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We're delighted to provide you another free update to XO!
This is purely a bug fix update - Attempt to fix a bug with certain Radeon cards not displaying some text in buttons *If you have a Radeon card and have experienced this issue please let us know how this goes - Fix boarding in tutorial - Fix some cases where Taker fails to seize - Improve speed of transfers - Fix precaptured ship logic - Squash about two dozen autobugs - Adjust some more events to respect terse setting - Fix damage control flow - Adjust formation layer for visibility - Correct a game lockup when jumping - Fix issue with double trade at shipyard - Fix pirate radio transmitter - Correct some starting mission problems
This update corrects a handful of bugs from yesterday's major update. Thanks so much for the bug reports, you all are just awesome people
We're delighted to provide you another free update to XO!
XO 1.47e "Yaw Be Careful Now"
This is primarily a balance and bug fixing update
Watch Brian Jamison, Creative Director of XO cover the major features of XO 1.47!
We are very pleased to release another major update to XO!
This is a bugfix release - thanks to your excellent bug reports here's a few things we corrected: - Added new captains log entries, corrected some issues - Adding spare parts for maintenance gives immediate use option - Reinforcements now properly show up at jumpgates - Fixed several boarding-related event loops - Corrected issue where enemy ships wouldnt attack - Some pirate events were unintentionally canceling - Corrected a few textual mistakes - Prevent boarding caches - Repair caches now explode as intended - Abandoned gunboats no longer cost water - Corrected a bug with feedback submissions - Fixed an issue with invisible ships - Certain transfers no longer cause problems - Fixed some issues with the Muster command - Hypermaul now available for database hacks - Several other known bugs are still being worked on, thank you again so much for the bug reports!
1.46c is an update to Monday's big release. - New models for all gunboats - Minerboats can now be created from the Perpetuator - Muster should no longer break jump - Possibly closed off a Harvesterless exploit - Fixed issue with HUD not positioning correctly - Several other minor bugs fixed
Gargantuan Update! XO 1.46 Observing the Perpetual Conservancy We thought itd be a good idea to release a gargantuan update!
This minor update fixes a few bugs. Thanks for your help finding them!
Welcome to 1.45, our biggest update yet!
Version 1.44 brings three new ships, achievements, new abilities for boarding parties, new events, a proper beginner mode, and a ton of balance and bug fixes!
1.43e is a small patch to fix some minor but annoying event logic bugs, and clean up some tags. Thank you Admirals for your excellent in-game and Discord bug reports!
Watch Brian Jamison, Creative Director of XO cover the major features of XO 1.43!
XO 1.43 Rolling the Hard Six Version 1.43 brings several new ships, many new items, more events and a totally new way of starting the game!
We really, really strive to have a bug-free game. An enormous amount of time is spent testing and fixing bugs before release. But 1.42b did not live up to that. Moving forward were going to release to a beta branch first before updating the main branch. Beta is available to all players, just hop on our Discord for info.
Thank you so much for your patience, and in particular thank you to everyone who submitted bugs and gave great feedback! We are SO GRATEFUL!
Huge thank you to our players and especially our awesome Discord community! Thanks to your input we keep making XO better!
While our last three updates have been very large, this (also very large) one brings the most game-changing aspects. We have much more in the works but this should be the last of the large updates. More on that below.
Thank you to our players and our terrific Discord community! Weve listened to your feedback and ideas and you will see a lot of that in this release.
Join us on a run of XO with one of the Devs. We promise close shaves, hair-raising escapes, and ships going kaboom!
This update fixes a dozen or so annoying bugs and also contains a handful of minor features.
We made a couple of long-awaited changes to the Rover event "The Separated"
Some detail was added to the Captain's Guide
Full details in the changelog!
Welcome to another massive update of XO!
After over one year in early access and 39 big updates since alpha release we're raising XO's price to $19.99, just ahead of our massive new boarding party upgrade! Here's an overview of what we've added since we entered early access:
The Rovers now have their own unique weapon: the ion torpedo! Instead of causing damage, a torpedo hit temporarily disables a weapon. Hits also disable unarmored ships, but cannot be used to destroy a ship. What use is a destroyed ship to a Rover, right? All Fixers are now equipped with this weapon. Fixers have also been buffed to have 4 armor. Only lasers, mining lasers and shields destroy incoming ion torpedoes.
Ships now display weapon range rings! Hover any weapon-equipped ship while paused to see them. Each equipped weapon shows its range. Select a ship and hover another to see ranges for both ships. Select a formation and hover it to see all ranges for the formation. Oh and mines also show their range when hovered (paused). Note, range rings only show for shieldships when the shield is off. And lastly the formation editor also shows ranges for ships in a formation but only when a ship is hovered or dragged.
We added more in the you asked for it category: items and crew can now be dragged between ships! We added a little extra logic that prevents dragging things that you dont have enough ore to trade for, too.
Hovering a disabled ship now shows the Ring of Doom: the point of no return where you cannot save a disabled ship and it will burn up in the atmosphere. As a reminder, ships in your fleet can abandon to lifeboats even when they are beyond the Ring of Doom.
You can now focus the camera on any ship: hover a ship and press the F hotkey key (or right click and select Focus). The camera will stay there until a WASD camera key is used or another ship is focused.
Speaking of hotkeys, captains be advised, hotkeys for jump are now G (go) and hail is now T (talk). This makes it much easier to play keeping one hand on the keyboard and one on the mouse. Also a reminder these can be reassigned from the main menu if this arrangement isnt happy-making. Camera movement keys (WASD) are now remappable, too.
In the purely visual department, making the ion torpedo effect inspired me to improve the look of missiles, so I did that too! Check out the new bloomed missile exhaust! Thanks to our Discord community for helping test out colors, which you should join right now at https://discord.gg/D8DEcqj!
Items now have timed effects! Certain items now require a charging time and/or a cooldown time after use. Items can also now be restricted to being usable only on certain ships.
We now also have a Fix action for items, which acts just like the Rover Fix command and only repairs a ship if it is disabled, and then only to 1 health. Look for the Fixabot in the game. We can also trigger sound effects for these effects. For good measure, a good bit of polish was put into the UI so the use of these items made more sense.
Here are the new game items: ultra diveboats, hyperdistiller, molecular sieve, nanorepairbots, repair drone, fixabot, tritium condenser, quantum rift, superstring net. Those last two items can be used to slow or temporarily halt Harvester expansion! The other items increase resource collection or efficiency, or add various repair options.
Weapons are now color coded! Your ships fire blue lasers, missiles and torpedoes. Harvester weapons are purple, and non-fleet ships are colored by their current relationship with you. Mines are now red if hostile to your fleet ships.
We did some more work with colors too: in comms dialogs, you (as captain of the battleship) are now colored white, and your crewmembers and ships in your fleet are blue.
Weapon prices now make sense! For a long time weapon prices havent faithfully matched their abilities, but they do now.
Welcome the new Pact Scout, our latest addition to the fleet! This lightly armored ship is as fast as the legendary Pact Frigate but has no weapon hardpoints. Instead it has a single upgrade/cargo slot, making the Scout perfect for Enhanced Sensors or fast crew rescues where weapons are not needed.
Formations now line up numerically left to right (or antispinward as we say), starting with formation 1.
Ship information is now tied to choice dialogs, so you can more easily understand which ships youre dealing with in a given event. For events with multiple ships, hover the ship icon to see more detail.
Ship portraits are dramatically more detailed! Check out the before/after:
The relationship hover was improved. Well make more improvements to this in 1.39, but a better explanation is given for what the different relation states do.
Harvesters, those purple pursuers that you love to hate, now spread in a wave! This was our most requested feature, and were really happy with the way it plays right now. This took a week to get working, about a week to add effects, and another week of tweaks and adjustments. This is a major change and we expect some more adjustments will be necessary. Let us know what you think on our official Discord!
We have now added ship and fleet items! Find these on all trade missions, and in rare cases on ordinary ships.
Our first fleet item, especially for Battlestar Galactica fans: Networked Computers. These reduce your fleet plotting time by 25%! The only downside is that they require a slot on the battleship to be used.
Our first ship item: Nanorepairbots - as you might expect, these repair damaged or disabled ships. They are multiple use with a variety of charges and repair levels available. Right now they require fuel and ore to work, but future repair items may appear that dont require either. Also, this item only works aboard the ship it is equipped on. They can be moved from ship to ship via a transfer order.
Rounding out our items in this update are Enhanced Sensors. These speed up scouting by at least 20% when equipped on a ship. Speaking of scouting, next update look for a new ship, the Pact Scout, which is purpose built for scouting!
We have more ship and fleet items coming soon!
When a ship joins your fleet we now display an animation. Now its a lot clearer to see what each ship brings you. (Especially how lesser supply ships benefit your fleet!) These animations queue to accommodate the missions where multiple ships join your fleet. This should work no matter how you manage to bring a ship into your fleet.
The starmap no longer rotates to the direction of travel. And there was much happiness.
The new jumpFollow action means ships can now follow the player (visibly or invisibly) through jump without joining the fleet. We can now spawn ships invisibly, too. I added this functionality to all escort missions and added a few other surprises. Im really looking forward to having more fun with this!
Since you can now jump ahead of the Harvesters, we added the ability to scout locations youve already visited.
Destroying a ship now does three things: any crew aboard jump into lifeboats, any cargo aboard is dropped, and a random amount of ore is dropped (also as a cargo container). There are no relationship penalties for destroying a ship.
Mine Ore and Melt Ice orders now shift ROE from Hold Fire to Defend. Attack orders also shift Hold Fire to Weapons Free. Hailing no longer switches the Hold Fire ROE to Defend.
The tutorial was cleaned up, refactored and extended. There are now options to find a weapon and choose what kind of ship to add to your fleet first.
New missions: The Weaponing, The Fooding, The Berzerked, The Berzerking (!), The Slaver, The Extortion, The Lost Empire, The Waystation, The Deep Regret, The Retriever, and some new confiscation-related random events. That puts us at over 600 missions/events!
Adjustments were made to The Outbid, The Overfull, The Unceremonious, all minelaying events like The Fireteam, The Corp Standoff, and all the Harvester intro missions to account for the new wave propagation.
We improved the layMines command to be able to drop mines directly on a target, and set up rules for how the various commands were interpreted. Mine damage has been fixed at 1, because at higher levels it was far too OP.
Some usability improvements were made to the in-game feedback system, and additional tooltips were added to make the game a more pleasant experience.
The game no longer auto-shifts back into tactical from starmap, and most dialog now displays in the starmap. We expect to have choice dialogs visible in the starmap, and trade/transfer as well, in the next update. Its important that, for the choice dialogs at least, we dont obscure the starmap so you can evaluate your jump options before deciding on accepting a mission. Oh and we adjusted timings so these dialogs didnt appear during the jump sequence.
When editing a formation filters are temporarily disabled.
The size of the universe was increased to 475 from 400. It is likely we will increase it more as we rebalance post-wave propagation, but we wanted to get more player feedback first.
The speed of the Corp Tanker was slightly increased. It is now slightly faster than a heavily laden cow.
Combat ranging and auto-protection algorithms were improved, resulting in many less ships unnecessarily lost in combat. Medals have been handed out.
The shipOrderIs command was extended to include all orders including scan.
Events can now be made invisible to hemisphere selection, correcting an issue where different mission ships were appearing next to each other instead of in different hemispheres.
The Access order now has an accompanying animation.
We improved our event logging system and combined some log files for clarity.
Gas giant and starmap background colors were adjusted to make Harvested worlds much clearer.
Color palettes are now properly applied on the galactic map.
I made some tweaks to a certain event that trips a lot of people up.
Bugs:
We truly hope to have squashed the joystick-related bug once and for all.
Hotkeys are now disabled while the player is in a menu.
Two bugs that would prevent jumping were solved.
The Irenic Gatherer now has its mine ore command restored. Group mining commands should now work as expected.
Mines should properly target enemies in all cases. Mines now use the time of firing to determine positioning as opposed to time of clicking. Result = better accuracy.
A formation-related hail order issue was fixed.
Unused waypoints now clear. Unity Prefabs, I hurl insults at thee.
Emergency replacement events now honor faction-specific tags.
We may have finally put an end to the dreaded SetDeltaTime bug.
A few errors related to formation attacks and formation firing distance were cleaned up.
An error that was thrown when using a shipDestroy command is no longer plaguing us.
Gunboats and Half Gunboats now display their ship types when hovered in scout reports.
Phantom operating crews were briefly visible on Corp mining colonies, but have been told to resume hiding.
Disabling Empire warships now works as expected in all cases.
The timer now stops properly on The Peaceful Protest event
A bug related to ship filters was trapped and ground into dust.
Harvested worlds no longer show trade or repair mission animations in starmap. Theoretically they should also not display in the galactic map, too.
Heru squnched a bug having to do with projectiles.
Pact Destroyers no longer mistakenly show +0.5 fuel when added to the fleet.
Starting a new game clears any in-progress new ship animations.
796 UnassignedReferenceException errors were assigned.
A double-spawn event bug was undoubled.
A few naughty rewired errors were disciplined.
An edge case that would cause ships to get stuck was unstuck.
We took care of a bug where attacking another ship would lock ships in place.
A few ship not found bugs were found and fixed.
In 1.36 we did a lot of work on Rules of Engagement (ROE) and the various attack commands!
Captains, be advised that issuing a hail order now automatically sets your ROE to Defend. This was done to minimize the number of interstellar incidents that were occurring as warships cruised up on enemy ships intending to talk, and their overeager crews opened fire before communications could begin.
You can now filter the ships in your fleet! Ships can be selected by crew, passengers, ship types, damaged status and cargo type. So no more hunting around for that ship with the Irenic passengers, or that time-critical fuel cargo. And you can quickly toggle the filter on and off at the bottom of the fleet list. Theres a little tweaking yet to be done on that, so expect some additional polish there, and for the time being if you find the filter window doesnt want to go away, hover any ship in your fleet.
In preparation for upcoming minefield events (yup), we made mines targetable. You probably know that you can recover your own unused mines for ore. Well, enemy minefields can now also be cleared if you have a minelayer (gaining you ore). So well probably rename that command to Minesweep or Sweep mines for the next version. Head over to our Discord and vote for that and other things as well!
Trade and repair events are now more evenly spaced throughout the universe. Rejoice.
I expanded our emergency events to include one for each faction.
If you choose a lifeboat to leave behind due to a water riot, an appropriate dialog now displays instead of a blank one.
The collider for the cargo container was improved, making it easier to select.
We lifted an artificial limit on the number of missions that can simultaneously run.
We added a couple more save points to feedback and automatically reported bugs to help us track down those pesky bugs. We also increased the amount of info saved to our logs.
I created an animation for the Maroon action, added a proper icon for the Rover Hideyhole, and mocked up the ship joining the fleet animation.
If the player is playing from the tutorial or has asked for hints, theres a new bit of dialog that pops up letting the player know theyve unlocked higher level ships when the factions relationship goes to neutral.
I have a new event action, clearOrders, which allows me to issue the equivalent of an Abort action on any ship. Armed with that I made some adjustments to several events.
I improved a few events in other mysterious ways: The Hunt, The Unexpected, all cache events and The Farmship Quest.
New content: The Family Farmship (quest).
I also have another event action, isROE, which allows me to set triggers based on the ROE of a certain ship. Ive used these primarily for testing, but Im sure I can think of some entertaining ways to use them in events.
So this is the first time since July of 19 that weve taken more than two weeks to release an update. Cargo slots and quests are a major upgrade that touches virtually all parts of the game. We hope youll find it chock full of goodness and worth the wait!
Obligatory COVID-19 statement: We both work in relative isolation and do not expect to be impacted. We will continue to work on the game full time. We are wishing health and safety for all during the pandemic. To paraphrase Douglas Adams: The secret is to wash the hands together, guys.
The biggest news in 1.33 is a large number of bug fixes, and a lot of behind-the-scenes work to solidify the games architecture.
But we also added quite a few new events! Every time you rescue a faction crew theres now a chance of something positive or negative happening.
In 1.33 we made some changes to game balance: the battleships water capacity was raised to 8 from 6. Repair amounts in repair caches were increased. And a common ore reward was adjusted down to 6 from 8 (to prevent wastage due to reaching ore capacity).
We added a frame rate limiter in options -> graphic settings, so if you have a decent graphics card it won't be to running XO at 450fps.
Narrative was added to help explain why ships in your fleet jump randomly and to gently suggest formations. Additional narrative was added to explain repair options (which only appears the first time any damaged ship is added to the fleet, if tips were selected at the start).
We added a dashed line to the formation editor that shows where mining ships need to be placed in order for them to be able to mine.
All pirate events were made repeatable. Yar.
We did a lot of internal work on the codebase to give us more maintainability and hopefully less bugs related to Unity prefabs deciding to break just because. This actually required a lot of work, consuming about half of the dev time for this cycle, but we think the investment is worth it.
We added the by: tag to the isDisabled condition, which allows us to set up different results depending on which ship did the disabling (say, Harvesters vs. the player).
I did an early mockup for improving the fleet list, adding current ship orders to it.
Aborting a waypoint order now clears the old waypoint.
In preparation for our upcoming quests, specifying a destination more than one jump away is now a fixed distance instead of a random distance.
If a formation leader is sent scouting, a new faction leader is now designated.
I added an emergency repair event for the procedural engine to fall back on.
The juryRigged condition now also triggers as true when a Fixer does a fix on the target.
Some minor adjustments were made to our wizard-mode to help us test.
I created a smaller 3D model to be used for hovering ships discovered by scouting.
The quest beacon logic was improved so that it no longer overwrites the rendezvous text.
For some reason, we didnt have an icon for the Empire ammo dump, so I created that.
The Tracker event was improved, but we decided to put it on ice until a new piece of functionality is complete.
I finalized the technical spec and UI design for slot unification, which were working on now.
And we added additional information to our logging to help us diagnose issues.
We can now branch events from within events. If youve read some of the discussions in our forums here, you know how excited we are about this! Branched events can even be made aware of things ships have done in the prior event, which opens up some really fun possibilities.
In 1.32 event branching is in place on all crew rescues. The more dynamic tier 2 branching is only in Rover crew rescue events right now. Well be adding more branched events over time.
Hotkeys have been expanded to include Jump, Hail, sCan, goto waypoint (X) and attack (Z). All of these keys are remappable in options. You can also now swap mouse axes in options. Hotkeys have been disabled in the feedback form, so youll be spared from accidentally jumping or attacking.
So now to set a waypoint, just select the ship, hover where you want the ship to go, and hit X. Scanning works with or without a ship selected, just hover the ship you want to scan and hit C. Of course you can still use the context menu.
The enter key also now acts as continue for all dialogs. The escape key still skips all dialog (until the next choice).
The rendezvous can no longer be Harvested by between-jump expansion. Itll make more sense when you get there.
Also, water riots no longer trigger once you reach the rendezvous, this includes after you achieve victory too.
I did UI design and technical specification work for our upcoming next major update which is... slot unification and cargo! Yes, ship slots are about to become multipurpose! When we finish implementing this feature it will allow civilian ships to carry weapons (but not use them, at least not without modifications), and cargo items will be introduced. Well talk more about this when it is ready!
Tooltips now appear when you hover trade and repair destinations in the starmap.
When you hover the attack action, and your ship is in the defend ROE, we now display a tooltip letting you know your ROE will be auto-switched to weapons free.
All Devastators have been adjusted to jump in much farther away from the fleet, should you be unlucky enough to jump into Harvester-controlled space. This should somewhat delay the devastation.
Trade and repair events no longer spawn when overrun by Harvesters, and their starmap icons are also removed. Similarly, once visited, trade/repair events no longer will spawn at a given destination and the starmap icon is removed.
Some of you may have noticed some shenanigans going on with a Harvester ship in an event called The Tracker. That event just became a little more interesting.
Work was done to prepare the game for quests - we now have a quest beacon that we can deploy that works very much like the rendezvous beacon, showing direction when the beacon is off map and the actual beacon above the destination when you are nearby. Theres a bit more functionality there and of course content needed too before we will spring those on you. As far as timelines go, quest functionality will be completed after slot unification.
I adjusted the narrative in The Prisoner Exchange event to suggest using the defend ROE. Thats a stopgap for some upcoming improvements. On our Discord, player opinions are split almost perfectly 50/50 between automatically changing the ROE to defend when hailing vs. having some narrative pop up reminding the player that theyll be opening fire when they arrive. We havent decided what the best course of action is, so have your say on our Discord!
Events can now be tagged as repeatable, an essential bit of functionality for certain types of event branching.
In an event we can now identify this specific ship that has done an action, for example, the ship that destroyed ship X, or the ship that tried to hail ship Y. This was more groundwork for branching and quests and gives us even more interesting outcomes for our events.
Also in preparation for quests, I expanded the number of jumps away an event can be.
I made minor tweaks to events like The Patch and The Prisoner Ransom.
And Ive been gearing up to be adding more content, so I improved the scripts I use to help me generate events. Ive also been doing a better job of documenting everything in case, you know, anyone ever wants to mod XO. :)
This build brings three new hotkeys: Q E and J. Q/E toggle between Tactical, Starmap and Galactic views. J will jump your fleet, assuming your fleet can jump. You can bind those keys to anything you like: Esc -> Options -> Configure Keys. All game actions are bindable actually. :) Were working on several more hotkeys that will appear in the next version, but we wanted to fix a few hot bugs first, thus we bring you 1.31 a little early.
We're excited to be featured on the legendary SpaceGameJunkie podcast this Tuesday January 7th, 2020 at 4PM PST! Join us here: https://www.spacegamejunkie.com/stream/
Trade and repair events are now clearly indicated in the starmap! These kinds of events also appear much more frequently. Next up for trade will be ship and fleet upgrades, and were very excited about that!
You can now buy ships in a limited number of late game events! We will be adding more ship purchase events over the next weeks. Theres a chance well even add shipyard icon to complement the trade and repair icons. Let us know what you think in the forums here or our Discord.
Theres a new Harvester ship: the Investigator. Its still somewhat rare, but this light warship will probe your fleet, offering up earlier combat-oriented challenges as you strive to save humanity.
New content was added with eight new events: The Smackdown, The Drydock, The Unceremonious, The Fusion Overload, The Prisoner Ransom, the Prisoner Exchange, The Investigator, and The Tracker.
All of the narrative was shifted away from suggesting to the player run directly for the rendezvous (since this is a very bad strategy). The rendezvous narrative and beacon now appears starting at day 50.
The rendezvous beacon shows up whenever you hover a destination, not just your current location.
The trade icon in the starmap was animated, and the repair icon was made to rotate.
As part of the trade overhaul, I removed the trade timers that were no longer needed. Also part of this overhaul required adding explicit end conditions to all trade and repair events. All this took a few passes to get right.
We did a little work on cache events too. Caches are not considered trade events. We removed them from the new trade and repair system; they are now purely bonus events that dont count as a full trade or repair event.
The jumpSound subtag now works as designed, allowing me to designate if a ship should be in the system or arrive via a sound and jump animation.
The rate at which Harvesters expand was slightly reduced to give players more agency when deciding where to jump.
We added a backup trade event in case one isnt available because of procedural reasons, and then expanded it out to have several varieties.
Two cache events can now never ever spawn at the same time, as nice as that would be.
Repair cost was adjusted down massively from 5 to 2.
Have an idea to make XO better? Head over to our Discord or post to our lively Steam forum!
Two builds in one update! Our normal cadence is one build a week, but kicking off Early Access was very special so were a little ahead of schedule. Have an idea to make XO better? Head over to our Discord or post to our lively Steam forum!
Were going Early Access on Monday so we may be pushing one last update late Sunday night. We are psyched! Congratulations to Drive By Pancakes for being the first human to achieve Victory in XO! An XO t-shirt will be winging its way over, and if you come across a certain Rover ship bearing Pancake's name, hopefully the Croft will bring your fleet luck. A huge thank you to all the suggestions, feedback, bug reports, email, comments, tweets and other electronic missives from our awesome Kickstarter backers! It has been so, so great to hear from so many people loving XO!
What do we believe makes an excellent Early Access experience? A great playable game to start, regular updates, and the ability to have your voice heard!
Included in this release is the end game! Try your best to make it to the rendezvous. All we can say is, youd better have a good sized fleet when you get there And the first person who posts a victory screenshot to our Discord is going to get something special. Linux users, you can now play XO natively. For Linux only sending feedback is broken, so use Discord or email please.
Version 1.23 The Rebeaconing is now live on Steam! Yes, this will erase your existing save. At long last, the Mac version is ready to play! Native Linux is next; we have one major bug related to save/restore that needs fixing first. XO runs well under Steam Proton for Linux.
XO's latest update is now live on Steam. Turn the music back on, play with game speed and tell us what you think!
Version 1.21 How many gigawatts does it take to fix a fixer is now live on Steam! This will erase your existing save. If XO confused you, try the tutorial again. It has been worked, reworked, expanded and polished.
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