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New Twitch streamer aggregation implemented (#FuckTwitch) due to Twitch's API issues (more info on my Discord )


Name

 Duskers 

 

Developer

 Misfits Attic 

 

Publisher

 Misfits Attic 

 

Tags

 Strategy 

 

Singleplayer 

Release

 2016-05-18 

 

Steam

 9,99€ 7,49£ 9,99$ / 50 % 

 

News

 49 

 

Controls

 Keyboard 

 

 Mouse 

 

Players online

 13 

 

Steam Rating

 Very Positive 

Steam store

 https://store.steampowered.com/app/254320 

 

SteamSpy

Peak CCU Yesterday

  

Owners

 50,000 .. 100,000 +/-  

 

Players - Since release

  +/-  

Players - Last 2 weeks

  +/-  

Average playtime (forever)

 214  

Average playtime (last 2 weeks)

 0 

Median playtime (forever)

 214 

Median playtime (last 2 weeks)

 0 

Public Linux depots

 Duskers Linux [262.26 M] 




LINUX STREAMERS (8)
iKlempepelluepehatniXcorben78
hamishtpbsir_diealotalott3cubeexpiredpopsicle




Duskers featured in book celebrating horror games

Got interviewed for a book on horror games and it was way bigger and prettier than I expected! Bitmap Books sent a copy and its really cool seeing Duskers in there - just thought I'd share :)





-Tim (Duskers creator guy)


[ 2023-11-10 01:28:05 CET ] [ Original post ]

Halloween After Dusk...



https://steamcommunity.com/sharedfiles/filedetails/?id=2628063986

Hey Duskers,

As part of Steams Screamfest, celebrating all things spooky and horror, Duskers is 50% off until November 1st!

Dont forget to celebrate the season with our in-game Halloween Skin. Enjoy the haunted derelicts and hunting for candy corn! You can access the skin through [O]ptions -> [S]kin...

If youre just picking up Duskers for the first time as part of Screamfest, dont forget to head over to our Discord server for some extra Halloween shenanigans.

Well also be giving away some other spooky games!

To enter the contest All you need to do is share a Halloween themed Duskers image! This can be anything from a drawing, to an in-game screenshot (edited or otherwise), to a Duskers themed pumpkin carving, or whatever else you can come up with. To qualify, the only requirements are that the image be
- Related to Duskers
- Halloween themed

You can post the image here, on Discord in our images channel, or share to your social media platform of choice, just be sure to tag us/use the hashtag #DuskersHalloween to make sure we can find the post.

The winner will be chosen at random on November 1st and contacted to receive their prize.

Happy Halloween!






[ 2022-10-25 19:10:24 CET ] [ Original post ]

V1.205 is here!

Hey all,

The UI scales correctly above 1080 resolutions, and you can now scale it independently. Plus: transporting into small rooms, not repeating logs, not granting a pacifist achievement despite venting poor creatures into the dark void of space :) ...and many more!

The update should be automatic. You'll know you've gotten it when you see v1.205 in the bottom right corner of the Main Menu (Duskers Boot Utility).

If you do find bugs that you believe might be specific to this version please post them in the Support/Issues/Bugs Sub-forum with "[v1.205]" at the beginning of the title (please include your OS in the post).

(WARNING: Some changes could act oddly if you're in the middle of a run. This doesn't seem extremely likely, but if you are in the middle of a run and aren't willing to risk starting a new one, you may want to switch to the "Past" branch till your run is ended, or see THIS post)

Please let us know your thoughts/feedback on any of these things below (possible spoilers)!

V1.205

Additions:


  • Add "UI Scaling mode" graphics option to scale UI independently of resolution

    • Settings:
    • - Disabled
    • - 720p
    • - 1080p
    • - 1440p


Fixes:

  • Fix randomness issues in daily challenge mode (Force "Clutter" graphics option = Normal)
  • Crash when HUD Static is disabled
  • Log Collection Bug (Caused logs received to reset/duplicate)
  • Schematic no longer scrolls on arrow presses during a swap from that view
  • Fix UI scaling on big resolutions (1080p and above)
  • typo: quarentine
  • typo in 1.102 (GOG and Steam): The help text for "Show D[e]bug Messages" contains the word "resove", needs to be "resolve".
  • Linux: S no longer written into alias file when saving
  • Can now transport into small rooms
  • Reroute can no longer unpower r1
  • Prevent resetting all graphical settings when switching between game modes.
  • Prevent Motion Sensor reading where mothership used to be (when re-docked)
  • Pacifist Achievement no longer unlocked despite venting enemies


-Tim (Duskers Creator Guy)


[ 2022-02-21 22:45:36 CET ] [ Original post ]

V1.203 now in "Future" branch






Hey all,

So many fixes: transporting into small rooms, not repeating logs, not granting a pacifist achievement despite venting poor creatures into the dark void of space :)
Hoping to push this version to the default branch next week if we don't get any new issues!

As usual, please opt into the "Future" branch if you're brave enough to test out what we're working on (see HERE for how to opt-in). You'll know you've done it right when you see v1.203 in the bottom right corner of the Main Menu (Duskers Boot Utility).

If you do find bugs that you believe might be specific to this version please post them in the Support/Issues/Bugs Sub-forum with "[v1.203]" somewhere in the title (please include your OS in the post).

(WARNING: Some changes may act odd if you're in the middle of a run. If you are in the middle of a run and aren't willing to start a new one you may want to wait till your run is ended, or see THIS post)

Please let us know your thoughts/feedback on any of these things below!

V1.203

Fixes:


  • Crash when HUD Static is disabled
  • Log Collection Bug (Caused logs received to reset/duplicate)
  • Schematic no longer scrolls on arrow presses during a swap from that view
  • Fix UI scaling on big resolutions (1080p and above)
  • typo: quarentine
  • typo in 1.102 (GOG and Steam): The help text for "Show D[e]bug Messages" contains the word "resove", needs to be "resolve".
  • Linux: S no longer written into alias file when saving
  • Can now transport into small rooms
  • Reroute can no longer unpower r1
  • Prevent resetting all graphical settings when switching between game modes.
  • Prevent Motion Sensor reading where mothership used to be (when re-docked)
  • Pacifist Achievement no longer unlocked despite venting enemies



-Tim (Duskers Creator Guy)


[ 2022-02-10 01:30:43 CET ] [ Original post ]

Duskers achievements are here!

Hey all,

Achievements are here for all OS's (Win/Mac/Linux) :)
Hopefully the narrative ones (and other UI adjustments) give players a better sense when storylines are complete, and the gameplay ones give players some fun goals and new ways to play.

So many thanks to:


  • All who submitted the 600+ achievement ideas! Especially T3cube, NoDontDoThat101, and biohazard001380 - who had their ideas chosen :)
  • All those that suggested names, many of which we chose!
  • Finally, thanks to Jude for 16 really amazing achievement icons (I wish they were displayed at full rez so players could see the scanlines better!)

The update should be automatic. You'll know you've gotten it when you see v1.202 in the bottom right corner of the Main Menu (Duskers Boot Utility).

If you do find bugs that you believe might be specific to this version please post them in the Support/Issues/Bugs Sub-forum with "[v1.202]" at the beginning of the title (please include your OS in the post).

(WARNING: Some changes could act oddly if you're in the middle of a run. This doesn't seem extremely likely, but if you are in the middle of a run and aren't willing to risk starting a new one, you may want to switch to the "Past" branch till your run is ended, or see THIS post)

Please let us know your thoughts/feedback on any of these things below (possible spoilers)!

V1.202

Additions:

  • 16 Achievements!
  • All objective categories now dim when complete

Fixes:

  • v1.102 Daily Challenge salvage drone upgrades were different between operating systems
  • Crash when alias.txt contains duplicate keys
  • Super-Predator Objective 5 now correctly gets marked as complete
  • Cosmic Event Storyline no longer disappears from Objectives UI

Wishing you all a safe and happy holiday season!

-Tim (Duskers Creator Guy)


[ 2021-12-13 21:21:10 CET ] [ Original post ]

V1.200 now in "Future" branch

Hey all,

Achievements are here for all OS's (Win/Mac/Linux) :)
Note: all achievement icons are temp
Hoping to push this version to the default branch (with shiny new achievement icons) next week if we don't get any new issues!

Thanks to all who submitted the 600+ achievement ideas! Especially T3cube, NoDontDoThat101, and biohazard001380 - who had their ideas chosen :)
Also to all those that suggested names, many of which we chose as well!

As usual, please opt into the "Future" branch if you're brave enough to test out what we're working on (see HERE for how to opt-in). You'll know you've done it right when you see v1.200 in the bottom right corner of the Main Menu (Duskers Boot Utility).

If you do find bugs that you believe might be specific to this version please post them in the Support/Issues/Bugs Sub-forum with "[v1.200]" at the beginning of the title (please include your OS in the post).

(WARNING: Some changes may act odd if you're in the middle of a run. If you are in the middle of a run and aren't willing to start a new one you may want to wait till your run is ended, or see THIS post)

Please let us know your thoughts/feedback on any of these things below!

V1.200

Additions:


  • Achievements
  • All objective categories now dim when complete

Fixes:

  • v1.102 Daily Challenge salvage drone upgrades were different between operating systems
  • Crash when alias.txt contains duplicate keys
  • Super-Predator Objective 5 now correctly gets marked as complete



-Tim (Duskers Creator Guy)


[ 2021-12-07 23:27:58 CET ] [ Original post ]

V1.102 is here!

Hey all,

New settings to nerf your favorite enemy (Slime), more detailed scores listed on the Dailey & Weekly Challenges, more consistent Daily Challenges across players, better handling of game freezing/crashing, and a boatload of fixes :)

It's been a while, but a Duskers update is finally here for all OS's! This update contains all of the goodies of Decavoid's unofficial patch, with a few more things added in. In fact, Decavoid's the one that integrated them into the base game :)

The update should be automatic. You'll know you've gotten it when you see v1.102 in the bottom right corner of the Main Menu (Duskers Boot Utility).

If you do find bugs that you believe might be specific to this version please post them in the Support/Issues/Bugs Sub-forum with "[v1.102]" at the beginning of the title (please include your OS in the post).

(WARNING: Some changes could act oddly if you're in the middle of a run. This doesn't seem extremely likely, but if you are in the middle of a run and aren't willing to risk starting a new one, you may want to switch to the "Past" branch till your run is ended, or see THIS post)

Please let us know your thoughts/feedback on any of these things below (possible spoilers)!

V1.102

Additions:


  • "Options-Difficulty ->Slime:

    • Disabled = no damage, slowest, generator rooms safe
    • Easy = half damage, slower, generator rooms safe
    • Normal

  • Daily & Weekly challenge Leaderboards: view other players' mission time, and component scores: Scrap, Drones, Upgrades, & Fuel.
  • Press Shift+Left, Shift+Right, N or P key to view all leaderboard results.
  • Update Weekly challenge point values Scrap = 2 Drone HP = 1 Drone Upgrade = 6
  • Show crash dialog when reading or writing a save file fails.
  • Show a descriptive error message when a crash happens. Add a button to open log folder.
  • Updated Crash Dialog with Retry option if error writing save file
  • Swap command can transfer one upgrade from drone to drone in addition to swapping two upgrades between drones.
  • Updated credits

Fixes:

  • - losing drone upgrades
  • - losing ship upgrades
  • - made daily challenges more consistent across players
  • - trading post no longer repairs broken sold items when loading a save.
  • - trading post no longer repairs ship upgrades when loading a save.
  • - black screen when starting daily challenge
  • - can't install ship upgrades in some cases
  • - vented scrap bug
  • - bugs related to vented lures
  • - can't teleport to a vented room
  • - shield upgrade no longer breaks when placed on a disabled drone.
  • - a bug that prevented a mission from starting when executing "open r1" command
  • - missions where terminals do not work
  • - custom dronenames.txt file no longer affects drone health in challenges
  • - noise and color blind mode no longer reset when playing challenge mode
  • - stutter when killing a lot of slime at once
  • - ghost slime damage after using sonic
  • - random terminal commands in dailies
  • - random sentry scrap drop in dailies
  • - fuel access has 100 HP instead of 0 HP
  • - tow error in a vented room
  • - an exploit that allowed used upgrades to not take damage at the end of a mission if placed on a disabled drone that was not a player starting drone.
  • - Save upgrade: transfer ship upgrades in autotraders inventory to UniverseSaveFile
  • - Save upgrade: fix broken last drone upgrade ID, last ship upgrade ID
  • - "Challenge" menu item is not being shown in the main menu on slow Internet connection.
  • - Fix stale galaxy data message when reinstalling the game.
  • Truncate Steam IDs on leaderboards
  • Issue swapping Upgrades from drones to storage
  • Crash on viewing star maps in Weekly challenge
    Note: This will make Weekly Challenge on this version different seed than previous versions
  • Command line version of Swap (with arguments) will now work on a drone that dies in a doorway
  • Fix DataStore folder location for Mac. Move DataStore folder to StreamingAssets folder.
  • Fix "[V]iew logs" crash dialog action on Mac.


-Tim (Duskers Creator Guy)


[ 2021-11-16 19:42:59 CET ] [ Original post ]

V1.102 now in "Future" branch

Hey all,

Just some final minor fixes, but now available on all OS's (Win/Mac/Linux) :)
Hoping to push this version to the default branch next week if we don't get any new issues! Thanks to all who hopped Future branch :)

As usual, please opt into the "Future" branch if you're brave enough to test out what we're working on (see HERE for how to opt-in). You'll know you've done it right when you see v1.102 in the bottom right corner of the Main Menu (Duskers Boot Utility).

If you do find bugs that you believe might be specific to this version please post them in the Support/Issues/Bugs Sub-forum with "[v1.102]" at the beginning of the title (please include your OS in the post).

(WARNING: Some changes may act odd if you're in the middle of a run. If you are in the middle of a run and aren't willing to start a new one you may want to wait till your run is ended, or see THIS post)

Please let us know your thoughts/feedback on any of these things below!

V1.102

Fixes:


  • Fix DataStore folder location for Mac. Move DataStore folder to StreamingAssets folder.
  • Fix "[V]iew logs" crash dialog action on Mac.


-Tim (Duskers Creator Guy)


[ 2021-11-11 21:12:29 CET ] [ Original post ]

V1.101 now in "Future" branch

Hey all,

[noparse][update - 11/10/21: just pushed v1.101 to Linux Future branches as well (Mac had an issue, will update tomorrow). If reporting issues or that it's working fine, please let us know that you're playing on Mac/Linux, thx!][/noparse]

Just some minor fixes based on the feedback we got from those wonderful enough to hop in the Future branch :)

As usual, please opt into the "Future" branch if you're brave enough to test out what we're working on (see HERE for how to opt-in). You'll know you've done it right when you see v1.101 in the bottom right corner of the Main Menu (Duskers Boot Utility).

If you do find bugs that you believe might be specific to this version please post them in the Support/Issues/Bugs Sub-forum with "[v1.101]" at the beginning of the title.

(WARNING: Some changes may act odd if you're in the middle of a run. If you are in the middle of a run and aren't willing to start a new one you may want to wait till your run is ended, or see THIS post)

Please let us know your thoughts/feedback on any of these things below!

V1.101

Additions:


  • Updated Crash Dialog with Retry option if error writing save file
  • Swap command can transfer one upgrade from drone to drone in addition to swapping two upgrades between drones.

Fixes:

  • Truncate Steam IDs on leaderboards
  • Issue swapping Upgrades from drones to storage
  • Crash on viewing star maps in Weekly challenge Note: This will make Weekly Challenge on this version different seed than previous versions
  • Command line version of Swap (with arguments) will now work on a drone that dies in a doorway


-Tim (Duskers Creator Guy)


[ 2021-11-09 21:32:15 CET ] [ Original post ]

V1.100 now in "Future" branch

Hey all,

New settings to nerf your favorite enemy (Slime), more detailed scores listed on the Dailey & Weekly Challenges, more consistent Dailey Challenges across players, better handling of game freezing/crashing, and a boatload of fixes :)

It's been a while, but a Duskers update is finally in the staging area (future branch)! This update contains all of the goodies of Decavoid's unofficial patch, with a few more things added in. In fact, Decavoid's the one that integrated them into the base game :)

As usual, please opt into the "Future" branch if you're brave enough to test out what we're working on (see HERE for how to opt-in). You'll know you've done it right when you see v1.100 in the bottom right corner of the Main Menu (Duskers Boot Utility).

If you do find bugs that you believe might be specific to this version please post them in the Support/Issues/Bugs Sub-forum with "[v1.100]" at the beginning of the title.

(WARNING: Many changes may act odd if you're in the middle of a run. If you are in the middle of a run and aren't willing to start a new one you may want to wait till your run is ended, or see THIS post)

Please let us know your thoughts/feedback on any of these things below!

V1.100

Additions:


  • "Options-Difficulty ->Slime:

    • Disabled = no damage, slowest, generator rooms safe
    • Easy = half damage, slower, generator rooms safe
    • Normal

  • Daily & Weekly challenge Leaderboards: view other players' mission time, and component scores: Scrap, Drones, Upgrades, & Fuel.
  • Press Shift+Left, Shift+Right, N or P key to view all leaderboard results.
  • Update Weekly challenge point values Scrap = 2 Drone HP = 1 Drone Upgrade = 6
  • Show crash dialog when reading or writing a save file fails.
  • Show a descriptive error message when a crash happens. Add a button to open log folder.
  • Updated credits

Fixes:

  • - losing drone upgrades
  • - losing ship upgrades
  • - made daily challenges more consistent across players
  • - trading post no longer repairs broken sold items when loading a save.
  • - trading post no longer repairs ship upgrades when loading a save.
  • - black screen when starting daily challenge
  • - can't install ship upgrades in some cases
  • - vented scrap bug
  • - bugs related to vented lures
  • - can't teleport to a vented room
  • - shield upgrade no longer breaks when placed on a disabled drone.
  • - a bug that prevented a mission from starting when executing "open r1" command
  • - missions where terminals do not work
  • - custom dronenames.txt file no longer affects drone health in challenges
  • - noise and color blind mode no longer reset when playing challenge mode
  • - stutter when killing a lot of slime at once
  • - ghost slime damage after using sonic
  • - random terminal commands in dailies
  • - random sentry scrap drop in dailies
  • - fuel access has 100 HP instead of 0 HP
  • - tow error in a vented room
  • - an exploit that allowed used upgrades to not take damage at the end of a mission if placed on a disabled drone that was not a player starting drone.
  • - Save upgrade: transfer ship upgrades in autotraders inventory to UniverseSaveFile
  • - Save upgrade: fix broken last drone upgrade ID, last ship upgrade ID
  • - "Challenge" menu item is not being shown in the main menu on slow Internet connection.
  • - Fix stale galaxy data message when reinstalling the game.


-Tim (Duskers Creator Guy)


[ 2021-10-28 19:08:46 CET ] [ Original post ]

Help us with achievements

We've got ideas a few achievements we need help naming, and we're looking for suggestion for others!

Please add to this spreadsheet, which has a sheet for naming help and a sheet for suggesting new achievements :)


[ 2021-10-22 19:25:45 CET ] [ Original post ]

Mac is Back!

Duskers is once again available for purchase on Mac! Thanks to all in the community that helped <3

Please let us know of any issues.

Next up: integrating Decavoid's unofficial patch into the base game :)


[ 2021-10-20 21:02:31 CET ] [ Original post ]

Halloween Dusking...

Hey Duskers,

Just a reminder, that after dusk, you can play with the Halloween skin... if you dare!

Options -> Skin: Halloween
Happy Dusking!



https://steamcommunity.com/sharedfiles/filedetails/?id=2628063986


[ 2021-10-15 19:57:24 CET ] [ Original post ]

The 2021 Duskers Roadmap


Heyo Duskers!

If you missed the AMA - Misfits Attic is back (well, Tim is, and Jeremy part time :)
So we wanted to update you on the current plan (*subject to change)

Note: For more updates please check in at our: Twitter, Youtube, Discord (unofficial) or our mailing list

[h2]The short[/h2]


  • We're updating the Mac builds to work with the new (and old) OS versions
  • We're updating the game with all of the fixes in Decavoid's unofficial patch
  • We're looking into adding achievements in a respectful way that won't impact immersion (especially for new players)
  • We're prototyping three ideas for our game #3, one of which could be a "spiritual successor" to Duskers


[h2]The Longer[/h2]

[h3]Game #3[/h3]
We're planning on creating Misfits Attic game #3. I thought long and hard about a sequel to Duskers or DLC. Every evolution of the game I came up with just felt like it didn't fit perfectly with Duskers. So what I came up with is more of a "spiritual successor". That said, I like to prototype 3 game ideas - and then pick the best. So Jeremy and I are working on those, but in the meantime we wanted to update Duskers for all the amazing fans that have kept exploring derelicts.
(Note: I created a Developer Page if people wanna follow us)

[h3]Duskers Mac[/h3]
For starters, current mac OS's stopped working with the old build, so we wanted to bring those players back into the fold if we could, and I think we have that build (currently in the default branch).

[h3]Decavoid's patch[/h3]
The community member Decavoid took it upon themselves to create a patch that addressed some outstanding bugs with the game. So we thought, why not hire Decavoid to integrate those changes (and possibly others) into the base game? So we did :) While "bug fixes" isn't the sexiest of changes, we know they can be frustrating so we wanted to eliminate as many as we can. It also does add some features.

[h3]Achievements[/h3]
We're a really small team right now, so it's hard to bring in new content while we prototype game #3, so we're looking for ways we can add to the experience without opening up a can of worms. Some of the community has asked repeatedly for achievements. Our reservation with this was that it would break the deep immersion of the game (same reason there is no soundtrack). That said, others were confused by the somewhat open-ended nature of the games narrative, unsure if they had "completed" all of the storylines. While we don't adore putting up borders around the games world, it seems like we could add an achievement at the end of each storyline, as well as one when all the storylines are completed. These are deep enough into the game that they likely wouldn't egregiously break immersion and they could supply some level of closure to players.

There's also the opportunity to put some achievements in the game to create new gameplay scenarios, a bit like how we did them in A Virus Named TOM. These would, in theory, be intentionally achieved, and wouldn't pop up when a new player is immersed in the world (this is precious to us because of all the stories we hear from fans about turning off the lights in their basement, putting their headphones on, and really imagining themselves in a cockpit).

That's all for now (I don't want to get too far ahead of ourselves), and thanks to all of you that have been amazing members of this community of scavengers <3

-Tim Keenan (Duskers creator guy)


[ 2021-10-08 18:48:38 CET ] [ Original post ]

Mac for all


Thanks to all those that helped test on the future branch, we were able to fix a few things and we're now confident enough in the new Mac build to push it to the default branch (read: Everyone gets this by default). We hope that this will be smooth for all our players on Mac (newer and older OS's). Would love to hear if it's working or not! You should see the game re-download/update. Those that hopped to the future branch can hop back to default :)

If it doesn't work, please try to exit Steam and restart to make sure you're getting the update. Then let us know if you're able to get your Dusking on :) Worst case scenario, you can get back to the pervious version by going to the "past" branch (just go to Duskers in your library, right click [two finger or control-click] and select properties -> Betas, then choose "past" from the dropdown. You should see the game re-download/update.)

Hopefully if this goes well, we'll update the Steam store to make the Mac version available for purchase again :D

Thanks for all the help!


[ 2021-10-05 19:28:05 CET ] [ Original post ]

Mac update

So we hope we have a new Mac version of Duskers that will run on the newer and older OS's. Would love if our Mac players could give it a try. I just pushed it to the "future" branch on Steam. Just go to Duskers, right click (two finger or control-click) and select properties -> Betas, then choose "future" from the dropdown. You should see the game re-download/update. Then just try to play :)

If it doesn't work, please try to exit Steam and restart to make sure you're not getting the old "future" branch. Would love to hear if you're now (or if on an older OS - still) able to get your Dusking on :)
...or not :(


[ 2021-09-14 01:25:11 CET ] [ Original post ]

Join us for an AMA to celebrate Duskers turning 5!

Duskers turns 5 years old TODAY! Were doing an AMA on r/Games @ 4pm PT, its 50% off all week, and ...Im returning to being a full time indie :)

Here's the link!
https://www.reddit.com/r/Games/comments/nfoqh7/duskers_turns_5_years_old_today_and_im_also/


[ 2021-05-18 22:37:15 CET ] [ Original post ]

Duskers Design Talk (GDC 2017)

Hey all!

My GDC talk about how I designed Duskers is FREE on the GDC Vault :) If you dig the game, this will give you some insight into how various aspects of the game came about. If you 're interested in designing games, this also shows how I approached the design space from a different angle.

http://www.gdcvault.com/play/1024176/Finding-Duskers-Innovation-Through-Better


[ 2017-04-03 20:27:51 CET ] [ Original post ]

Duskers Design Talk (GDC 2017)

Hey all!

My GDC talk about how I designed Duskers is FREE on the GDC Vault :) If you dig the game, this will give you some insight into how various aspects of the game came about. If you 're interested in designing games, this also shows how I approached the design space from a different angle.

http://www.gdcvault.com/play/1024176/Finding-Duskers-Innovation-Through-Better


[ 2017-04-03 20:27:51 CET ] [ Original post ]

Daily Deal - Duskers, 25% Off

Today's Deal: Save 25% on Duskers!*

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 Wednesday at 10AM Pacific Time


[ 2017-01-02 19:00:00 CET ] [ Original post ]

So many Game of the Year Awards!!

Hey all,

I just wanted to thank everyone in the community for all the feedback and support throughout development of Duskers, and especially during Early Access, where I felt you guys helped us so much. From changing the way upgrades break to adding an audio warning that a radiation leak may be on the horizon.

So I wanted to share with you guys all of the "Game of the Year" type mentions Duskers is getting. With all the games that came out this year, the team is incredibly humbled to be held in such high regard with such stiff competition!


  • Rock Paper Shotgun "Best Interface of 2016"
    "Duskers sci-fi horror is the perfect fit though, giving you indirect control, and distancing you from the claustrophobic hulls and hells you explore, without letting you ever feel truly safe. "
  • PC Gamer "One of this year's best strategy games"
    "Duskers is tense and harrowing experience, and its equally satisfying when things go your way and when everything goes terribly wrong."
  • Kotaku UK "Best Games of 2016" (one of 16)
    "Im looking forward to Resident Evil 7, but its going to have a hard job of matching the pulsating unease and frantic action of Duskers."
  • Gamasutra "2016 top 10 games"
    "the way Duskers deliberately conveys its themes is surprisingly effective. Fear, loneliness, disappointment, anxiety, (and occasionally) relief are all deeply ingrained in this uniquely strategic roguelike."
  • Indie Hangover "Game of the Year"
    "should go down as one of, if not the best, marriages of mechanics and atmosphere, perhaps in the history of gaming"
  • Game Wisdom "Best of 2016" (one of 10)
    "The game was a perfect example of style and substance; giving an amazing atmosphere"
  • The Mad Welshman "Games of the year"
  • "Game of the Year"


[ 2016-12-22 20:30:34 CET ] [ Original post ]

So many Game of the Year Awards!!

Hey all,

I just wanted to thank everyone in the community for all the feedback and support throughout development of Duskers, and especially during Early Access, where I felt you guys helped us so much. From changing the way upgrades break to adding an audio warning that a radiation leak may be on the horizon.

So I wanted to share with you guys all of the "Game of the Year" type mentions Duskers is getting. With all the games that came out this year, the team is incredibly humbled to be held in such high regard with such stiff competition!


  • Rock Paper Shotgun "Best Interface of 2016"
    "Duskers sci-fi horror is the perfect fit though, giving you indirect control, and distancing you from the claustrophobic hulls and hells you explore, without letting you ever feel truly safe. "
  • PC Gamer "One of this year's best strategy games"
    "Duskers is tense and harrowing experience, and it’s equally satisfying when things go your way and when everything goes terribly wrong."
  • Kotaku UK "Best Games of 2016" (one of 16)
    "I’m looking forward to Resident Evil 7, but it’s going to have a hard job of matching the pulsating unease and frantic action of Duskers."
  • Gamasutra "2016 top 10 games"
    "the way Duskers deliberately conveys its themes is surprisingly effective. Fear, loneliness, disappointment, anxiety, (and occasionally) relief are all deeply ingrained in this uniquely strategic roguelike."
  • Indie Hangover "Game of the Year"
    "should go down as one of, if not the best, marriages of mechanics and atmosphere, perhaps in the history of gaming"
  • Game Wisdom "Best of 2016" (one of 10)
    "The game was a perfect example of style and substance; giving an amazing atmosphere"
  • The Mad Welshman "Games of the year"
  • "Game of the Year"


[ 2016-12-22 20:30:34 CET ] [ Original post ]

Duskers Spooky Halloween Skin

Just a reminder that there's a creeeeepy Halloween Skin in Duskers. Enjoy the haunted derelicts!
[O]ptions -> [S]kin...


[ 2016-10-29 01:15:03 CET ] [ Original post ]

Duskers Spooky Halloween Skin

Just a reminder that there's a creeeeepy Halloween Skin in Duskers. Enjoy the haunted derelicts!
[O]ptions -> [S]kin...


[ 2016-10-29 01:15:03 CET ] [ Original post ]

Daily Deal - Duskers, 20% Off

Today's Deal: Save 20% on Duskers!*

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 Tuesday at 10AM Pacific Time


[ 2016-08-14 19:00:00 CET ] [ Original post ]

Duskers 1.04 is LIVE!

Ship Upgrades and larger derelicts on Daily Challenge, better handling of Drone overflow, collect scrap in corridors, never more than half of rooms "inconclusive", & more.

Please let us know your thoughts/feedback on any of these things below!
If you do find bugs that you believe might be specific to this version please post them in the Support/Issues/Bugs Sub-forum with "[v1.04]" at the beginning of the title.

(WARNING: Many changes may act odd if you're in the middle of a run. If you are in the middle of a run and aren't willing to start a new one you may want to wait till your run is ended, or see THIS post)

V1.04


  • Added: Daily Challenges can now have ship upgrades to mix things up
  • Added: When ‘exit’ing a ship (or commandeering), if you have acquired 1+ drones that would put you over the max number of drones, a new warning has been added to tell you not all drones can be kept and which drone(s) will be left behind. You will have the option to cancel the ‘exit’ so that you can move equipment around, etc, to minimize the loss.
  • Major Change: Daily Challenges should now be identical. We’ve gone through and made sure everything correctly and consistently builds off the seed.
  • Change: Limit number of rooms with an inconclusive motion signal to at most 50%
  • Change: Daily challenge ships are now biased toward being larger (avoiding all class C and D ship types)
  • Change: In a previous patch, we kept small rooms from being the first room in a transporter, however players still occasionally encountered outposts with a room so small they can’t board. We’ve updated that to reduce the likelihood even further, but expanding the logic and making it more fault tolerant.
  • Removed: “Out of Fuel” message for the Weekly Challenge. Players who can no longer progress will end with whatever score they had before running out of fuel.
  • Fixed: Using ‘teleport’ with an unsupported command now fails the command, rather than launching your drone to its death :) Ex: ‘teleport 2 mine r8’ will let you know that ‘mine’ is not supported, rather than teleporting drone 2 into r8.
  • Fixed: Transporter ship upgrade was getting stuck in ‘recharging’ state
  • Fixed: Universe map sometimes had some really long lines that pushed the edge of the map offscreen. Reduced the max length to avoid that issue in the future.
  • Fixed: Previously if you got a new drone from a ship back to your boarding ship, but then all your regular fleet drones died, the game was over. Now it’ll take into account the new drone you found, allowing you to ‘exit’ and continue play with that drone.
  • Fix: Collect scrap in corridor!!! Reworked to remove the annoying issue of “unreachable” scrap in the middle of a corridor.
  • Fixed: Don't show drone left behind on mission summary
  • Minor Fix: Pressing 1, 2, or 3 while a ship was traveling (animating) was causing state issues, including a loss of fuel. Now will ignore changing views while animating. You can still use ENTER/SPACE to quick-jump.


-Tim (Duskers Creator Guy)


[ 2016-07-07 22:42:25 CET ] [ Original post ]

Duskers 1.04 is LIVE!

Ship Upgrades and larger derelicts on Daily Challenge, better handling of Drone overflow, collect scrap in corridors, never more than half of rooms "inconclusive", & more.

Please let us know your thoughts/feedback on any of these things below!
If you do find bugs that you believe might be specific to this version please post them in the Support/Issues/Bugs Sub-forum with "[v1.04]" at the beginning of the title.

(WARNING: Many changes may act odd if you're in the middle of a run. If you are in the middle of a run and aren't willing to start a new one you may want to wait till your run is ended, or see THIS post)

V1.04


  • Added: Daily Challenges can now have ship upgrades to mix things up
  • Added: When exiting a ship (or commandeering), if you have acquired 1+ drones that would put you over the max number of drones, a new warning has been added to tell you not all drones can be kept and which drone(s) will be left behind. You will have the option to cancel the exit so that you can move equipment around, etc, to minimize the loss.
  • Major Change: Daily Challenges should now be identical. Weve gone through and made sure everything correctly and consistently builds off the seed.
  • Change: Limit number of rooms with an inconclusive motion signal to at most 50%
  • Change: Daily challenge ships are now biased toward being larger (avoiding all class C and D ship types)
  • Change: In a previous patch, we kept small rooms from being the first room in a transporter, however players still occasionally encountered outposts with a room so small they cant board. Weve updated that to reduce the likelihood even further, but expanding the logic and making it more fault tolerant.
  • Removed: Out of Fuel message for the Weekly Challenge. Players who can no longer progress will end with whatever score they had before running out of fuel.
  • Fixed: Using teleport with an unsupported command now fails the command, rather than launching your drone to its death :) Ex: teleport 2 mine r8 will let you know that mine is not supported, rather than teleporting drone 2 into r8.
  • Fixed: Transporter ship upgrade was getting stuck in recharging state
  • Fixed: Universe map sometimes had some really long lines that pushed the edge of the map offscreen. Reduced the max length to avoid that issue in the future.
  • Fixed: Previously if you got a new drone from a ship back to your boarding ship, but then all your regular fleet drones died, the game was over. Now itll take into account the new drone you found, allowing you to exit and continue play with that drone.
  • Fix: Collect scrap in corridor!!! Reworked to remove the annoying issue of unreachable scrap in the middle of a corridor.
  • Fixed: Don't show drone left behind on mission summary
  • Minor Fix: Pressing 1, 2, or 3 while a ship was traveling (animating) was causing state issues, including a loss of fuel. Now will ignore changing views while animating. You can still use ENTER/SPACE to quick-jump.


-Tim (Duskers Creator Guy)


[ 2016-07-07 22:42:25 CET ] [ Original post ]

Duskers v1.04 is now in the "Future" branch

Ship Upgrades and larger derelicts on Daily Challenge, better handling of Drone overflow, collect scrap in corridors, never more than half of rooms "inconclusive", & more.

As usual, please opt into the "Future" branch if you're brave enough to test out what we're working on (see HERE for how to opt-in).

If you do find bugs that you believe might be specific to this version please post them in the Support/Issues/Bugs Sub-forum with "[v1.04]" at the beginning of the title.

(WARNING: Many changes may act odd if you're in the middle of a run. If you are in the middle of a run and aren't willing to start a new one you may want to wait till your run is ended, or see THIS post)

Please let us know your thoughts/feedback on any of these things below!

V1.04


  • Added: Daily Challenges can now have ship upgrades to mix things up
  • Added: When ‘exit’ing a ship (or commandeering), if you have acquired 1+ drones that would put you over the max number of drones, a new warning has been added to tell you not all drones can be kept and which drone(s) will be left behind. You will have the option to cancel the ‘exit’ so that you can move equipment around, etc, to minimize the loss.
  • Major Change: Daily Challenges should now be identical. We’ve gone through and made sure everything correctly and consistently builds off the seed.
  • Change: Limit number of rooms with an inconclusive motion signal to at most 50%
  • Change: Daily challenge ships are now biased toward being larger (avoiding all class C and D ship types)
  • Change: In a previous patch, we kept small rooms from being the first room in a transporter, however players still occasionally encountered outposts with a room so small they can’t board. We’ve updated that to reduce the likelihood even further, but expanding the logic and making it more fault tolerant.
  • Removed: “Out of Fuel” message for the Weekly Challenge. Players who can no longer progress will end with whatever score they had before running out of fuel.
  • Fixed: Using ‘teleport’ with an unsupported command now fails the command, rather than launching your drone to its death :) Ex: ‘teleport 2 mine r8’ will let you know that ‘mine’ is not supported, rather than teleporting drone 2 into r8.
  • Fixed: Transporter ship upgrade was getting stuck in ‘recharging’ state
  • Fixed: Universe map sometimes had some really long lines that pushed the edge of the map offscreen. Reduced the max length to avoid that issue in the future.
  • Fixed: Previously if you got a new drone from a ship back to your boarding ship, but then all your regular fleet drones died, the game was over. Now it’ll take into account the new drone you found, allowing you to ‘exit’ and continue play with that drone.
  • Fix: Collect scrap in corridor!!! Reworked to remove the annoying issue of “unreachable” scrap in the middle of a corridor.
  • Fixed: Don't show drone left behind on mission summary
  • Minor Fix: Pressing 1, 2, or 3 while a ship was traveling (animating) was causing state issues, including a loss of fuel. Now will ignore changing views while animating. You can still use ENTER/SPACE to quick-jump.


-Tim (Duskers Creator Guy)


[ 2016-07-01 01:52:23 CET ] [ Original post ]

Duskers v1.04 is now in the "Future" branch

Ship Upgrades and larger derelicts on Daily Challenge, better handling of Drone overflow, collect scrap in corridors, never more than half of rooms "inconclusive", & more.

As usual, please opt into the "Future" branch if you're brave enough to test out what we're working on (see HERE for how to opt-in).

If you do find bugs that you believe might be specific to this version please post them in the Support/Issues/Bugs Sub-forum with "[v1.04]" at the beginning of the title.

(WARNING: Many changes may act odd if you're in the middle of a run. If you are in the middle of a run and aren't willing to start a new one you may want to wait till your run is ended, or see THIS post)

Please let us know your thoughts/feedback on any of these things below!

V1.04


  • Added: Daily Challenges can now have ship upgrades to mix things up
  • Added: When exiting a ship (or commandeering), if you have acquired 1+ drones that would put you over the max number of drones, a new warning has been added to tell you not all drones can be kept and which drone(s) will be left behind. You will have the option to cancel the exit so that you can move equipment around, etc, to minimize the loss.
  • Major Change: Daily Challenges should now be identical. Weve gone through and made sure everything correctly and consistently builds off the seed.
  • Change: Limit number of rooms with an inconclusive motion signal to at most 50%
  • Change: Daily challenge ships are now biased toward being larger (avoiding all class C and D ship types)
  • Change: In a previous patch, we kept small rooms from being the first room in a transporter, however players still occasionally encountered outposts with a room so small they cant board. Weve updated that to reduce the likelihood even further, but expanding the logic and making it more fault tolerant.
  • Removed: Out of Fuel message for the Weekly Challenge. Players who can no longer progress will end with whatever score they had before running out of fuel.
  • Fixed: Using teleport with an unsupported command now fails the command, rather than launching your drone to its death :) Ex: teleport 2 mine r8 will let you know that mine is not supported, rather than teleporting drone 2 into r8.
  • Fixed: Transporter ship upgrade was getting stuck in recharging state
  • Fixed: Universe map sometimes had some really long lines that pushed the edge of the map offscreen. Reduced the max length to avoid that issue in the future.
  • Fixed: Previously if you got a new drone from a ship back to your boarding ship, but then all your regular fleet drones died, the game was over. Now itll take into account the new drone you found, allowing you to exit and continue play with that drone.
  • Fix: Collect scrap in corridor!!! Reworked to remove the annoying issue of unreachable scrap in the middle of a corridor.
  • Fixed: Don't show drone left behind on mission summary
  • Minor Fix: Pressing 1, 2, or 3 while a ship was traveling (animating) was causing state issues, including a loss of fuel. Now will ignore changing views while animating. You can still use ENTER/SPACE to quick-jump.


-Tim (Duskers Creator Guy)


[ 2016-07-01 01:52:23 CET ] [ Original post ]

Duskers 1.03 is LIVE!

New difficulty options, color-blind option, repair your schematic video feed & more.

Please let us know your thoughts/feedback on any of these things below!
If you do find bugs that you believe might be specific to this version please post them in the Support/Issues/Bugs Sub-forum with "[v1.03]" at the beginning of the title.

(WARNING: Many changes may act odd if you're in the middle of a run. If you are in the middle of a run and aren't willing to start a new one you may want to wait till your run is ended, or see THIS post)

V1.03


  • Added: Schematic video feed is now repairable in Modifications under Ship (cost prohibitive, commandeering is still optimal strategy). Also increased the minimum time it will take the feed to break.
  • Added: Option to enable re-starting a mission that was terminated early (game crash, exited to main menu, etc). Difficulty Options -> Abnormal Exit Revisit. We hope this helps those that experience crashes (especially the Mac rainbow bug)
  • Added: Color Blind mode, which changes colors for Sensor and Motion scanners to make them easier to distinguish.
  • Updated Strategy text for Commandeering and Ship Wear, as well as the help for Reroute command
  • Change: Disallow certain characters in a dronenames.txt file: ':', '|', ',', or '='. Drones with names containing these characters will be ignored.
  • Change: Ignore drone names in dronenames.txt file that start with characters that could be confused with door/room numbers (ex: R2D2)
  • Fix: Some Internal Processing Errors when using tow
  • Fix: When pressing backspace on Main Menu, no longer deletes the main menu (this was the funniest bug evar, what did you expect?!)
  • Fix: The value shown for Days Survived at the end of a mission when in a continuing run was relative to the number of days survived since starting Duskers and not since the beginning of the run. While the value in Stats was correct, this fixes the value shown at the end of missions to match stats (the actual Days Survived on a run).
  • Fix: If either (or both) begin and end alias entries were removed or modified in the alias file, they would mistakenly be added back in whenever playing a challenge.
  • Fix: Viewing another galaxy from a system with a stargate, but when you were not on the stargate node, would return you to the stargate node instead of your actual node.
  • Fix: Using the same name for multiple drones was causing issues when one of those same-named drones was lost so that the lost drone would return and a good drone lost instead.
  • Fix: Teleporting sensors left the sensor sound in the original room (the room they were teleported out of). Similarly, a lost/destroyed sensor would continue to make sound.
  • Minor Fix: swarm enemy was able to chew through door before mission started.


-Tim (Duskers Creator Guy)


[ 2016-06-14 22:45:42 CET ] [ Original post ]

Duskers 1.03 is LIVE!

New difficulty options, color-blind option, repair your schematic video feed & more.

Please let us know your thoughts/feedback on any of these things below!
If you do find bugs that you believe might be specific to this version please post them in the Support/Issues/Bugs Sub-forum with "[v1.03]" at the beginning of the title.

(WARNING: Many changes may act odd if you're in the middle of a run. If you are in the middle of a run and aren't willing to start a new one you may want to wait till your run is ended, or see THIS post)

V1.03


  • Added: Schematic video feed is now repairable in Modifications under Ship (cost prohibitive, commandeering is still optimal strategy). Also increased the minimum time it will take the feed to break.
  • Added: Option to enable re-starting a mission that was terminated early (game crash, exited to main menu, etc). Difficulty Options -> Abnormal Exit Revisit. We hope this helps those that experience crashes (especially the Mac rainbow bug)
  • Added: Color Blind mode, which changes colors for Sensor and Motion scanners to make them easier to distinguish.
  • Updated Strategy text for Commandeering and Ship Wear, as well as the help for Reroute command
  • Change: Disallow certain characters in a dronenames.txt file: ':', '|', ',', or '='. Drones with names containing these characters will be ignored.
  • Change: Ignore drone names in dronenames.txt file that start with characters that could be confused with door/room numbers (ex: R2D2)
  • Fix: Some Internal Processing Errors when using ‘tow’
  • Fix: When pressing ‘backspace’ on Main Menu, no longer deletes the main menu (this was the funniest bug evar, what did you expect?!)
  • Fix: The value shown for Days Survived at the end of a mission when in a continuing run was relative to the number of days survived since starting Duskers and not since the beginning of the run. While the value in Stats was correct, this fixes the value shown at the end of missions to match stats (the actual Days Survived on a run).
  • Fix: If either (or both) ‘begin’ and ‘end’ alias entries were removed or modified in the alias file, they would mistakenly be added back in whenever playing a challenge.
  • Fix: Viewing another galaxy from a system with a stargate, but when you were not on the stargate node, would return you to the stargate node instead of your actual node.
  • Fix: Using the same name for multiple drones was causing issues when one of those same-named drones was lost so that the lost drone would return and a good drone lost instead.
  • Fix: Teleporting sensors left the sensor sound in the original room (the room they were teleported out of). Similarly, a lost/destroyed sensor would continue to make sound.
  • Minor Fix: swarm enemy was able to chew through door before mission started.


-Tim (Duskers Creator Guy)


[ 2016-06-14 22:45:42 CET ] [ Original post ]

Duskers v1.03 is now in the "Future" branch

New difficulty options, color-blind option, repair your schematic video feed & more.

As usual, please opt into the "Future" branch if you're brave enough to test out what we're working on (see HERE for how to opt-in).

If you do find bugs that you believe might be specific to this version please post them in the Support/Issues/Bugs Sub-forum with "[v1.03]" at the beginning of the title.

(WARNING: Many changes may act odd if you're in the middle of a run. If you are in the middle of a run and aren't willing to start a new one you may want to wait till your run is ended, or see THIS post)

Please let us know your thoughts/feedback on any of these things below!

V1.03


  • Added: Schematic video feed is now repairable in Modifications under Ship (cost prohibitive, commandeering is still optimal strategy). Also increased the minimum time it will take the feed to break.
  • Added: Option to enable re-starting a mission that was terminated early (game crash, exited to main menu, etc). Difficulty Options -> Abnormal Exit Revisit. We hope this helps those that experience crashes (especially the Mac rainbow bug)
  • Added: Color Blind mode, which changes colors for Sensor and Motion scanners to make them easier to distinguish.
  • Updated Strategy text for Commandeering and Ship Wear, as well as the help for Reroute command
  • Change: Disallow certain characters in a dronenames.txt file: ':', '|', ',', or '='. Drones with names containing these characters will be ignored.
  • Change: Ignore drone names in dronenames.txt file that start with characters that could be confused with door/room numbers (ex: R2D2)
  • Fix: Some Internal Processing Errors when using tow
  • Fix: When pressing backspace on Main Menu, no longer deletes the main menu (this was the funniest bug evar, what did you expect?!)
  • Fix: The value shown for Days Survived at the end of a mission when in a continuing run was relative to the number of days survived since starting Duskers and not since the beginning of the run. While the value in Stats was correct, this fixes the value shown at the end of missions to match stats (the actual Days Survived on a run).
  • Fix: If either (or both) begin and end alias entries were removed or modified in the alias file, they would mistakenly be added back in whenever playing a challenge.
  • Fix: Viewing another galaxy from a system with a stargate, but when you were not on the stargate node, would return you to the stargate node instead of your actual node.
  • Fix: Using the same name for multiple drones was causing issues when one of those same-named drones was lost so that the lost drone would return and a good drone lost instead.
  • Fix: Teleporting sensors left the sensor sound in the original room (the room they were teleported out of). Similarly, a lost/destroyed sensor would continue to make sound.
  • Minor Fix: swarm enemy was able to chew through door before mission started.


-Tim (Duskers Creator Guy)


[ 2016-06-07 20:42:23 CET ] [ Original post ]

Duskers v1.03 is now in the "Future" branch

New difficulty options, color-blind option, repair your schematic video feed & more.

As usual, please opt into the "Future" branch if you're brave enough to test out what we're working on (see HERE for how to opt-in).

If you do find bugs that you believe might be specific to this version please post them in the Support/Issues/Bugs Sub-forum with "[v1.03]" at the beginning of the title.

(WARNING: Many changes may act odd if you're in the middle of a run. If you are in the middle of a run and aren't willing to start a new one you may want to wait till your run is ended, or see THIS post)

Please let us know your thoughts/feedback on any of these things below!

V1.03


  • Added: Schematic video feed is now repairable in Modifications under Ship (cost prohibitive, commandeering is still optimal strategy). Also increased the minimum time it will take the feed to break.
  • Added: Option to enable re-starting a mission that was terminated early (game crash, exited to main menu, etc). Difficulty Options -> Abnormal Exit Revisit. We hope this helps those that experience crashes (especially the Mac rainbow bug)
  • Added: Color Blind mode, which changes colors for Sensor and Motion scanners to make them easier to distinguish.
  • Updated Strategy text for Commandeering and Ship Wear, as well as the help for Reroute command
  • Change: Disallow certain characters in a dronenames.txt file: ':', '|', ',', or '='. Drones with names containing these characters will be ignored.
  • Change: Ignore drone names in dronenames.txt file that start with characters that could be confused with door/room numbers (ex: R2D2)
  • Fix: Some Internal Processing Errors when using ‘tow’
  • Fix: When pressing ‘backspace’ on Main Menu, no longer deletes the main menu (this was the funniest bug evar, what did you expect?!)
  • Fix: The value shown for Days Survived at the end of a mission when in a continuing run was relative to the number of days survived since starting Duskers and not since the beginning of the run. While the value in Stats was correct, this fixes the value shown at the end of missions to match stats (the actual Days Survived on a run).
  • Fix: If either (or both) ‘begin’ and ‘end’ alias entries were removed or modified in the alias file, they would mistakenly be added back in whenever playing a challenge.
  • Fix: Viewing another galaxy from a system with a stargate, but when you were not on the stargate node, would return you to the stargate node instead of your actual node.
  • Fix: Using the same name for multiple drones was causing issues when one of those same-named drones was lost so that the lost drone would return and a good drone lost instead.
  • Fix: Teleporting sensors left the sensor sound in the original room (the room they were teleported out of). Similarly, a lost/destroyed sensor would continue to make sound.
  • Minor Fix: swarm enemy was able to chew through door before mission started.


-Tim (Duskers Creator Guy)


[ 2016-06-07 20:42:23 CET ] [ Original post ]

Duskers 1.02 is LIVE!

So we wanted to get some fixes out there for bugs that the launch exposed, and hopefully not cause any new bugs!

If you do find bugs that you believe might be specific to this version please post them in the Support/Issues/Bugs Sub-forum with "[v1.02]" at the beginning of the title.

(WARNING: OLD DATA MAY CAUSE ODDNESS. If you are in the middle of a run a RESET is ideal but not required. If you want to temporarily go to the last/old version (not recommended), see THIS post)

Please let us know your thoughts/feedback on any of these things below!

V1.02


  • Fix: Possible cause of players losing saves. After dying, the 'Restart' option (wrong name) was executing old code. Renamed to Reset and used the updated Reset code.
  • Added: Additional ship slot validation logic added based on a state a player's data had gotten into. We also try to apply it automatically to minimize needing to go to the main main menu to validate/repair.
  • Added: Hint when ship begins deteriorating that you can commandeer
  • Fix: Don't allow Drone to continue firing at an enemy in another room when the door is closed between them.
  • Remove: Message telling player they are out of fuel EXCEPT in weekly challenge. This had a couple issues where it triggered incorrectly - also was the cause of some hang errors after leaving ships
  • Fix: Don't allow players to dock to an airlock that isn't yet on the schematic.
  • Fix: When viewing another system, pressing 'T' was draining P-Fuel as if you had actually traveled.
  • Fix: Cases where patrol bots could shoot/move through closed doors
  • Fix: Swarms were sometimes visible when entering boarding ship while on SV
  • Universal Linux build (separate 32 & 64 bit builds)
  • Added: FS/Windowed toggle to Linux (ALT+ENTER or SHIFT+ALT+ENTER)
  • Add: -alias-disablectrl command line option to disable the CTRL on the Alias window (interferes with Scandinavian keyboards, which use CTRL to access keys like '$')
  • Change: Allow mapping of arrow keys (in Unity Launcher)
  • Fix: Make sure 1st transportable room is clear of large debris and has at least one size that is 3 to make sure player isn't blocked from boarding an outpost.
  • Added Upgrade Wear & Ship Wear to strategy menu
  • Updated Semicolon tip text
  • Help text has been clarified for many commands
  • Other minor fixes


Thanks!

-Tim (Duskers Creator Guy)


[ 2016-05-24 23:54:25 CET ] [ Original post ]

Duskers v1.02 is now in the "Future" branch

So we wanted to get some fixes out there for bugs that the launch exposed, and hopefully not cause any new bugs!

As usual, please opt into the "Future" branch if you're brave enough to test out what we're working on (see HERE for how to opt-in).

If you do find bugs that you believe might be specific to this version please post them in the Support/Issues/Bugs Sub-forum with "[v1.02]" at the beginning of the title.

(WARNING: Many changes may act odd if you're in the middle of a run. If you are in the middle of a run and aren't willing to start a new one you may want to wait till your run is ended, or see THIS post)

Please let us know your thoughts/feedback on any of these things below!

V1.02


  • Fix: Possible cause of players losing saves. After dying, the 'Restart' option (wrong name) was executing old code. Renamed to Reset and used the updated Reset code.
  • Added: Additional ship slot validation logic added based on a state a player's data had gotten into. We also try to apply it automatically to minimize needing to go to the main main menu to validate/repair.
  • Fix: Don't allow Drone to continue firing at an enemy in another room when the door is closed between them.
  • Remove: Message telling player they are out of fuel EXCEPT in weekly challenge. This had a couple issues where it triggered incorrectly - also was the cause of some hang errors after leaving ships
  • Fix: Don't allow players to dock to an airlock that isn't yet on the schematic.
  • Fix: When viewing another system, pressing 'T' was draining P-Fuel as if you had actually traveled.
  • Fix: Cases where patrol bots could shoot/move through closed doors
  • Fix: Swarms were sometimes visible when entering boarding ship while on SV
  • Universal Linux build (separate 32 & 64 bit builds)
  • Added: FS/Windowed toggle to Linux (ALT+ENTER or SHIFT+ALT+ENTER)
  • Add: -alias-disablectrl command line option to disable the CTRL on the Alias window (interferes with Scandinavian keyboards, which use CTRL to access keys like '$')
  • Change: Allow mapping of arrow keys (in Unity Launcher)
  • Fix: Make sure 1st transportable room is clear of large debris and has at least one size that is 3 to make sure player isn't blocked from boarding an outpost.
  • Added Upgrade Wear & Ship Wear to strategy menu
  • Updated Semicolon tip text
  • Help text has been clarified for many commands
  • Other minor fixes


-Tim (Duskers Creator Guy)


[ 2016-05-24 02:50:27 CET ] [ Original post ]

Duskers 1.0 is LIVE!

To celebrate, here's the Launch Trailer and printable Drone Operator's Manual :)
http://steamcommunity.com/sharedfiles/filedetails/?id=686967578

It's been an amazing 9 months in Early Access with you guys, even longer with some of you that were playing before Steam. Thank you for all the help the game wouldn't be what it was without you guys, just look at threads like THIS where you helped us fix a major design problem with over 200 messages in that thread :)

If you think Duskers is worth the price, over the next few weeks let people know! You're our marketing dept, and we sure would like to make a third game :) We're also hoping we can add more to Duskers post 1.0, we have a long list!

(help us share)
Tweet
Facebook
Trailer

So thanks for all the love & support, hope you enjoy 1.0! :)

- Tim Keenan (Duskers Creator Guy)


[ 2016-05-18 20:32:16 CET ] [ Original post ]

Now Available on Steam - Duskers, 10% off!

Duskers is Now Available on Steam and is 10% off!*

Pilot drones into derelict spaceships to find the means to survive and piece together how the universe became a giant graveyard.

*Offer ends May 25 at 10AM Pacific Time


[ 2016-05-18 19:03:00 CET ] [ Original post ]

Now Available on Steam - Duskers, 10% off!

Duskers is Now Available on Steam and is 10% off!*

Pilot drones into derelict spaceships to find the means to survive and piece together how the universe became a giant graveyard.

*Offer ends May 25 at 10AM Pacific Time


[ 2016-05-18 19:00:21 CET ] [ Original post ]

Duskers v0.39 is now in the "Future" branch

As promised, frequent future updates :)

As usual, please opt into the "Future" branch if you're brave enough to test out what we're working on (see HERE for how to opt-in).

If you do find bugs that you believe might be specific to this version please post them in the Support/Issues/Bugs Sub-forum with "[v0.39]" at the beginning of the title.

(WARNING: Many changes may act odd if you're in the middle of a run. If you are in the middle of a run and aren't willing to start a new one you may want to wait till your run is ended, or see THIS post)

Please let us know your thoughts/feedback on any of these things below!

V0.39


  • Fix towing when items are on top of each other
  • Added using drone names to tips
  • Made stargate names less “#X” and more Hex!
  • Rework enemy logic between rooms
  • Added one time warning if player uses “aL” instead of “a1”
  • Fix Hud static setting bugs
  • Fixed challenge scoring display and leaderboard display
  • Fixed issue where playing challenges could mess up your normal universe data
  • Lots of other small fixes


-Tim (Duskers Creator Guy)


[ 2016-05-13 23:51:52 CET ] [ Original post ]

Duskers v0.38 is now in the "Future" branch

As promised, frequent future updates :)

As usual, please opt into the "Future" branch if you're brave enough to test out what we're working on (see HERE for how to opt-in).

If you do find bugs that you believe might be specific to this version please post them in the Support/Issues/Bugs Sub-forum with "[v0.38]" at the beginning of the title.

(WARNING: Many changes may act odd if you're in the middle of a run. If you are in the middle of a run and aren't willing to start a new one you may want to wait till your run is ended, or see THIS post)

Please let us know your thoughts/feedback on any of these things below!

V0.38


  • New “dronenames.txt” that we will draw drone names from if you fill it in (will appear next to alias.txt)!
  • 1000+ new ship/outpost/galaxy/system names, thanks to all who contributed!
  • slime now correctly un-hibernates after sonic
  • Home key now returns you to your ship when off viewing other maps
  • Strategies now pop up beginning of 3rd run rather than 4th
  • Linux gets a proper game Icon :)
  • Removing exploits :)
  • Fixing inventory dimming, selection, & other issues
  • PageUp/Down support all over the place
  • Lots of other small fixes


-Tim (Duskers Creator Guy)


[ 2016-05-12 20:46:03 CET ] [ Original post ]

Duskers 1.0 Launching May 18th (1 week!)

It's been an amazing 9 months in Early Access with you guys, even longer with some of you that were playing before Steam. Now it's time to get Duskers out to the rest of the word and we could use your help. First, by reporting any bugs/issues in the "Future" branch.

Second, if you think Duskers is worth the price, over the next few weeks let people know! You're our marketing dept, and we sure would like to make a third game :) We're also hoping we can add more to Duskers post 1.0, we have a long list!

Anyway, the game wouldn't be what it was without you guys, just look at threads like THIS where you helped us fix a major design problem with over 200 messages in that thread :)

So thanks for all the love & support, now let's get this game out to the public :)

- Tim Keenan (Duskers Creator Guy)


[ 2016-05-12 06:35:05 CET ] [ Original post ]

Duskers v0.35 is now in the "Future" branch

As promised, frequent future updates :)

As usual, please opt into the "Future" branch if you're brave enough to test out what we're working on (see HERE for how to opt-in).

If you do find bugs that you believe might be specific to this version please post them in the Support/Issues/Bugs Sub-forum with "[v0.35]" at the beginning of the title.

(WARNING: Many changes may act odd if you're in the middle of a run. If you are in the middle of a run and aren't willing to start a new one you may want to wait till your run is ended, or see THIS post)

Please let us know your thoughts/feedback on any of these things below!

V0.35


  • Fix Linux/OSX issue with garbage in console
  • Reduced volume on new drone callsigns (some can be annoying)
  • Added Strategy entry for finding hidden scrap by scanning
  • Fixed some story logs
  • Moar Sekretz



-Tim (Duskers Creator Guy)


[ 2016-05-08 07:25:55 CET ] [ Original post ]

Duskers v0.34 is now in the "Future" branch

As promised, frequent future updates :)

As usual, please opt into the "Future" branch if you're brave enough to test out what we're working on (see HERE for how to opt-in).

If you do find bugs that you believe might be specific to this version please post them in the Support/Issues/Bugs Sub-forum with "[v0.34]" at the beginning of the title.

(WARNING: Many changes may act odd if you're in the middle of a run. If you are in the middle of a run and aren't willing to start a new one you may want to wait till your run is ended, or see THIS post)

Please let us know your thoughts/feedback on any of these things below!

V0.34


  • Patrol bot is immune to sonic
  • Updated Transporter help to tell you you can type ‘transport’ for a list of rooms with signals and the number of signals you have left
  • Fix for turret drone upgrade not firing in certain instances
  • Fix that will help when you can't install into an empty ship slot
  • Fix that will prevent permanent upgrades from uninstalling
  • Fix for scrap not being able to be picked up when in awkward places (hopefully)


-Tim (Duskers Creator Guy)


[ 2016-05-07 05:03:49 CET ] [ Original post ]

Duskers v0.33 is now in the "Future" branch

As usual, please opt into the "Future" branch if you're brave enough to test out what we're working on (see HERE for how to opt-in).

This update tweaks the challenges, adds a lot of new story, a whole lot of fixes and a few features that players have asked for (even a sortof soft reset for those that hate permadeath). Full list below.

If you do find bugs that you believe might be specific to this version please post them in the Support/Issues/Bugs Sub-forum with "[v0.33]" at the beginning of the title.

(WARNING: Many changes may act odd if you're in the middle of a run. If you are in the middle of a run and aren't willing to start a new one you may want to wait till your run is ended, or see THIS post)

Please let us know your thoughts/feedback on any of these things below!

V0.33




  • Special Add: As we wrap up v1.0, we’re still having some issues with Slots - particularly after commandeering another ship. Sometimes a slot is empty, but won’t allow upgrades to be installed. As we work to fix that, we’ve added some auto-data-validation logic on the main menu that specifically checks for slot errors. If you are in a game and cannot install into a slot, exit to the main menu. The auto-validate/fix is silent. Simply exit to the main menu, then back in game. We’d love to hear if that fixes most/all the issues, and we can make it better so you don’t have to go to the main menu to fix :)
  • Major Add: New Game Over print out. Compare with run with your last 5 best runs. Only those runs played AFTER this update will be tracked and on the list.
  • Major Add: More scrap on the Daily Challenge!
  • Add: New rare DV color
  • Major Change: Weekly challenge is now scored as you play! There’s a bonus for reaching the end (Stargate). You can tell if another player has not yet completed the Challenge if their score is dim. We hope this change encourages more play on the Weekly!
  • Add: a whole lot more story
  • Fix: Swarm sounds can be heard through walls once again!
    Add: Scroll around in Console using SHIFT + arrow keys. PgUp/PgDown still work to do the same.
  • Add: CTRL + A moves to beginning of line in Console, CTRL + E moves to end of line in Console
  • Add: CTRL+BACKSPACE to delete the previous word in the Console
    Change: CTRL + U now only deletes the text before the cursor (as opposed to the entire line)
  • Add: Show Auto-show the help manual on the start of a player’s 4th run, open to the Strategy section
  • Add: Message the first time the Weekly Challenge is played to tell the player what the goal is :D
  • Add: “Game Over” detection on Weekly Challenge when out of fuel and can’t play further. Similar, but less binding message being tested on a regular Universe. In that case the message will tell you you are out of fuel, but allows you to say in game, if you so desire.
  • Add: A “Soft Reset”. OK, so we know some of you “cheat” and kill the game when it looks like you will lose so you can get your equipment back. Sigh. We’ve now enshrined that in a feature called “Soft Reset”. You must enable it under Options, and can then access it from the pause menu in-game and if you die. It’s like an airbag for Duskers. Again, I say, sigh :)
  • Add: Mod text to help manual
  • Add: Pressing the HOME key will return you to your ship (ex: if viewing another system/galaxy)
  • Add: Yet more sounds!
  • Minor Add: Refer player to help manual if upgrade can have mods when using ‘help UPGRADE’ in console
  • Minor Add: Sound when SV is panned all the way to the edge of the viewable area
  • Minor Add: Show player’s ship name on Ship UI window
  • Minor Add: A couple Strategy notes to the Help Manual
  • Minor Add: More credits :D
  • Major Change: The moment you start the Daily Challenge a 0 will be posted to Steam! It is a temporary score until you complete the challenge (and other players will see your entry as DIM so they know you are playing). This is to protect against players playing the Challenge, then killing the game before a score is posted, then playing again for a better score :)
  • Change: Pulse Shield overlay when active
  • Change: Flicker SV off/on a short time before the SV visual goes offline as a warning
  • Minor Change: Made the selection lines more faint on the Universe view because they were conflicting with the travel lines.
  • Minor Change: When showing new Galaxy (during a jump) now flashing the shortcut key IN ADDITION to the line/node
  • Minor Change: Play Interface connect/disconnect sound in both views (was just SV before)
  • Minor Change: Place Reset option at the top of the menu after the Game Over printout
  • Fix: Change internal graphic settings so that (hopefully) the various DVs look the same on all computers.
  • Fix: Sometimes doors were not showing powered color state in DV if they were discovered (and blinking) at the same time the power was turned on
  • Fix: Ship upgrades on Modification UI were showing wrong color states
  • Fix: Commandeering a ship with less P-Fuel than player currently had would give player more P-Fuel than their ship could hold.
  • Fix: (MAYBE!) Took a good shot at keeping disabled/dead drones from showing shields, if they have that upgrade. This issue has been elusive over the last year, but I hope this is the final solution :)
  • Fix: If player tried to jump to a NEW galaxy, jut then changed their mind and instead jumped to an EXISTING one, the data was flagging the new galaxy as visited, though it never had been.
  • Fix: Prevent the docked airlock from failing (door no longer responding event)
  • Fix: Noise setting wasn’t applying correctly in-game (was always on, no matter what value it was set to)
  • Fix: Using the Swap UI between drones with different number of slots could cause the cursor to be “lost” on the drone with fewer slots until it was moved into view
  • Fix: Adjust internal Hint position if game toggled between FS/Windowed so next Hint would be properly placed
  • Fix: Additional fixes where turret sound kept playing when player died in battle
  • Fix: Ignore case when specifying a ship upgrade to tow. Also allow partial names to be used.
  • Fix: When using ‘sonic’ right after moving, it would be detected as moving and cancel the upgrade right-away
  • Fix: Hide Turret overlay in SV when redocking ship
  • Minor Fix: Show ‘min’ when console maximized
  • Minor Fix: Moving the cursor through the command line causes the selected character to look weird
  • Minor Fix: Auto-close Swap UI if opening the Steam overlay. Was causing conflicts with the game pausing when in the state.
  • Minor Fix: ‘R1’ text wasn’t reorienting when moving the docking bay
  • Minor Fix: Pause motion sound when Pause Menu open
  • Minor Fix: “Blind Hint” (hint when scan results inconclusive) was showing between two rooms that were BOTH inconclusive
  • Minor Fix: Name on System/Galaxy view was showing the wrong values (the one on the main screen area). Was also showing on the Universe screen, but wasn’t supposed to be there at all.
  • Minor Fix: When setting Stealth while in DV, then switching to SV and back to DV, the stealth would be brighter. More going for a roe subtle look to the stealth overlay
  • Minor Fix: When towing a ship upgrade while on the SV, it wasn’t stuttering like the rest of the moving UI elements
  • Minor Fix: Help Manual didn’t show help for all known drone upgrades when game first opened. Needed to enter the galaxy (Play Game) for them to be correctly updated
  • Minor Fix: The game could crash in rare cases on certain boarding logs
  • Minor Fix: Airlock vacuum sound playing when opening the airlock attached to the docking ship
  • Minor Fix: When drone ‘navigate’ing and ‘tow’ing, was playing the sound incorrectly
  • Minor Fix: If a patrol bot was firing at a sensor when it was vented, there would be weird “streaks” in the room
  • Minor Fix: The lootable drones (non-fleet drones) still had an old model we used during early development. In some cases, that model would be left behind when the drone was vented out of an airlock



Thanks!

-Tim Keenan (Duskers creator guy)


[ 2016-05-06 08:52:07 CET ] [ Original post ]

The FUTURE becomes unstable, help us save humanity

Dear Duskers,

We need your help. Nasty infestations (bugs) of all forms are about to run rampant throughout the 'future' (branch). If you want to be safe then by all means move to the NONE/default branch. But if you want to help us fight the good fight till 1.0 please join us, report things that are wrong, be braced to reset or possibly even clear your data. Updates could be as often as daily so the pace will be blinding, but together we can make a stable future, for the players of tomorrow!

For info on how to switch branches see THIS thread.

Please cite the game's version number (lower right of main menu and pause menu) in any reported bugs (eg [v0.328])

Thank you as always for all the help in these trying times.

-Tim Keenan, Commanding Officer: Duskers Program


[ 2016-05-04 23:22:47 CET ] [ Original post ]

Duskers hotfix (v0.328)

Wanted to get these in for you guys while we work on 1.0

V0.328 (hotfix for v0.327)


  • Fix: leaderboard would hang if you’re score wasn’t in the top 10 (loser)
  • Fix: Motion sensor would not go green if you vented a swarm to space (though they were totally toast)


- Tim Keenan (Duskers creator guy)


[ 2016-04-29 20:35:19 CET ] [ Original post ]

Duskers Update #14: Final Beta update!! (v0.327)

Watch the video for a quick summary (full playlist HERE)

http://steamcommunity.com/sharedfiles/filedetails/?id=674609307

This is our LAST UPDATE before 1.0! Mac & Linux support, 4 new storylines, more visuals, more sounds, exploding kittens! Just watch the video :)
Or see the full list below :)

If you do find bugs that you believe might be specific to this version please post them in the Support/Issues/Bugs Sub-forum with "[v0.327]" at the beginning of the title.

(WARNING: THIS UPDATE MAY RESET SOME DATA. If you are in the middle of a run and aren't willing to start a new one you may want to wait till your run is ended, or see THIS post)

Please let us know your thoughts/feedback on any of these things below!

V0.327



  • Major Add: 4 new storylines via logs/objectives
  • Major Add: Mac & Linux support!
  • Added: LOTS of new sounds, everything from text printing to upgrades to enemies
  • Change: Ship slots only wear down if there is a ship upgrade installed in them
  • Change: The turret ammo mod only gives you 50 (instead of 100) rounds per purchase

  • Special Notice: We are having trouble reproducing (let alone fixing) the issue where some players are unable to use the ‘remote’, ‘power’, ‘reroute’, and sometimes, ‘transport’ commands. We’ve added some code that we HOPE compensates for the issue (detects it messed up and executes the command, anyway). There is nothing you need to do to use this test code. However, if you would like to help us test this feature, enable Options -> Show Debug Messages. You will get few to no messages with this enabled. If the error is detected, you will get a message that you can pass on to us to say “it worked!”. If the same issue happens, but you don’t get a message, let us know that too...

  • Special Notice: Mac users - unfortunately there is an issue in the Unity Engine that doesn’t allow arrow keys in the new Alias editor to work properly (the one that came out in the previous version). We have reverted to the old one (for the Mac, alone) until Unity has a fix. However, the old one doesn’t support the arrow keys on the new engine, either. But that one at least allows using the mouse to move the cursor. Remember, until fixed, you can edit the alias file in any text editor. Sorry about the inconvenience on this one!

  • General: Code optimization, specifically in-game and galaxy-view memory usage as well as removing unnecessary CPU usage (primarily old code still running). Note that while we were specifically targeting our fixes to Mac and Linux, these changes should help Windows players with slower/older machines, as well.
  • Added: First pass animation for brutes
  • Added: Rotation animation to ship defenses (when powered)
  • Added: Setting to keep the first room from being blocked with stuff. This is the default setting. Turn on (for more difficult play) under Options -> Difficulty -> First Room Blocking
  • Added: Setting to keep the all rooms OTHER THAN the first room from being blocked with stuff. The default setting for this one is “allow blocking” (same as previous builds). Turn off (for easier play) under Options -> Difficulty -> Other Room Blocking
  • Added: We added the ability to change the Duskers screenshot key. It still defaults to F12 (which conflicts with Steam’s screenshot key), but in the Unity launcher you can set it to whatever you like.
  • Added: An option to refresh the full-screen window after the Steam overlay closes. This is to fix artifacts that the overlay leaves behind for resolutions that have a black border on top/bottom. Note that this actually flickers the game into Windows then FS to clean the screen, and should only be enabled if you have the artifacting issue. Found in Options -> Graphical -> Refresh After Steam
  • Minor Add: Ability to toggle between windowed/fullscreen on Mac (CMD+ENTER) - note there’s a known issue if you do this while on a ship!
  • Minor Add: Auto-hide mouse after a few seconds if not being used (turn off in Graphical Options)
  • Minor Add: Basic controls (arrows, drone selection, et al) to the help manual (under a new menu item)
  • Minor Add: An “Are You Sure?” message when Resetting to the Galaxy Scene
  • Minor Add: “Age” to boarding log header
  • Minor Clarification: Added the phrase ‘navigate all r1’ to the hint that shows ‘navigate 1 2 3 4 r1’
  • Change: Daily Challenge scoring: make drone HP worth way less so that risks make more sense
  • Change: When the boarding ship is redocking, any drones in that ship are not viewable in DV. Similarly, if you start redocking while in DV with a drone that’s in the docking ship, the view will switch to SV.
  • Change: Trading posts now show actual descriptions for items.
  • Change: When an item is queued to be scrapped in the modification UI, now “dimming” it in the list of items to make apparent which is about to be scrapped.
  • Change: In the Stats UI, if your current score = best score, it’s a different color to call attention to it
  • Change: When traveling between systems in a galaxy, can now use a second ENTER to quick-jump to the system (instead of watching the full flying animation play out)
  • Minor Change: Removed and cleaned up Universe, Galaxy, and System display text
  • Minor Change: Enforced a cap for 5 times that the “try commands from schematic” hint would show up (for those players who never get the hint - ha)
  • Fix: Boarding with a disabled drone was causing errors - fixed
  • Fix: While viewing another galaxy, pressing ‘T’ would drain fuel. Now correctly disabled.
  • Fix: After commandeering a ship, the Ships window was showing the old ship image
  • Fix: Get drone view shaders/colors to look varied (correct) across different machines
  • Fix: Events weren’t triggering correctly causing them to be way less frequent. (The easy times are over!)
  • Fix: Tutorial wasn’t showing drone upgrades
  • Fix: Linux version crashing on startup for some OS builds
  • Fix: saving alias (ctrl + s) file was writing and ‘s’ into the file
  • Fix: Data issue causing hang with “Duskers Boot Utility” menu showing
  • Fix: When using 'info', added additional checks to eliminate the occasional "Internal error processing" message when using it
  • Fix: Linux specific: console had lots of garbage output
  • Fix: When attempting to scrap a drone AND an upgrade(s) installed on that drone at the same time, only the drone was being scrapped and you needed to scrap the upgrade(s) a second time
  • Fix: When killing a bot, it was possible for some of its scrap to be unreachable, under crates
  • Fix: When buying/selling at trading post, the ability to craft fuel was not refreshed, so even if you obtained enough fuel to craft fuel by selling some items, you needed to close/reopen the trading post to actually craft the fuel.
  • Fix: Highlight states on the trading posts fixed so the right items and columns are selected as you buy/sell items
  • Fix: If player accidentally attempted to power a broken generator with the Remote Power Ship Upgrade, the ‘power’ command would become unable on the rest of the ship.
  • Fix: Using a cannon to break a room did not properly vent drones either in the room or that would later enter the room.
  • Fix: If an airlock broke that had not yet been seen (not yet on schematic) an odd, gray overlay was being shown on the SV
  • Fix: Object count for selected system was not including stations, outposts, and stargates
  • Fix: Speedboost was never wearing down :)
  • Fix: In the previous release, we included some special DV effects. However, the render those effects, we ended up making it very difficult to see the Shield and Turret overlays. This build fixes that.
  • Fix: Previously, if you got a dialog when on the pause menu (example, an “Are You Sure?” message) you could not use the arrow keys to choose “Yes” and could only access with “Y”. That’s been fixed.
  • Fix: Mac users experienced a “rainbow” screen after long-play. We believe this has been corrected. If you experience it, please let us know along with how long you played before it happened.
  • Fix: ‘pry’ wasn’t working on all doors do to a bounds issue where it didn’t know the drone was close enough to open it.
  • Minor Fix: On some resolutions, menu description text cuts off. Changed to wrap.
  • Minor Fix: Renamed Am[b]ience audio menu option to A[m]bience because of keyboard conflict with [B]ack
  • Minor Fix: null error when attempting to ‘tow’ an empty or perm ship upgrade
  • Minor Fix: “First time” scrap warning when using Modifications UI was showing “first time” for every new run, rather than just “first time ever”
  • Minor Fix: After saying “yes” to scrap before the first mission, the UI was not refreshed and it didn’t look like scrapping worked.
  • Minor Fix: If the new player has never seen the “Generator Disconnected” message (first time moving generator drone away from powered up generator), that message was mistakenly showing up while commandeering the ship.
  • Minor Fix: When Decontaminate Perm Ship Upgrade used, toggling the view to SV (or DV then SV) would cause the radiation overlay to show back up for the cleared room.
  • Minor Fix: Editing a drone name, then boarding with a disabled drone, showed the “character count” of the rename UI on the warning dialog for boarding with a disabled drone.
    Minor Fix: Using ‘F9’ (which was an old, developer-only key) hide the schematic overlay.
  • Removed it.
  • Minor Fix: Was unable to close the Credits screen using ESC
  • Minor Fix: Don’t show “Generator Disconnected” message now if help/hints disabled
  • Minor Fix: Stop showing the airlock number of a failing airlock if you haven’t yet seen it
  • Minor Fix: The old [L]ogs button was showing up when playing the Weekly Challenge
  • Minor Fix: When Weekly Challenge auto-opened after completing it, the text mistakenly indicated pressing ‘W’ to switch to the Weekly, though already showing in the Weekly
  • Minor Fix: Was not previously able to open Objectives, Modifications, Drone, and Ship UIs while on the Universe View
  • Minor Fix: Dim background of objective items so text didn’t conflict so much with stuff in the background
  • Minor Fix: Brute/Patrol bot sometime showed in the SV when entering the boarding ship
  • Minor Fix: Turret would would continue to play after running out of ammo under certain conditions
  • Partial Fix: On the Universe view it was possible to get the same shortcut key assigned to a new galaxy node (when jumping). There’s still a possible issue with duplicate shortcut keys is you travel to many galaxies in the Universe on a single GAME run (game never closed between start and bug)


Thanks!

-Tim Keenan (Duskers creator guy)


[ 2016-04-28 20:32:35 CET ] [ Original post ]

Duskers launching in May!

We're on final approach! Only a few weeks till launch! Here's a teaser trailer for the announcement, all Command Line Interface of course :)

http://steamcommunity.com/sharedfiles/filedetails/?id=674167284

It's actually a continuation of our teaser for Early Access :)

-Tim Keenan (Duskers creator guy)


[ 2016-04-27 23:39:39 CET ] [ Original post ]

Duskers hotfix (v0.326) for "future" branch

Only in the "Future" branch for now, but we'd love feedback on if the Drone View (feedback here) seems better/correct on various machines.


  • Fix: Get drone view shaders/colors to look varied (correct) across different machines
  • Fix: Events weren’t triggering correctly causing them to be way less frequent. (The easy times are over!)
  • Fix: Tutorial wasn’t showing drone upgrades


- Tim Keenan (Duskers creator guy)


[ 2016-04-21 22:47:52 CET ] [ Original post ]