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This is the fourth maintenance patch of the 0.12.0 release. It contains fixes for several crashes, including a fairly high impact one when shooting asteroids with explosive weapons. It also ensures that no pirate presence leaks into the area around the starting system, and makes sure some missions are completable. This release looks set to be the final of the 0.12.x series as we focus on the 0.13.0 release that is slated for December this year. [previewyoutube=voeB--pGsoY;full][/previewyoutube] Changes since 0.12.3
This is the third maintenance patch of the 0.12.0 release, that fixes a bunch of minor issues. Some of the larger fixes include not being able to stealth with active point defense, and distress signals causing hostility cascades which could be a problem especially in the Frontier. We dont anticipate too many more problems and have shifted most of the focus on development of the next major release.
You can get the latest version from any of the following sources:
[previewyoutube=voeB--pGsoY;full][/previewyoutube]
This is a maintenance patch that fixes a lot of small issues here and there. It includes improvements on deployed escorts, fixing looting FLF ships causing nearby planets and other ships to become hostile, and puts Dvaered ships for sale among other things.
You can get the latest version from any of the following sources:
[previewyoutube=voeB--pGsoY;full][/previewyoutube]
With big releases, come big bugs. A bug that would potentially mark the entire players map as known has crept into the release. It has been fixed along with other minor fixes, in particular, a bug made the obelisk tests require manual setting of weapon sets, and a persistent ship AI repeating to the player over and over that they havent played in a while.
You can get the latest version from any of the following sources:
[previewyoutube=voeB--pGsoY;full][/previewyoutube]
After a whole month of beta testing and furious bug fixing, following the tradition, we are once again doing our yearly release. This release includes many engine improvements, such as 3D ships, an in-game wiki, reworked weapon sets, notable performance increases, etc., but also a significant amount of new content including a whole new area, more and reworked missions, and ship variants among others things. We also have not forgotten significant quality of life improvements; folding messages, more visual indications for things such as important characters at the spaceport bar, filtering for the mission computer, and more! We would like to thank all the contributors who participated and helped in the making of this release that we hope will both surprise new players and veterans alike!
blackhole/zbh09
: fixed softlock during a cutscene under certain conditions
With the bug frenzy calming down, we are proud to announce version 0.12.0-beta.3. This release contains a myriad of bug fixes and should be quite close to the final 0.12.0 version that is planned before the end of the year.
As always, please report any issues on this tracker, and feel free to join our Discord or Matrix chatrooms. Find out more about them here!
You can obtain the new version by opting into the beta branch with the steam client.
As a new ship variant of the Llama, the Llama Voyager shares many features but has fundamental differences such as fuel regeneration.
A lot of major and minor issues, in addition to some minor new features, have been resolved calling for a 0.12.0-beta.2. In particular, support for lowering the saturation of the nebula, and having escorts respect your autonav preferences (you can disable it in the settings from the info menu) have been added as new features. We dont have any intention of adding any new features before the final 0.12.0 version, and will keep on resolving bugs as they are found. As always, please report any issues on this tracker, and feel free to join our Discord or Matrix chatrooms. Find out more about them here!
You can obtain the new version by opting into the beta branch with the steam client.
As a new ship variant of the Llama, the Llama Voyager shares many features but has fundamental differences such as fuel regeneration.
This year, were starting the betas a bit early given the large amount of content modified and added. As always, this release contains a large amount of changes done during the past year which likely have introduced a lot of bugs and issues that we want to iron out before the final release of 0.12.0. Now, this release changes a lot of how the game currently plays, and, while it is highly recommended to start a new game, it should be possible to just load up your old saves without too much stuff being changed. In particular, some of the major changes are: [olist]
blackhole/zbh09
: fixed softlock during a cutscene under certain conditionsThis year were having another edition of our Sporadic Naev Newsletter. Well be covering some of the improvements that will appear in the 0.12.0 release, and more importantly, discuss a feature almost 15 years in the making: Naev going 3D! Now, this doesnt mean gameplay is going 3D - gameplay is fundamentally unchanged - however, the ship models are now in 3D, allowing us to do new fancy effects and lower memory consumption while at it!
This is a minor release, that mainly provides build support for BSD systems. However, an important issue where the combat hologram projector could make escorts hostile and some missing jumps in the FLF-Pirate map have also been fixed.
If you are interested on helping the Naev project, you can get in contact with other players and developers from the contact page.
You can get the latest version from any of the following sources:
[previewyoutube=QnHRItBIRCM;full][/previewyoutube]
This new version contains a diversity of fixes, including a crash when selling deployed ships, and some issues that still appeared on some platforms when using autonav. We are also glad to announce that this version includes two complete translations: Japanese and Spanish. Most of the outstanding issues have been resolved and we hope that this is the last release in the 0.11.x series. If you are interested on helping the Naev project, you can get in contact with other players and developers from the contact page. You can get the latest version from any of the following sources:
[previewyoutube=QnHRItBIRCM;full][/previewyoutube]shark/sh01_corvette
: have the pilot jump in from the same system as the playerminerva/kex03
: have mission claim the crimson gauntlet to prevent unwanted spawnsdvaered/gauntlet
: have mission claim the system if it can, but not fail if it canttrader/trader_escort
: player can only escort one group of traders at a timeneburesearch/neburesearch_01
: use the correct faction when complainingThe Naev DevTeam is proud to announce the release of Naev version 0.11.3. This new version hopefully fixes the bug that causes autonav to crash the game in specific conditions, fixes autonav breaking when loading old saves, and increases the yields of mining five-fold. Other minor bug fixes and translation updates are included in the update. Thanks to all those reported and involved in the fixing! You can get the latest version from any of the following sources:
[previewyoutube=QnHRItBIRCM;full][/previewyoutube]Naev is now available as a Native Apple Silicon app! Starting with 0.11.2, any versions of Naev released in the future will include native support for Apple Silicon. Nightly releases are included. This should benefit users that have an Apple device with Apple Silicon (M1, M2, etc.), with significant speedups compared to running Naev with Rosetta. For running Apple Silicon builds of Naev make sure you are running macOS 11.0 or higher. Users with Intel Macs can still run Naev on macOS 10.13 or higher. Enjoy!
The Naev DevTeam is ashamed to announce the release of Naev version 0.11.2. Inside the improvements of 0.11.1, a critical bug that seems to affect release-version windows only sneaked in. This bug causes autonav to basically crash the game when activated in certain conditions. Given that this makes the game pretty much unplayable on affected systems, we created a new version that should solve the issue. Thanks to all those reported and involved in the fixing! [previewyoutube=QnHRItBIRCM;full][/previewyoutube]
The Naev DevTeam is proud to announce the release of Naev version 0.11.1. This update fixes some issues on certain platforms with video memory corruption and crashes, and a myriad of smaller issues here and there. It is highly recommended to update to the newest version. We would like to thank all the contributors who have participated and helped in the making of this release. [previewyoutube=QnHRItBIRCM;full][/previewyoutube]
Following the winter tradition, the Naev DevTeam is proud to announce the release of version 0.11.0. This is again quite a large release that has rewritten and reworked large parts of the engine and long-established mechanics to be more flexible, faster, and efficient. Many long-term players will notice that many things they had gotten used to have been changed, starting from the Naev universe itself. We would like to thank all the contributors who have participated and helped in the making of this release. Most notable changes:
During playtesting 0.11.0-beta.2, weve found even more issues that have been fixed, including some hard crashes and some inconsistencies with weapon set behaviours. Additionally, lots more quality of life usability such as in range weapon sets only shooting when enemies are in arcs have also been added. Were hoping this to be the last beta before the official release which should hit in a week or so. As always, please report any issues on this tracker, and feel free to join our Discord or Matrix chatrooms. Find out more about them here! You can get the latest version from any of the following sources:
During playtesting 0.11.0-beta.1, weve found a bunch of bugs and issues that weve addressed. In particular, some of the more important ones include having the slim GUI show what outfits are being activated, which is particularly useful for toggle weapon sets, and fixed some issues with collisions making it hard for fast weapons to hit their targets. As always, please report any issues on this tracker, and feel free to join our Discord or Matrix chatrooms. Find out more about them here! You can get the latest version from any of the following sources:
Its nearing the end of the year and that means time for a new Naev release! This release is once again one that revamps a lot of existing features and legacy code, while adding lots of new content and features. Like always, instead of doing a release directly, were going to be doing a series of betas to try to ensure as few bugs as possible sneak into the final release. We plan to do the official release in about two weeks from now, but it will depend on how many issues and the likes are found. Now, this release changes a lot of how the game currently plays, and, while it is highly recommended to start a new game, it should be possible to just load up your old saves without too much stuff being changed. In particular, some of the major changes are: [olist]
Rather than waiting 10 years again from the previous edition of our sporadic naev newsletter, weve only let 2 years pass this time. In this edition, well talk about some improvements in 0.10.0 that may have gone under the radar, and the upcoming 0.11.0 release.
Pirates have always been an issue for the law-abiding player. They are everywhere and relentless. However, with the addition of patrol lanes in 0.9.0, the universe has become a safer place, at least where the patrol lanes exist. Although that made things much easier for the player, a gaping flaw was that the autonav system did not understand how to use these lanes. For 0.11.0, we implemented the long awaited feature that autonav will now use patrol lanes if configured to!.
So how does this work? By default, autonav will use patrol lanes of non-hostile factions when jumping, and will not use them otherwise. You can configure it to not use lanes for jump, and also to use lanes for landing on planets or stations from the new settings option accessible in the info menu. The settings button replaces and incorporates the Set GUI functionality.
To get this working the entire autonav system was scrapped and rewritten, this also has the added effect of being much more accurate and efficient when travelling around. Overall its a win-win situation! Hopefully this will ease the early game and save many pilots from meeting their fate at the hands of the hordes of marauders lurking in the darkness.
As always, you can opt-in to the nightly
beta branch on steam, or download the nightly from itch.io or github to get the latest and greatest of Naev development. Due note that this can be unstable, and make sure to back up your 0.10 saves first!
This post is about development on Naev 0.11.0. At the 2nd anniversary of posting about implementing raymarched fancy explosions, its time to talk about trying to use the system to its full potential. And by full potential, I mean custom ship explosions! All of the factional ships have been given custom explosions, some slightly different from the standard explosions, while others have much more radical changes, including different explosion types, secondary effects, and radically different colours. Time to explode and damage have also been changed, while some explosions now do different damage types and/or apply disabling effects. This should help have the different factions and ships feel more different. [previewyoutube=TU_CwmllWjY;full][/previewyoutube] From the technical side of things, custom ship explosions are done by using Lua scripting for ships, similar as what was done for outfits. This opens up a whole new possibility of what can be done with ships, I wont cover other things being done with this yet, but it has to do with the Great House Sirius rework which brings about psychic powers. All these changes will be included in version 0.11.0 which should be released around December this year. Lots of exciting development to look for for the rest of 2023!
The Naev DevTeam is proud to announce the release of Naev version 0.10.6. This releases fixes some minor memory leaks and some data inconsistencies. It is recommended to update to as soon as possible. We hope this is the last 0.10 release before 0.11.0. Although it has been tested, there are almost certainly still bugs around, please report any issues on this tracker, and feel free to join one of our chatrooms or discussion boards (here). You can get the latest version from any of the following sources:
[previewyoutube=CNBk1DK046k;full][/previewyoutube]The Naev DevTeam is proud to announce the release of Naev version 0.10.5. This release fixes an important crash among other minor fixes. It is highly recommended to update to as soon as possible. Although it has been tested, there are almost certainly still bugs around, please report any issues on this tracker, and feel free to join one of our chatrooms or discussion boards (here). You can get the latest version from any of the following sources:
[previewyoutube=CNBk1DK046k;full][/previewyoutube]
This post is about development on Naev 0.11.0.
Since 0.10.0 was released, those of you on nightly builds have probably noticed that not much has been going on. Truth is, development has been going on in a parallel newmap
branch that just got merged into main, and will appear in the next nightly. Why the parallel development? Although Naev has seen many changes during its development, the fundamental layout of the universe has remained largely unchanged. However, this was sort of unmaintainable due to inconsistencies with the lore of the Naev universe, and, after the release of 0.10.0, we thought it was a good idea to revisit and rethink about how the universe itself is laid out to make it more consistent.
Wunomi's World is a new world with a geostationary ring located in the reworked area near the Nebula.
What does this mean? Although an effort has been taken to try to keep most of the underlying topology, that is, what systems are connected to what systems, there were limits to what we could conserve and the result is that lots of things have been changed. This is particularly pronounced near around the Nebula with many new systems and interesting space objects being added. There are also many new secrets you can find that can be quite useful to your player character, we leave it up to you to find them.
You can try the development version if you are brave (please back up your saves first!) by getting the images available from both github and steam via the opt-in beta.
If you try it and find any issues, please report any issues on this tracker, and feel free to join one of our chatrooms or discussion boards (here).
Some other new changes brought with the merge:
The Naev DevTeam is proud to announce the release of Naev version 0.10.4. This release fixes an important crash among other minor fixes. It is highly recommended to update to as soon as possible. Although it has been tested, there are almost certainly still bugs around, please report any issues on this tracker, and feel free to join one of our chatrooms or discussion boards (here). You can get the latest version from any of the following sources:
[previewyoutube=CNBk1DK046k;full][/previewyoutube]The Naev DevTeam is proud to announce the release of Naev version 0.10.3. This release fixes several important crashes among other minor fixes. It is highly recommended to update to as soon as possible. Although it has been tested, there are almost certainly still bugs around, please report any issues on this tracker, and feel free to join one of our chatrooms or discussion boards (here). You can get the latest version from any of the following sources:
[previewyoutube=CNBk1DK046k;full][/previewyoutube]Happy New Year! The Naev DevTeam is proud to announce the release of Naev version 0.10.2. This release fixes several important crashes among other minor fixes. It is highly recommended to update to as soon as possible. Although it has been tested, there are almost certainly still bugs around, please report any issues on this tracker, and feel free to join one of our chatrooms or discussion boards (here). You can get the latest version from any of the following sources:
[previewyoutube=CNBk1DK046k;full][/previewyoutube]The Naev DevTeam is proud to announce the release of Naev version 0.10.1. This release addresses minor issues and bugs from the 0.10.0 release and does not add any new content. It is highly recommended to update from 0.10.0 as soon as possible Although it has been tested, there are almost certainly still bugs around, please report any issues on this tracker, and feel free to join one of our chatrooms or discussion boards (here). You can get the latest version from any of the following sources:
[previewyoutube=CNBk1DK046k;full][/previewyoutube]For what has become a new winter holiday tradition, the Naev DevTeam is proud to announce the release of version 0.10.0. This release contains many incredible new features, significantly improved and expanded old features, and tons of new content including multiple long campaigns. The 0.10.0 implements many of the major wanted features for Naev and will likely allow the next releases to focus much more on polish, filling out the existing universe, and more exciting new content. We would like to thank all the contributors who have participated and helped in the making of this release. Most notable changes:
During playtesting 0.10.0-beta.1, weve found and fixed a critical bug, with some other more minor ones also being addressed. As always, please report any issues on this tracker, and feel free to join our Discord or Matrix chatrooms. Find out more about them (here!) You can get the latest version from any of the following sources:
So its that time of year again. Although a lot of new features, content, and mechanics have been added, there has also been significant effort in modernizing and rewriting large parts of legacy code in an effort to improve performance overall. As with all major releases, so much has changed that it is nearly impossible for the release to be bug free and for this purpose we wish to start doing a series of betas for public testing of the upcoming 0.10.0 release. If you try it and find any issues, please report them at the issue tracker. Discussion about the game can be had on one of the various discussion forums and chatrooms we have. Check them out on out here! You can get the latest version from any of the following sources:
EDIT: We have pushed a fix for macOS users running into issues launching the game, please let us know in the Discussion forums if you run into any issues. The Naev DevTeam is pleased to announce the release of Naev version 0.9.4. With this release, the Naev 0.9 branch is definitely maybe free of bugs. In case you find one anyway, please report on this tracker, and feel free to join our Discord or Matrix (chat rooms). Theres no new content here, aside from stunning progress by the volunteer translators in the community. The new content has instead gone into pre-releases of Naev 0.10, and our attention for the rest of 2022 will be on finishing that. You can get the latest release, and nightly 0.10-alpha builds, from any of the following sources:
[previewyoutube=62Pe011BnnU;full][/previewyoutube]The Naev DevTeam is satisfied to announce the release of Naev version 0.9.3. This release addresses issues and bugs from the 0.9.2 release and does not add any new content. It is highly recommended to update from 0.9.2 as soon as possible. In particular, two fairly important bugs involving game hanging sometimes when entering certain nebula systems and crashes have been fixed. Although it has been heavily tested, there are almost certainly still bugs around, please report any issues on this tracker, and feel free to join our Discord or Matrix (chat rooms). You can get the latest version from any of the following sources:
[previewyoutube=62Pe011BnnU;full][/previewyoutube]The Naev DevTeam is satisfied to announce the release of Naev version 0.9.2. This release addresses minor issues and bugs from the 0.9.1 release and does not add any new content. It is highly recommended to update from 0.9.1 as soon as possible. Although it has been heavily tested, there are almost certainly still bugs around, please report any issues on this tracker, and feel free to join our Discord or Matrix (chat rooms). You can get the latest version from any of the following sources:
[previewyoutube=62Pe011BnnU;full][/previewyoutube]The Naev DevTeam is proud to announce the release of Naev version 0.9.1. This release addresses minor issues and bugs from the 0.9.0 release and does not add any new content. It is highly recommended to update from 0.9.0 as soon as possible Although it has been heavily tested, there are almost certainly still bugs around, please report any issues on this tracker, and feel free to join our Discord chat (invite). You can get the latest version from any of the following sources:
[previewyoutube=62Pe011BnnU;full][/previewyoutube]With global pandemic raging and chaos all around, the Naev DevTeam is proud to announce the release of version 0.9.0. This represents almost 9,000 commits from 0.8.2, and a major step forward for Naev. Graphics and mehanics have been greatly overhauled. We would like to thank all the contributors who have participated and hepled in the making of this release. Most notable changes are:
As the bugs start to settle down, it is time for a third 0.9.0 beta release. This release fixes the issues listed below. As always, please report any issues on this tracker, and feel free to join our Discord chat (invite). To get the new version you can:
pt_BT
or pt_PT
) from the localeThis post is about development on Naev 0.9.0. So its been over 10 years from the first edition of our sporadic naev newsletter, so it seems like it might be a good time to have the second edition. In the previous edition, we talked about the state of 0.5.0 and the introduction of big systems and electronic warfare. In this edition, well talk about the state of 0.9.0 and new features like stealth and safe lanes.
This post is about development on Naev 0.9.0.
Even though explosions in space games generally defy the laws of physics, they are some of the better and necessary eye-candy. However, explosions in Naev remained unchanged since about 13 years ago. While not necessarily awful, they have always left a bit more to be desired. One idea that has been around for ages has been to try to redo them in procedural shaders to look better and more variable. With the recent shader improvements, it has never been a better time to revamp the other special effects.
The explosions have been redone with ray marching and are completely procedural: each explosion should be completely unique. Furthermore, the explosion parameters can be tweaked to create plasma clouds or other special effects, replacing a large amount of image-based animations we were using. Images speak louder than words, so see for yourself the new explosions in action!
This post is about development on Naev 0.9.0.
So fact is, beams are cool. They can hit multiple targets and do a lot of damage while being accurate. Sure they have short range and bad tracking, but they more than make up for that in coolness factor. We thought about it and decided the only way to make beams cooler is to sprinkle some shader goodness on top. Not only will this make beams look great at any resolution, but it will also allow creating new beams easily, as there is no longer a need to muck around with graphic images.
In the previous blarg post about Lua outfits, some of the new beams were already shown:
There are also a lot of new beam graphics, some of which are not used yet, but open up a lot of exciting new possibilities. Look forward to more and fancier beams in the future.
This post is about development on Naev 0.9.0.
Most non-weapon outfits in Naev have consisted of simple modifications, with some notable exceptions like afterburners. This has always meant that most of the game is built around setting up outfits, without non-weapon outfits playing an active role in combat. In order to allow much more flexible outfit design, we have incorporated Lua, the widely used scripting language in Naev and other projects, into the outfits.
The result? Now outfits can react to environmental conditions or trigger in certain instances. Furthermore, the behaviours don't have to be fixed, but can be dynamically set during runtime. This allows doing simple things like having outfits give you bonuses above certain shield levels, or depending on nearby ships. Below are some examples of what can be done with this.
The Emergency Stasis Inducer will automatically trigger when your ship takes armour damage. Not only will it slow down time around you, it will also speed up your ship for a great bullet time effect!
Do you like holograms? Would you like to project a fully equipped model of your ship into space to distract your enemies while you blast them into smithereens? The revolutionary Combat Hologram Projector does just that!
Have you ever felt so angry that you wanted to slow down time and get a large bonus to damage while you damage yourself? Think no further, the Berserk Chip does just that, without making you turn green and rip out of your shirt!
Of course, it would only be right to pay homage to the original Cloaking Device by implementing it in Naev. While active, nobody will see you, and you will be able to do what you please freely.
Other than these showcased outfits, there are many more to explore, however, we leave that up to you to look forward to in-game!
This post is about development on Naev 0.9.0.
Given that the old jump animation was a bit bland, fading in and out from white, we decided to give it a new spin with GLSL shaders. Furthermore, it is now possible to use multiple different jump animations. Currently only two are used in-game, but this might be extended in the future.
This post is about development on Naev 0.9.0.
By moving to newer versions of OpenGL in version 0.8, we have modernized the rendering pipeline of Naev, however, we have not been making full use of that power. Well, at least not up until now. We are proud to present trails for ships and missiles! These are generated procedurally using GLSL shaders, and are capable of having complex animations. There are currently a total of 7 different trails depending on the ship and missile, ranging from cool to very cool.
Disclaimer: the LVE project has nothing to do with Naev. We just thought their API was cool and decided to implement it.
As you may know, the Naev scripting engine is written in Lua. Since the original releases of Naev, the Lua ecosystem has seen an incredible growth, being using in notable games and software. One of these great frameworks is LVE, which is a 2D game API. While we havent rewritten Naev in LVE, what we have done is implement a subset of the LVE API in Naev. In combination with the dialogue systems we had already implemented in Naev, we were able to extend it such that LVE games could be launched inside of Naev using the Naev engine. Since a picture says a thousand words, let us see some examples taken from simplegametutorials.
We can see the game is being run inside a dialogue window inside of Naev. Mouse input is passed and it reacts to user input.
Of course what game is complete without a Sokoban minigame?
In future posts we will show some of the different ways it is being used in Naev.
For more details, please see the blog post.
We are proud to announce the 0.8.2 release of Naev. This fixes some issues found in 0.8.1. We don't expect there to be many remaining issues, but if you do find any, please report them at [the issue tracker](https://github.com/naev/naev/issues). Discussion about the game can also be had on Discord ([discord invite](https://discord.com/invite/nd2M5BR)).
We are proud to announce the 0.8.1 release of Naev. This fixes some important issues found in 0.8.0. Due to popular demand, time constant (previously known as time dilation) has been reduced significantly. We dont expect there to be many remaining issues, but if you do find any, please report them at the issue tracker. Discussion about the game can also be had on Discord (discord invite). Changelog: * Gameplay - Lowered large ships time constant (renamed from time dilation) by 50% of the deviation from 100%. - Tweaked Zalek ships stats and outfit slot behavior to match expectations. * Engine - Restored macOS support. (Catalina users will have to bypass Gatekeeper: See https://github.com/naev/naev/wiki/FAQ for details.) - Fixed a crash-loop when the saves folder gets populated by Steam data (or other files) and no Naev save files. - Fixed intermittent error messages about the Lua Spawn script for faction Trader. - Fixed rare/potential bugs in font and save-file code. - Fixed crash when navigating landing screens with the tab key. - Updated German translation. - Improved text in minor ways.
We are proud to present the 0.8.0 release of Naev! This has over 4,000 commits from 0.7.0 and has been under development for the past 3.5 years. The backend and interface has been revamped to be modern with lots of improvements all over the board. Some examples include unicode and internationalization support. We would like to thank all the contributors who have participated in this release. Some of the more notable gameplay changes include making missiles and fighter bays not require ammunition, changed how some pilots spawn, time passes faster in larger ships, and a revamped commodity/economy system. We don't expect there to be many issues, but if you do find any, please report them at the issue tracker. Discussion about the game can also be had on Discord (discord invite).
It so happens that instead of having things cool down and prepare for the release, development has instead accelerated with 1473 commits from the previous beta. For this reason, we are going to do a final beta for 0.8.0, aiming to release full 0.8.0 by the end of this year. We would like to say that we dont anticipate too many issues with this beta, but given the amount of code changed anything can happen. For this reason, please try it and find any issues, please report them at the issue tracker. Discussion about the game can also be had on Discord (discord invite). Note that to try this beta you have to opt into the beta from the game property menu. Some changes from 0.8.0-beta.3:
We have some exciting news for you all. First of all, we have made the game soundtrack publicly available as a steam soundtrack. This should be accessible from the store page. These are all songs included in the base game, but just bundled differently for easier listening. Next, as we work hard on the new 0.8.0 version with a lot of changes, we have automated the entire system so that now betas and nightly builds are available on steam! You will have to right click on the game in your library and opt-in to either the beta or the nightly. The beta will consist of the latest manually tagged beta release, while the nightly is built every night using the latest source code! Due to this, expect to find bugs and issues in both. That said, we would love to hear about the issues you encounter and thoughts about some of the new mechanics. If you try either the beta or the nightly and find any issues, please report them at the issue tracker. Discussion about the game can also be had on Discord (discord invite).
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