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Beta 1.8.16 fixes bug introduced in the last patch when HR is looking for employees
This update will be on the unstable branch for a couple of days, since it makes changes to the save system. Click here to see how to join the Unstable branch. Changes
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Click here to see how to join the Unstable branch. This update has a lot of big balancing changes that are likely to cause some issues. Feel free to use the in-game reporting tool to report any issues you have, particularly with project management, publishers, IT and maintenance balancing, and employee effectiveness.
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This update will be in the unstable branch for a couple of days before releasing officially. Click here to see how to join the Unstable branch.
With 64-bit numbers, you should see less errors when handling large sums of money. Compatibility with 32-bit systems won't change. Older saves will be converted automatically and will no longer work in older versions of Software Inc.
This update also introduces a way to centralize kitchens using conveyor belts!
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Beta 1.7.31 fixes a couple of game breaking bugs introduced in the last update
This is just a quick UX and bug fix update based mostly on Quill18's playthrough. Another update with balance changes and bug fixes is coming soon. Changes
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I'm hoping to add the ability to outsource printing and manufacturing tasks to other players before November 12, and releasing multiplayer officially before November 20, with a launch discount.
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Beta 1.7.4 fixes game crashing when starting a new multiplayer game
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Click here to see how to join the Unstable branch.
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You are now required to pay taxes, and as a big IT company, it would be unusual not to try and get out of it...
Click here to see how to join the Unstable branch.
Beta 1.4.16 fixes error when editing or placing modded furniture
Click here to see how to join the Unstable branch.
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Beta 1.4.5 fixes project info window Beta 1.4.4 fixes game breaking when trying to iterate in alpha
Software Inc. has now been through 6 character model iterations over 8 years, and the final version has gained a mouth, some sclera, pretty patterns and 44 things to change about the face!
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If you've had the issue where the game crashes at "Translating bits" your save file is sadly not recoverable, sorry. The issue has been fixed for future save files and would only happen in saves where an employee had several hundred friendships. Changes
This update allows employees to become friends, which can improve their team's compatibility and effectiveness, but also increase the impact of losing team members.
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This update introduces an overhauled security system. Your employees will now call the police when they see a burglar, and security cameras have to be actively monitored by a security guard using a surveillance desk, which allows one guard to surveil four places at once.
Security guards will still work as normal if there are no surveillance desks, but security cameras will not work without building a surveillance desk.
We're currently working on several big updates behind the scenes, which is why these past couple of updates haven't been very big. I won't spoil it all, but I'm currently in the process of adding a campaign system, which will just be a simple linear experience, to help introduce all the mechanics, without being too dry and text heavy.
This update introduces an overhauled security system. Your employees will now call the police when they see a burglar, and security cameras have to be actively monitored by a security guard using a surveillance desk, which allows one guard to surveil four places at once.
Security guards will still work as normal if there are no surveillance desks, but security cameras will not work without building a surveillance desk.
Click here to see how to join the Unstable branch.
I have also made some big changes in code to optimize CPU use, which I expect will cause some instability. I'll keep a close eye on reports and push patches quickly.
This update brings atriums to Software inc. allowing you to extend rooms upwards and add balconies.
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In this update you can build atriums using the atrium tool and balconies by splitting the upper atrium areas as you would any other room.
Note that the atrium tool probably isn't 100% stable in some edge cases, so be sure to save often when editing atriums (CTRL+S to quick save by default) and please send a report with a save file and steps to reproduce, if your atrium is bugging out, by pressing P in-game.
Click here to see how to join the Unstable branch.
Atriums are pretty much finished, but I've decided to add support for balconies as well, which will take a little while longer to finish. Changes
This update took a little longer since I was hoping to add atriums, but they aren't quite ready yet, so they'll have to wait for the next update.
Please note that save files from Beta 1.2 are not compatible with Beta 1.1, so if you think you want to go back to Beta 1.1, make sure you don't overwrite your save files in Beta 1.2. Beta 1.1 save files will work fine in Beta 1.2, but your digital distribution platform will be reset on load. Click here to see how to join the Unstable branch.
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Click here to see how to join the Unstable branch.
Click here to see how to join the Unstable branch.
Click here to see how to join the Unstable branch.
Its been about 6 months since I started development on Beta 1, so it seems the latter part of my initial guestimate of development taking 3-9 months was correct. At this point all planned and unplanned mechanical parts are in place, greased up and interlocked, now the whole thing just needs a lick of paint, i.e., bug fixing, some balancing, localization support, and content, like how is a joystick made? What does a DLC contain? And what should a review say for a product designed by a visionary lead designer? " Lead designer?" I hear you mutter.
Its been exactly 3 months since I released the last patch. Since then, Ive finished 50% of my planned tasks for Beta 1. However, since each task vary in complexity, Im probably not 50% done yet. But lets get on with what I have done so far.
This should be the last patch before work on Beta 1 starts. Changes
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To continue playing alpha 10, you should switch to the "Legacy" branch in steam, click here for example.
Component printers and assemblers will now automatically be grouped into assembly lines, which should result in less pile ups and I'm hoping it'll make them easier to manage.
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Click here to see how to join the testing branch. Please note that the hardware mechanic will not be available in older Alpha 11 saves, since they require changes to the software types, which are embedded in the save file. However, they will still load.
Click here to see how to join the testing branch
I'm upgrading from 11.1 to 11.2 to signify the substantial balancing changes I've made. I still have some bigger research issues to sort out. The game has gotten a lot more stable, and you should be able to play it without running into any major bugs or corruption (pending an Alpha 11.2.2 patch). The game might still have some bigger balancing issues and I will keep my eye on feedback. The response to fires and burglaries have been pretty split, so I've added an option to disable it. I'm a bit saddened by this, since it removes some of the cool building layout challenges you get from having to consider security and safety, but I know some of you don't care for the building aspect of the game to begin with.
Alpha 10.10 adds the long requested feature: Paths. You can now build paths from the road construction menu and since employees walk slower on grass in this update, paths won't just be for looks.
Alpha 10.10 adds the long requested feature: Paths. You can now build paths from the road construction menu and since employees walk slower on grass in this update, paths won't just be for looks.
The official Software Inc. soundtrack is complete! You can get it here This update mainly contains bug fixes and optimizations. Notably, I've updated to Unity 5.6 from 5.5 to try and mitigate several crash issues. Work on Alpha 11 is still ongoing, but it is still in the design phase. Alpha 11 will be the final iteration of the development mechanic, so I want to make sure I don't make any big mistakes. Changes
Slanted roofs and code modding is officially out. You can read more about code mods in my last announcement.
I tested Software Inc. on the latest version of Ubuntu and had some issues launching it, which was fixed by forcing fullscreen mode and re-launching and restarting until it just started working, which I guess is par for the course. The launch parameter to force fullscreen is: "-screen-fullscreen 1 -screen-width 1920 -screen-height 1080 -disableresolution", but switch out 1920 and 1080 with your screen resolution. When the game launches successfully you can set the game to fullscreen in the graphics options and remove the launch parameters, if you so desire.
Alpha 10.8.2 fixes some issues with mod loading. You can now upload and download code mods in the Steam Workshop! First off: Do not download code mods if you don't want to ruin your PC, but also don't want to verify the safety of the mod. Here are some quick Q&As to explain what this change means:
Slanted roofs are finally in! I hope this makes up for the slightly misleading roofs in the town map screenshots I released, leading up to alpha 10.
Slanted roofs are currently purely cosmetic. I'll try to figure out some way to utilize them in a future update, but for now, they are free in-game.
I made some big changes to the DLL modding system, which will break all current DLL mods. See changes at the end of this post.
This marks the end of alpha 10. I'm keeping Alpha 10.7 in testing for a short while, to make sure there aren't any major issues.
This patch contains fixes for every bug reported in-game since the official release of alpha 10.
Alpha 10 is now stable enough for an official release. I might still have some changes that are big enough to warrant an update or two for Alpha 10. I want to cram as many features in as possible before moving on to Alpha 11, since the bulk of features planned for Alpha 11 will render Alpha 10 saves completely incompatible, as usual.
If you are not done with your Alpha 9 save file and want to continue playing Alpha 9, you can switch to the "old" branch by right clicking the game in Steam and going to properties and then betas.
I recommend going through the tutorials, as they have been updated to reflect changes in gameplay and new additions. A lot of strategies and play styles from Alpha 9 will not work in Alpha 10, since hiring and employee skills have been overhauled.
The multi floor parking lot update is finished and this update is mostly focused on bugs, balancing and UI updates, hence the move to alpha 10.5.
I'm planning on doing another balancing pass in the next patch, but please keep in mind that balancing is not a priority currently. I'm trying to make sure the game is playable, but as game mechanics change often, keeping the game well balanced during alpha is not feasible. I will focus a lot more on balancing and the learning curve when Software Inc. reaches beta, until then you might experience suddenly getting rich, because the AI didn't make sensible choices or gaining fans is too easy, etc.
I only have a couple of "bigger" features I want to add in Alpha 10, so I expect to make it to alpha 10.6 or 10.7, before I move on to Alpha 11.
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Alpha 10.4.6 fixes trees not getting removed Alpha 10.4.5 fixes another bug regarding clashing object IDs when undoing Had some fun stomping around with a microphone to create footstep sound effects in 10.4.4.
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I've gone ahead and updated the modding wiki to reflect the changes in alpha 10.
Disclaimer: THIS IS A PRE-RELEASE FOR TESTING! Do not grow attached to your save files the first couple of days after this release. I'll be monitoring bug reports closely and patch often, but expect possible save file corruption. Alpha 9 save files are not compatible with Alpha 10
It’s been one month since I last released a patch, so I thought I would update you on how alpha 10 is coming along.
Music by Chris Sinnott is finally in, with more to come! Full changelog: Changes
This update changes some gameplay mechanics, so I've decided to put out in testing for some days before releasing it officially.
Music by Chris Sinnott is finally in, with more to come!
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Alpha 9 is finally out!
The crash issue is still present, however rare, I suspect they are caused by outdated drivers. I'm including some debug info in this release, if it doesn't uncover any other crash issues, I'll release alpha 9 officially as is.
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I've decided to hold out on the discount feature indefinitely and to delay controlling subsidiary releases until alpha 10. I've decided on this, as I want to get moving on alpha 10. Alpha 9 has already taken too long. Changing existing mechanics takes a lot longer than adding new ones and I've been anxious about the response to the gameplay changes introduced in alpha 9. To make up for not getting discounts and subsidiary control in alpha 9, I've introduced the long awaited Undo button in build mode. When I'm positive the undo button is stable, I'll release alpha 9 officially and move on to alpha 10. In the meantime, the undo button will auto save every time it's clicked with a 5 second cool down, to make sure your game can be recovered. Changes
I've been considering whether to skip alpha 9 completely and move straight on to alpha 10, as the feedback has been kind of mixed and I don't want to give a bad impression for first-time players. I've decided to stay with alpha 9 and do one last overhaul of the alpha phase by making code and art progress easier to read using a small generic number, rather than the "lines of code" metric, and putting an estimate of the final value in the design document window. I want to stress that having a progress bar no longer makes any sense, as the underlying quality of a product can no longer be condensed into a single number without being very misleading, and it would ultimately make the game more confusing. Changes
Alpha 9.7.4 fixes trees staying when building rooms. Alpha 9.7.3 fixes not being able to load new saves. Alpha 9.7.2 fixes mod loading and marketing warnings on contract work. Sorry it took so long. I'm hoping to release alpha 9 officially soon, however I'm still not completely confident in how the new mechanics are presented. Changes
I re-did all the tutorials and improved the tutorial system, hopefully this will help explain the new development mechanics properly. Please tell me if this did not help. I also added sound effects throughout the UI. Music should hopefully be coming soon. Subsidiaries are now in. You can currently only deposit and withdraw money from them (It also changes how patents, IP and distribution is handled between you and your subsidiaries), but I plan on adding the ability to control projects in the future as well. Changes
Mostly bug fixes and usability improvements. Contracts should be a lot easier now. All tutorials will be updated in the next patch. Changes
9.4.2 fixes instances of saves not loading.
The noise mechanic has been completely revamped. I've been testing out the pre-marketing mechanics based on your feedback, but it seems to work fine when I try it, so the problem with it might be the current lack of tutorials. I'll try to finish the tutorials up for the next update.
When tutorials are finished and the game is balanced enough to allow a fair play through, I'll release alpha 9 officially and start working on getting subsidiaries in (still alpha 9).
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I still haven't gotten around to balancing contracts and marketing, but there have been huge changes to the simulation balancing overall. Some of these changes will not carry into old saves, as there have been some changes to the software types and AI company types, read more below.
My internet situation seems to have resolved after I permanently switched to LTE and installed network cables in the walls. I went from 300 mbit/s to 100, but oh well.
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Don't worry, I'm not at all done balancing the game and I haven't gotten to contract work yet. This release is mostly to avoid getting the same bug report over and over. I'm currently working at a snail pace due to my internet situation. I just got a 4G router today. I put my phone's SIM card in it, so I'm currently maxing my data cap, not receiving phone calls and drowning in ethernet cables, until I receive a new SIM card. The cable company that decided to cut my connection without ever informing me have not responded to my inquires and don't really seem to care (They weren't informed I moved in. I didn't know they existed, so I just signed up with an ISP). Known issues
If you are following me on twitter, you'll know my internet connection has been disconnected and it'll take at least 5 days to get it back. As I don't have access to my build server I can't release the mac version until I get my internet back. I'm sorry for the inconvenience. This is mostly bug fixes. I have read all your feedback and will be working on balancing the game and implementing your feedback the next couple of days for alpha 9.2.1. Changes
The bad news is that I won't be able to release alpha 9 before I move offices, but the good news is that all functionality for the initial testing release is complete, I just need to polish everything up, as all timing and balancing is completely broken at this point, and then I need to write some sentences for the new review generator. I'll be packing down all dev equipment tomorrow and I'll be setting up the new office during the weekend. My ISP has confirmed I should have an internet connection on the 20th of December, so I'll be able to pick up work in the last couple of weeks of December. Hopefully I'll be have something ready during late December, but if not, I'll most definitely have something ready early January.
It's now been almost 2 months since the last update. I'd like to say I've made huge advancements, but the truth is these have probably been the slowest months in the development of Software Inc. A lot of non-programming related work has come up during these past months. I'll be moving to a new location on the 15th of December and development should pick up again and be back to full speed from January. The good news is that the amazing support I've received from you has allowed me to work in my company for at least another 4 years, which means I'll be able to finish Software Inc. in good time and start working on a new game as well. I'm currently done with the bulk of gameplay changes for Alpha 9. There's still a lot of polishing, bug fixes and balancing to be done, before it's ready for release. As always, I'll be doing a testing release initially, to make sure things are relatively balanced and bug free. I'm hoping to have this initial release out before I move to the new location, but if I don't make it before the 15th December, it'll most likely be out in January. To make sure you get this release earlier, I've decided to cut some features for the initial release, but I'll make sure to “make room” for the features in the save files, so they'll be out by the time Alpha 9 is done.
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Contains some minor fixes to the marketing window and furniture replacement window. For details see the last update.
Sorry for the delays! I've had a lot of behind-the-scenes stuff going on and I'll be moving to a new office in december (I'm currently sharing my office with my wife).
I expect this update to be in testing for a couple of days and then I'll finally move on to alpha 9. I'll do my best to get alpha 9 out before 2017, there are still some missing pieces in regards to how the new mechanics will work together.
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Updated to Unity 5.4.1 to test whether the Nvidia Optimus issue has been fixed, nothing else has changed.
This update should fix the employees never leaving issue (Could also cause them to not eat and socialize). It also replaces the furniture rendering system, so out-of-memory crashes should be eliminated. I'm keeping my finger on the rollback button for now, as I've updated to the next major Unity version, which could cause incompatibilities, but I've successfully tested it on Ubuntu and OSX.
The new trailer should be up later today, which features music from Chris Sinnott (Sinnott Soundworks), who's currently working on the soundtrack for Software Inc.
I still have some non Software Inc. related stuff I have to take care of, but I should be back to full speed within the month and alpha 9 should be out before we hit 2017. Hopefully, I'll be moving to a bigger office with less distractions next year, which will help me getting more work done. After alpha 9, I have some major mechanics left to implement and then I'll move on to the beta phase, where I'll focus more on content and balancing. I still expect to add new features during beta, but it won't as often as it is currently. Between now and beta could take anywhere from 6 months to 2 years.
I've updated Unity to 5.4. Due to the large amount of different colored furniture the game has to render I developed a solution some months ago, where I combine all furniture into one big object for the graphics card to render all at once. This trades in memory for performance. However, the game has been crashing for some people because the GPU would run out of memory. Unity 5.4 introduces GPU instancing, which allows me to draw each type of furniture all at once, no matter their color. This might slow performance as all furniture is no longer being drawn at once. If you have a lot of varied furniture from mods, this will be slower, but on the other hand, if you have a lot of similar furniture, like many tables and computers, these will be rendered very quickly. I've traded some performance for stability, but overall the game should still perform a lot better compared to last year. Note that GPU instancing only works for DirectX11+ and OpenGL 4.1+, if your computer is very old or hasn't been updated for a long time the game might see a big performance hit with a lot of furniture present on screen at once. If your computer is that old it would probably crash out of memory at that point anyway, though. Since new versions of Unity can prove quite unstable, I'm keeping this in testing for a while to see if the game suddenly stops working for some configurations. Fixes
This update includes minor bug fixes and improvements. Changes
Work on alpha 9 has not started yet, as I'm still working on marketing materials and focusing on the business side of running a company. I've fixed some bugs that have cropped up since the last patch and I've updated to Unity 5.3.6f1, which encompasses several months worth of UI patches. As I'm not completely sure how it will affect the game, I'm keeping the patch in testing for some days. Changes
Here’s a quick patch to fix the most glaring bugs of the last release. Before listing the changelog I’d like to reveal my plans for alpha 9. Note that my plans for alpha 9 might change at any point if something becomes infeasible or doesn’t work well with the rest of the game. First point of business is the notion of quality. Currently, quality and development duration are synonyms in Software Inc., which doesn’t really make much sense. I plan to separate quality from development progress, such that quality can vary during development, depending on employee skill. Secondly, I want to get rid of the progressbar in the alpha phase of development. The progressbar mistakenly gave the impression that software should always be outstanding and that releasing early is not a viable strategy. Ideally the average quality of the software you release should be exactly that: “average”. I’m introducing peer reviews instead. You’ll be able to send a build to your employees to test and report back the current state of the product, the accuracy of which will depend on a number of things. I’ll also add “Lines Of Code” and "Art assets" metrics, which will allow you to “learn” when a product is done. But the completeness of a product should not be as apparent as it is now. Bug count will also be obfuscated. Bugs will impact product success through refunds, and I’m currently debating with myself whether bugs reported through support work should be fixed in separate patch releases, and not directly as it is now. Pre-marketing is going out and instead you’ll be gaining product followers by utilizing press releases, press builds and going to conferences. Announcing a release date and sticking to it will have positive effects on marketing. Post-marketing will no longer have an upper limit, but you’ll have to actively compete by throwing as much money as possible at marketers and ads. I’ll be overhauling the newspaper to focus solely on player products and make reviews more detailed. I’ll make innovation, stability and usability more transparent and give the player complete control over balancing them. I want to introduce subsidiaries, which will allow you to buy out a company without closing it, and then controlling it, much like automation, but with the added ability to keep in the background and let them do their thing.
I can finally start work on Alpha 9. As with the past major alpha versions, this could take 1-3 months before I have something ready, especially now that I need to overhaul a large part of the core mechanics. Look here for more details in the upcoming days. I'll also be spending the next couple of weeks updating all marketing material, as most of it is a year old.
Major changes include:
Sorry this is taking so long, but I want to fix as many bugs as possible before I start work on alpha 9. Changes
Depending on bug reports, this might be the last update before I move on to alpha 9. Changes
The cars have been overhauled! There is still some optimization and bug fixing left for this version before I'll push it out officially, but I wanted to get the working system out for testing ASAP.
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Sorry about my mess up in the last update. Fortunately the faulty update was only out for 1 hour and it appears that at most 7 people were affected. Unfortunately someone had to run into the issue for me to find it. Your save files should still be recoverable by replacing them with the "savefile.sav.bak" version, unless you loaded the game, saved it, exited the game, then loaded it and saved it again. The save system has been fixed up and I've run some tests that compares every single variable of every single object in a save file, to make sure there are no differences between the old and new save files. This new version also saves an "orig" version of your save file, which is your save file exactly as it was before this update. If you have any save files from the last update, make sure to revert to the "bak" version. To switch back to a backup save file, go to the Saves folder where you installed the game, delete the bad save file and remove the ".bak" from the end of the backup version. Fixes in this version
This update has been rolled back to prevent further corrupt save games as the save system is broken. To roll back to your old saves, go to the Saves folder where you installed the game, delete the bad save file and remove the ".bak" from the end of the backup version. [strike]Alpha 8.10.36 tests a new save system, which might break your save files. To mitigate this the game will save a backup version in the old format every time you save a game, which you can switch to in the event something goes wrong. This means the game will save two files, which takes up extra space and takes a little more time. You can switch back to the default branch in Steam if you want out. To switch back to a backup save file, go to the Saves folder where you installed the game, delete the bad save file and remove the ".bak" from the end of the backup version. The purpose of the new save system is to reduce file size, increase save speed and give me 100% control over the process, so I can reduce the amount of save breaking changes I make to the game. Alpha 9 will still not be compatible with Alpha 8. Fixes in this version
Edit: 8.10.35 fixes employees continuously switching between working and not working and upgrading furniture not updating highlights properly
As you might have noticed, we are still on Alpha 8 despite the major changes, this is due to the fact that Alpha 8.10 does not break saves from Alpha 8.8!
Alpha 8.10.34 includes random bug fixes and optimization. I optimized some code dealing with work and skill increase which has the potential to really mess things up, so I'm keeping alpha 8.10 in testing for another day. Changes
I didn't receive any crash reports, so I've integrated a reporting tool directly into the game, which will ask you to report it, if it has detected any crashes. If I don't receive any crash reports this week, I'll release Alpha 8.10 officially Changes
If you have or had the crash bug in the New Game screen, please try to reproduce the crash and send the crash report files to SoftwareInc@Coredumping.com The faster I get this bug fixed, the faster I can move on to Alpha 9. Windows builds have doubled in size to facilitate better crash reports, the file size will half when the bug has been fixed. Changes
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I started disabling Unity features in the customization menu to try and mitigate the crashing issue. Fixes
There is no news on the crash bug, but it seems a lot of Unity games are suffering from it at the moment. If you have the crash issue, try setting launch options to "-force-gfx-direct" and please report back if it works.
Due to a bug in Unity, the game currently crashes on a select few computers running Windows 8 and Windows 10 and I therefore can't release Alpha 8.10 officially. There is currently no clear indication of when this bug will be fixed, but if you've been holding off on the testing version for stability reasons, you might as well switch, as you most likely aren't affected. Note that this patch changes balancing a bit, so I might need to iron it out in a hotfix. You can switch to the testing version by right clicking the game in your Steam library, clicking properties, BETAS tab and selecting "testing" from the dropdown, no password needed. Changes
I'll stop adding new stuff now and focus on bug fixing so I can release 8.10 officially. Alpha 8.10.25 fixes fences not being colored and Unity was updated to 5.3.4p6 Random bug fixes for Alpha 8.10.24. I updated the Steam API in Alpha 8.10.23. Everyone who has been experiencing crashes, please test it again.
Alpha 8.10 should be out officially any day now...
Changelog for Alpha 8.10.8 - 8.10.12
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EDIT: 8.10.3 Fixes
This version might be in testing for awhile as there are many new systems to debug.
All employees in previous saves will have randomized styles to fit the new character model and all fridges will be replaced with vending machines.
Known issues:
Faces turn black on DirectX 9
New version of Unity has increased game size for debugging purposes and they don't plan on changing it. Biggest impact on OSX.
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Edit: 8.9.3 fixes some bugs Changes
All mods with personalities will break in this update. Aptitude, leadership and diligence tags need to be replaced, more details here: http://softwareinc.coredumping.com/wiki/index.php?title=Modding#Personalities_and_incompatibilities
I suggest either waiting until these changes are released publicly or having all 6 tags defined for compatibility with both alpha 8.8 and alpha 8.9.
I'll make a thread for feedback, as the new employee needs, need to be balanced.
Note that this version might not be released publicly and the changes will instead be released as part of Alpha 8.10.
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Summary: Changes
EDIT: Alpha 8.8.3 Enables stairs for basements, cloning with basement, "Thumbnail.png" for Steam Workshop thumbnails and fixes IT not working
EDIT: alpha 8.8.2 adds the ability to create tutorial translations and fixes some bugs
This update will be released officially in the next two days if nothing goes wrong.
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EDIT: Alpha 8.7.2 vastly improves thumbnails for blueprints.
EDIT: Alpha 8.7.3 fixed bugs in miniature generator and added delete button to blueprint window
I've added a building blueprint system, which allows you to select a building and save to a file, which you can then build again, exactly like cloning rooms. You can also upload your blueprints to the Steam Workshop.
I'll be releasing this publicly tomorrow if nothing goes wrong.
Also fixed some bugs.
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