the next sector. Difficulty will ramp up slowly as you progress through sectors and floors. Upon reaching the last sector of the entire dungeon you will encounter a worthy boss. Upon victory you will be rewarded with a juicy treasure chest.
Sectors have become the pivotal component in dungeons and they are receiving much attention. Sector objectives will range from "kill all monsters" to "flipping a switch in a room guarded by monsters to power a treasure chest in another room that has the sector key in it". Objectives will have lots of variety and there can be a supporting objective to add even more. You will never know what to expect in the next sector.
Focusing on survival, there are many threats within dungeons the player will face. Hazards such as lava pools, poisonous plants and spikes will be despersed throughout. Players will encounter many traps as well such as flamethrowers, dart shooters, bomb launchers and monster alerts. Even monsters are going to prove more challenging as they will patrol their area and will link with other monsters if you're not careful. Don't be a Leeroy Jenkins and rush into rooms!
Conclusion
Now that you know more about the changes to dungeons I hope you're as excited as I am about them. Dungeons wont be the only changes coming to the v1.6 update. You can look forward to new items, bug fixes and even a "secret" new feature. Unfortunately major changes like these take time and I still have much to do. I have made great progress on dungeons and hope to have an early beta version released in the next few weeks. If you would like to follow development more closely then you are more than welcomed to follow the Siege Games Twitch channel with the schedule below. I have also been attempting to revive the Crea Discord Server and you should join! Thank you again for everyone's continued support.
Stream Schedule
Weekdays: 7AM to 2PM Pacific Time
Weekends: 12PM to 4PM Pacific Time
Wow! It is already May! I hope everyone is having a good year so far! Apologies for having such a long period between announcements. I have intended to post something for over two months but am only now managing to force myself to do so. In this post I want to give an update on Crea and as well as details on why this current Crea update is still in development.
Hello, I hope everyone is doing well! I wanted to give everyone an update on the progress for the next big update (1.6). While it is developing nicely; it still needs awhile longer in the oven to fully bake. So what is planned for the 1.6 update? Currently in beta, I am bringing much better unicode support to Crea and making it vastly easier to translate with the Localizer tool. This will hopefully lead to more languages added to Crea soon! The main course for the update is enhanced dungeons. "Lackluster" and "anticlimactic" would be good words to describe the current dungeon system. The dungeon modifiers and objectives will be balanced and expanded upon. Other aspects such as treasure will be rebalanced and most importantly bosses will be added to the end of dungeons. Thank you for your continued support! Happy holidays!
Hello, I hope everyone is doing well! I wanted to give everyone an update on the progress for the next big update (1.6). While it is developing nicely; it still needs awhile longer in the oven to fully bake. So what is planned for the 1.6 update? Currently in beta, I am bringing much better unicode support to Crea and making it vastly easier to translate with the Localizer tool. This will hopefully lead to more languages added to Crea soon! The main course for the update is enhanced dungeons. "Lackluster" and "anticlimactic" would be good words to describe the current dungeon system. The dungeon modifiers and objectives will be balanced and expanded upon. Other aspects such as treasure will be rebalanced and most importantly bosses will be added to the end of dungeons. Thank you for your continued support! Happy holidays!
Hello everyone! I just wanted to give a quick update on a few things.
Hello everyone! I just wanted to give a quick update on a few things.
From the very beginning I planned for Crea to support multiple languages. My hopes were that the community would help localize Crea and I have not been let down. There are numerous attempts to translate it including Russian, French, Japanese and Chinese to name a few. However, as Crea continued to grow these existing localizations struggled to keep up as it is extremely difficult to know what text had been added, removed, or changed. This is finally changing!
From the very beginning I planned for Crea to support multiple languages. My hopes were that the community would help localize Crea and I have not been let down. There are numerous attempts to translate it including Russian, French, Japanese and Chinese to name a few. However, as Crea continued to grow these existing localizations struggled to keep up as it is extremely difficult to know what text had been added, removed, or changed. This is finally changing!
Greetings adventurers! It has been awhile since we spoke last and I'm excited to bring good news - Housewarming (v1.5) is now available!
In Housewarming the focus has been on improving building and adding an incentive to construct a base. You will also find many new home items and several new monsters to fend off.
Greetings adventurers! It has been awhile since we spoke last and I'm excited to bring good news - Housewarming (v1.5) is now available!
In Housewarming the focus has been on improving building and adding an incentive to construct a base. You will also find many new home items and several new monsters to fend off.
Greetings Adventurers! Time has flown by since the last announcement and I wanted to update everyone on what is going on. First off, the NPC update has sadly been delayed due to real life taking over. Unfortunately it is going to be another two months before I will be able to release it. Sorry! I will try to get a smaller patch out in the meantime to fix any major issues. Apologies for not being around for the few weeks to reply. I'm going to try to be better at balancing that. Over the last few weeks I have been busy selling many of my possessions, packing up my apartment, and moving everything into storage 600 miles south of Portland in Northern California. This is all with Kelley's help and baby Kaelie... not so much help. Since arriving in California we've been visiting family and friends this last week and now we are off on a big adventure - to Sweden! For those keen readers you may remember that the talented Crea artist, Jonatan, is in Sweden. I am going to visit him and we will be starting a new project! That's right, after five and a half years working on Crea I am finally going to be working on something else. We are going to be working on a prototype at first and go from there. My plan is to focus on this new project while in Sweden and once I get back to the States in 6 weeks get back to working on Crea part time. We are excited to be starting something new and I believe that once I return to Crea it will be with a restored vigor. Again, sorry for the tease on announcing the next update and then delaying it for so long. I hope everyone is still looking forward to it when it does finally land. Thank you everyone for your continued support!
Greetings Adventurers! Time has flown by since the last announcement and I wanted to update everyone on what is going on. First off, the NPC update has sadly been delayed due to real life taking over. Unfortunately it is going to be another two months before I will be able to release it. Sorry! I will try to get a smaller patch out in the meantime to fix any major issues. Apologies for not being around for the few weeks to reply. I'm going to try to be better at balancing that. Over the last few weeks I have been busy selling many of my possessions, packing up my apartment, and moving everything into storage 600 miles south of Portland in Northern California. This is all with Kelley's help and baby Kaelie... not so much help. Since arriving in California we've been visiting family and friends this last week and now we are off on a big adventure - to Sweden! For those keen readers you may remember that the talented Crea artist, Jonatan, is in Sweden. I am going to visit him and we will be starting a new project! That's right, after five and a half years working on Crea I am finally going to be working on something else. We are going to be working on a prototype at first and go from there. My plan is to focus on this new project while in Sweden and once I get back to the States in 6 weeks get back to working on Crea part time. We are excited to be starting something new and I believe that once I return to Crea it will be with a restored vigor. Again, sorry for the tease on announcing the next update and then delaying it for so long. I hope everyone is still looking forward to it when it does finally land. Thank you everyone for your continued support!
Hello everyone! First off I want to say thank you for everyone's support the last few weeks. Many people stopped by my livestream to tell me how much they have been enjoying Crea and lots of great reviews. It really means a lot to us!
I wanted to give everyone a quick update on the NPC housing and the next update for Crea. Good progress has been made on the housing with full room detection including which items are in the room. The big remaining task is getting the NPC to get the various bonuses from the items they request.
Originally I was wanting to get this update out last week but that did not happen for various reasons. One of those reasons being that I unfortunately have to move by the end of the month. Towards the end of the month and after I'm going to be quite busy. The plan is to release the 1.5 update a little before that happens which is not far off. Because of this the NPC update will just be rolled into the 1.5 update.
Along with the 1.5 update I'm going to do my best to address the reported issues. Thank you everyone for your patience and support!
Since "The Enchanted" 1.4 update was released I have been hard at work fixing issues and incorporating feedback. Thanks to this feedback there are some huge changes coming into Crea!
Hello! With "The Enchanted" just released now is a great time to try to join and help build Crea's community.
The latest update, The Enchanted, is now live in BETA. There are many major changes in this update: enchantments, redesigned toolbar, and a new biome to name a few.
I want to reiterate that this is a beta version. Be sure to keep a backup copy of your worlds/characters before playing. You can join the beta by going to Crea properties on Steam, go to the beta tab and then select "unstable" from the dropdown menu.
There are many existing issues that have yet to be fixed. They will be my focus until I get them fixed. Please be sure to report any issues you run into. Even if you are not running into any issues please let me know if you are playing the beta so I can get a better sense of how stable v1.4 is.
I will save the feature highlighting for the full 1.4 release but I decided to include the changelog to wet your appetite.
The next major update, "The Enchanted" (v1.4), is just around the corner! As we approach the release I wanted to share details about the new enchantments.
After months of hard work we are thrilled to announce the update "Interface Renovation" (v1.3) is now available!
With "Interface Renovation", massive progress has been made in both stability and performance not to mention a shiny new interface.
Hello again, I hope everyone has been doing well! Apologies on the delayed status update. I have had my head down for a little too long now.
We have been hard at work on reworking the UI (User Interface) to use our own solution and have made some great progress. Unfortunately getting this update out is taking longer than I initially hoped but for good reason. Since we were have to reimplement all of the UI we are taking this opportunity to redesign some things and polish it up.
So far we have been focusing on the more complex interfaces such as the toolbar, research and crafting. Things are looking fantastic thanks to Jonatan's keen eye. Here is a sneak peak at the new talent and research UIs.
The crafting interface has been completely redesigned and is much improved. We made quite a number of changes to that so I will save the details for my next post. Spoiler: Chaos Crafting is looking very sexy now!
The foundation is more or less complete now including UI zooming and controller support. There are still a few more UIs to redesign and then implement. Once those are done I will spend a bit more time on smoothing out the performance in a few other places. Then we'll finally be onto testing this bad boy. We are still a few weeks away from getting this update out but it is looking glorious and is well worth the wait! Thank you everyone for your patience thus far. <3
Out of all of the UI dialogs in Crea, which one would you like to see given some love and why? Let me know in the comments!
Hello! It has been a few weeks and so I just wanted to give an update on what is happening. I have been completely focused on implementing the new system and have made great progress with it.
It may look exactly like the existing inventory but this one is completely driven by my new system! Up to this point I have dedicated myself to building the UI system's foundation. I am nearly complete with it and will start converting all of the UI over very soon.
As far as performance gains go, I wont know the exact numbers until it is finished but I can say it is looking very promising. At the moment it looks like the UI will be around 10 to 100 times faster! In other words, it will no longer be an issue.
I should be able to get this optimized version of Crea out in a few weeks. With all of the major code changes there are several new issues that must be squashed. Thank you everyone for your patience in the meantime and feel free to join in the development streams to check in on the progress of things.
Hello everyone! I wanted to give an update on what I've been working on and what to expect regarding the performance issues that many players have encountered. A quick summary would be that I am making some major changes that should greatly alleviate performance issues. Here are some more details for those interested. Performance issues primarily stem from heavy usage of Python scripting and the UI library solution.
After 9 months of working on convincing her to join the team I am pleased to announce that baby Kaelie has signed on! She will undoubtedly bring much to the team! I'm sure it is a little weird seeing a baby announcement here on Steam but there is good reason for it. Crea was for the most part a husband and wife project with myself, Jasson, doing the programming/design and Kelley doing the artwork. It has nearly been 5 years since we started working on Crea and we've shared a great deal of our lives through the process. We've now been working on Crea for the majority of our marriage! Kaelie is our latest project we've been working on and couldn't be happier to announce her 1.0 release. Also for any of those who may be concerned, you may rest assured that she is not a clone of any sort. Apologies for anyone running into issues right now. I will do my best to get around to them when I can but I do ask for your patience. Thank you everyone for your continued support!
We are excited to announce that Crea's latest update, "Rebirth" (v1.2), is now out!
Rebirth brings several new key features along with an abundance of changes making this Crea's biggest update ever!
It has been a long time coming and I am extremely pleased to announced that @eldrone (Jonatan) is joining Siege Games fulltime. For those not familiar with Jonatan's work, he is a very talented developer who has been working at this small company Mojang up until now.
Jonatan has been a long time supporter of Crea dating all the way back to Crea's Kickstarter in July 2012. I originally attempted to recruit Jonatan back in September 2013 and it has only taken 3 years to convince him! Worth it!
Over the past few month's Jonatan has been working a day a week on Crea's 1.2 update. He has reworked many of the core graphics, helped refine the combat and many other polishing touches. So with 1.2 you will already get a taste for his work and what is to come.
Moving forward, Jonatan will continue to touch up the graphics while we also make a push on the content front. Expect some amazing updates to Crea in 2017!
Hello everyone! It has been awhile since the last update and I thank everyone for their patience. The wait is nearly over and for those brave souls you can jump into the new update by switching over to the unstable branch. I have done limited internal testing and already caught and fixed several smaller issues. Now I need your help testing everything more thoroughly. We were initially going to do a closed test first but in hopes to expedite things I've decided to move it into unstable now. Thank you to those that did reply to our survey! Please let us know if you do play on unstable. This will help give us an idea of the stability of the update. While testing if you run into any problems please take to the Issues Forums and provide as much detail as you can. Please prefix posts with "[unstable]" to help us out. Also be sure to check out this post for further information such as how to include files (this helps a great deal!). http://steamcommunity.com/app/280520/discussions/0/618460171327332986/ A full list of changes will be released when the update officially lands.
Hey everyone! We're nearing the time to release our next big patch, and we decided to do a big multiplayer playtest in order to iron out the bugs! As such, we're aiming to do a huge multiplayer test or two before the stable release of Version 1.2.0 in addition to our normal testing.
Hello! Just throwing up the changelog for this small 1.1.4 patch. Potentially will release more patches leading up to the huge update in December. Have a great weekend!
Hello everyone! It has been a few months since Crea's launch and I thought it was time to share what is planned for Crea's future. It is an exciting time for Crea as we change up some of the team and plan for many amazing changes and new content.
Inventory will soon be expandable to show all items
Out of nowhere a new issue has popped up which is teleporting players up into the sky and dropping them to their death. FUN! I spent a good chunk of yesterday and today trying to track this down. I have pushed an update with a temporary solution as well as some additional debug logging.
Instead of being teleported into the air you will now simply pass through the block. This should only happen on single slope blocks. Here is what it should look like while passing through a single slope block. If your character doesn't move vertically while going over the block then please take to this forum thread and post your logs.
After substantial work the 1.1 update has finally graduated from the unstable branch to public! The rest of this post is mostly a repeat from the previous one.
The 1.1 update focuses on reworking the progression in Crea. The researching system has completely been reworked and is now the backbone of progression in Crea. Researching will send you on sort of mini-quests to go find new materials so that you can learn new recipes. Bosses are tied to researching too to help make discovering them easier.
The way you access several of the bosses has changed. Additionally bosses now have set levels and a set order that you fight them in. The bosses themselves have not really changed since I'm holding off on that for a later update. You can read about what we have planned by checking out the Crea Roadmap.
Next up, which is already underway, is the 1.2 update that is focusing on polishing the interface, enhancing play experience, and incorporating player feedback. You can watch the progress of it here!
After much work the next Crea update is now on unstable and it is a big one. Initially I was planning to release a 1.0.16 but I grew bored of working on bugs for 1.0.16 and took a day off to work on new stuff for 1.1. Next thing I knew 1.1 was almost done and it no longer made sense to release a 1.0.16 update. Whoops!
As I've said before, 1.1 focuses on reworking the progression in Crea. In order to achieve this I decided to simplify the researching system and make it the backbone of progression. Researching will send you on miniquests to go find new materials so that you can learn new recipes. Bosses are tied to researching too to help make discovering them easier.
The way you access several of the bosses has changed. Additionally bosses now have set levels and a set order that you fight them in. The bosses themselves have not really changed since I'm holding off on that for a later update. You can read about what we have planned by checking out the Crea Roadmap.
Keep in mind this update is on Unstable for now. Please let me know if you are playing it so I can get an idea of how many people are helping test it. If you run into any issues be sure to report them. There are some significant changes and while I did my best to test them and do backwards compatibility tests I likely missed a few. If you world or character saves get messed up be sure to restore them with the automatic backups.
Greeting! Apologies for such a long delay between updates. Have no fear though for I have been hard at work on the 1.1 update and have some great changes coming soon. I will write in full detail about everything going into 1.1 when it lands. For now I will tease that 1.1 focuses on reworking Crea's progression mainly focusing on redesigning the researching system and how you progress through the bosses. There are also tons of bug fixes that will be included. I took a good chunk of time thinking about the next several updates and updated the public Crea Trello. You can take a look at what we have planned, what we're currently working on, and all the lovely issues we're working through. In other news, Crea officially has two new developers working on it part-time. Jonatan is working one day a week and is focusing on smoothing out the combat and movement as well as polishing various things. Josh is working 20 hours a week while going to college and is spending his time on fixing bugs and soon other parts of the updates. Both are extremely talented and passionate about game development. Crea is lucky to have them on the team!
Hello everyone, just trying to keep up with the status updates! Right after publishing the last update I got on a plane and flew to the East Coast to visit a friend; a trip I have been postponing for months. I will be away from the computer for the first time in quite awhile and will be doing a camping trip for the next few days. Apologies in advanced for the delayed responses and lingering issues. Once I'm back I will get back to it. Speaking of when I'm back, I have been redesigning the research system and along with it a substantial amount of the other "progression" in the game. The current state of Crea is disjoint in large part because development was very incremental and organic. Now that Crea is released I'm taking a step back and looking at the bigger picture. I don't want to get into it to much yet but I can give you all an idea for now. Researching will no longer require researching individual materials and recipes will no longer be partially learned. Instead recipes will be grouped up into logical sets and researched all at once at the expense of a few materials. The recipes and materials will be known upfront and after researching a set new sets are unlocked. There are many many changes coming soon which I will be sharing as we get closer to them. For now though, I will continue to focus on resolving issues so that everyone can have a good experience playing Crea. Thanks again for your patience and help!
New update with some more fixes! I will move this to stable tomorrow once it has had a bit of time to prove itself.
There are many enhancements and a plethora of bug fixes that have been accumulating on unstable. After much baking time I believe it is safe to promote the unstable branch to stable. Unfortunately I do not know how many players have been on the unstable branch so the exact stability is somewhat unknown. I am around all day and ready to put out any fires that may occur. If you do run into any new problems then don't hesitate to report it and, as usual, I will be streaming development so you can report it live. I am continuing to focus on fixing bugs but am starting to mix in some of the more requested features (such as inventory management). There will be many more bug patches coming over the coming weeks. I am hopeful that within the next month we'll see nearly all of the known bugs resolved. While the remaining bugs are resolved I am going to begin to incorporate feedback and polish the existing systems and content. I will write an extensive post about all of that in the somewhat near future but I don't want to get too far ahead of myself. For now, you can find all of the changes going live on stable today below!
Another day, another group of bug fixes. Thanks to Premium for bringing a regression to my attention. Hopefully this will be the next stable release!
Another unstable update is here with lots of changes! I'm really hoping this version is the next stable release. You'll find there are some highly requested features included such as a "stack nearby" and "sort" options as well as the ability to lock item slots in your inventory. Right now the only thing holding it back from being so is multiplayer stability. Since the huge multiplayer rework I have been doing my best to track down any regressions and I think I've got them all but I need some brave souls to test it out and report back to me first. Please let me know if you are playing Unstable and if things are working out for you (or not). I will be streaming development as usual so if you run into any new issues you can report them there.
Hello everyone! It has been awhile since I released an update to stable and wanted to give everyone an update on where everything is at. Unstable has received several updates while I iron out the kinks in the new multiplayer code. I think it is getting there but still needs a bit more work before it is ready to be considered fully "stable".
Got a ton of work done yesterday! Thanks to a few players testing on Unstable I was able to fix some bad regressions caused by the huge multiplayer changes. Along with those I got some crashes fixed up and more.
Hello again everyone! I hope you all had a good weekend and the Steam Summer Sale has been treating you well. Since the last update I've been working away on the multiplayer. Some huge fundamental changes in the underlying multiplayer code changed. I have done limited testing which is why I am putting this on the unstable branch. Please test with the unstable and let me know how it goes. I will be continuing my efforts on multiplayer and other high impact issues for now. Thank you all for your patience.
Hello again! I want to keep up the communication but I don't have an actual update so this will have to do. There are unfortunately still several high impact issues that I'm working through. Many of these I was not able to get enough information but with the latest version I should be able to collect nearly all crash reports automatically with hopefully enough details that I can start quickly resolving these remaining crashes. Before I get to working on those crashes though I am currently focusing on multiplayer issues some more. I believe that many of the existing issues stem from a single part of the underlying multiplayer parts of the game's engine. So I am targeting that and rewriting it to be more performant. At the very least it should help make it easier to track down these issues. Thanks again for everyone's patience and help. I am working through these as fast as I possibly can. In the future I hope to bring some additional people on the team to help speed up development so things wont move so slow and be so dependent on one person. I released an extremely small patch yesterday. I was originally just planning to include its change with the next update but I will just add it on here.
Here's the daily update! Still making good progress overall but hit somewhat of a wall with many of the high impact issues. I added in a few things into this build to help assist in tracking them down. Despite having released so many updates recently the game is still riddled with bugs and I appreciate everyone's patience and assistance. I apologize if I haven't managed to resolve an issue you're encountering. I am doing my best and will get to it as soon as I can. Be sure to provide as much information on your issue as possible so when I do start tracking it down I can quickly find the cause and fix it. Thanks! Again, I am pushing this to everyone since I will be around all day working away on Crea and can quickly respond to any issues that pop up. Please report any new issues on the Development Stream so I can immediately address them.
Trying to get out daily updates as much as I can. Here is another full day worth of work. I am releasing it to everyone since I will be around to fight any fires that pop up. If you do run into any new issues please report them to me on my development stream and I'll be sure to address it immediately. Once again I'm continuing to focus on multiplayer and other large impact issues.
Continuing my quest to rid Crea of issues! Yesterday I managed to track down and free us all from the titan known as "Exploding Base". I also took some time to get down easier to fix issues out of the way such as invisible dead trees in multiplayer and Xbox One controllers not working 100%. For now this is available on the Unstable beta branch. Today I will be continuing to work on multiplayer bugs and other high impact issues that come my way. I will be looking into performance issues again soon and try tracking down those remaining few. If you run into issues be sure to report them on the forums following this guide: http://steamcommunity.com/app/280520/discussions/0/618460171327332986/
Hello again my friends, I once more bring you my day's work bounty. For now this is available on the Unstable beta branch. If things are looking good in the morning then I'll release it to everyone. (and update Humble) I finally got to spend a good chunk of my day fixing multiplayer bugs and got some huge nasty ones resolved. There are still a lot of weird desyncing issues and other assorted multiplayer issues that I will be working on. Crashing when entering dungeons? FIXED! Crashing when exiting dungeons? FIXED! Host have a broken grappler in dungeons? FIXED! I will be continuing my bug onslaught tomorrow. I will be continuing my efforts on the high impact issues - crashes, performance issues and that exploding base issue. If you are having problems with any of these then join my Development Stream tomorrow and I'll personally help you.
Wow! I am so sorry everyone that tried creating a new world in the last 2 hours. I rushed this update out before heading out to look at a few apartments. As always, I failed to test something (world generation) so it was of course broken. Moving forward, I will start employing a "Unstable" branch that player's can opt into to get the latest version. Once it has time to prove itself I will then push it to everyone. Again, I am deeply sorry and feel like a jerk. Now you can go create a world and name it "Jasson Sucks". ;) Love you all, (don't hate me) Jasson
Yesterday was a productive day with several bugs fixed. I will of course continue to work through issues as fast as I can. Progress! Today I will begin focusing on some of the multiplayer bugs. I hope to also look at the nasty "exploding base" issue. Once again, thank you all for your patience, support and help fixing these issues.
Hello everyone! Time for a status update! Thanks to everyone I now know just about every issue in Crea. It is just a matter of fixing them. Thank you for your ongoing support and patience!
Great news everyone! The next hotfix has landed and resolves several major issues. The entire family of sound bugs have been exterminated. Along with them lay many others detailed below. Be sure to check them out!
One big change is that the Windows 64-bit binaries are being replaced with the 32-bit versions. This is because the Windows 64-bit build is fairly new and has proven to not be as stable as the 32-bit one. Once release has settled down I will spend time fixing up the 64-bit build.
Next (tomorrow) I will be focusing on resolving the performance issues as well as the multiplayer crashes. I am working as hard as I possibly can and will keep you guys updated with the progress I make.
If you would like to watch me stomping bugs then feel free to check out my Development Livestream. I am live more often than not nowadays.
Changelog
Hello everyone! I wanted to give you all a quick status report on the state of things. Before I get to that, thank you again to everyone that is reporting issues and are patiently awaiting fixes. I know Crea is really buggy right now for some of you. Keep in mind that before release we had 10-15 people playing Crea at a time so when an issue was even reported it was hard to ascertain the severity - icecube or iceburg? Now we have 1000+ people crashing their ships into a few iceburgs! I'm on my lifeboat swimming out to everyone as fast as I can. You can watch me swimming frantically over on the development channel. Onto the state of things!
Hello everyone! First of all thank you all for the amazing support so far. Secondly, thank you all for your patience with these issues. I know there are a few of you being plagued by some horrible issues and it pains me. I am working hard at getting these fixed up and hope to get Crea working nicely for everyone. My top priorities are:
Crea is now out of Steam Early Access! First of all, thank you to everyone who took a risk and supported us during Early Access (and before). Let's make the next stage of development even more successful! Now lets get some questions answered.
Hello everyone! I very often see players referring to the wiki and every time I feel compelled to comment on how outdated it is. Lets change this! Many new players find the wiki really helpful and with 1.0 on the horizon we are about to get a huge surge of newbies. Thank you to Kirabook who has gotten the wiki this far! She is busy nowadays and needs you to pick up the torch. Go and start contributing! Feel free to join in on the Discord community and chat about it. http://creawiki.net/w/Main_Page Thank you everyone that does help out!
First of all thank, you for wanting to help support Crea! Since the release date announcement sales have increased. While this is really encouraging to see, I am here to tell you something that you probably would have never thought you'd hear a developer say...
I am pleased to announce that Crea will be released on Steam on June 9th.
With the 1.0 release will be a massive update introduce several new features such as a new boss and gear tier, expansive mythos including a lore book, Steam Achievements, Steam Trading Cards, thorough modding documentation, and a plethora of other changes.
Crea’s time on Steam Early Access has been great. Looking back to what Crea was at the start it is amazing how far it has come. I want to thank everyone who has helped out during Early Access. Thank you to those that reported issues. Thank you to those that provided feedback. Thank you to those that endured the unstable times. Thank you to those that shared Crea with their friends and family. Without you development would have been that much harder. Our time together does not have to stop though!
That’s right! Moving onto 1.0 by no means that development on Crea is over. There are many additional features and content we would love to add as long as we have your support. Speaking of which, here are a few ways you can help us have a successful launch!
It is finally happening! The 1.0 beta is now live and I'm looking for players to sign up to join! 1.0 Beta Sign-ups The 1.0 beta contains all of the 1.0 features including: Steam Achievements, Lore Book, 4th boss, and a new ore and equipment tier. With the official 1.0 release we'll also be adding in Steam trading cards as well. In addition to the 1.0 beta, I've put together another weekly update with a bunch of changes and bug fixes!
We now have a discord server! For those not familiar with Discord; it is a text/voice chat program that makes it easy to become part of the community. Feel free to join and start chatting away! Official Crea Discord Server Shout out to those that put this together: PocketWookie, Bandersnatch and MrPoundsign.
This update's focus is once again on bug fixes. I am attempting to resolve some of the last huge offenders such as the frequent crashes on Intel HD GPUs.
Meanwhile we've been working on 1.0 features and have finished up the Lore book! It is looking fantastic and will share screenshots soon. I decided to pull one of the new additions to the game - the great tower known as Solunais.
Soon I will be launching a 1.0 closed beta and will be looking for testers. This will give us time to get a bit of feedback and have time to respond to issues. If you think you will want to help out with the 1.0 beta then watch this news section where I will be posting some details. Keep in mind that I will give priority to those who have shown to be helpful in the past.
The 1.0 release date will be announced soon! I first want to make sure there aren't any massive explosions with the 1.0 beta launch.
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