Name | Vectorio - Early Access | ||
Developer | Ben Nichols | ||
Publisher | Ben Nichols | ||
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Release | 2021-03-22 | ||
Steam | € £ $ / % | ||
News | |||
Controls | Keyboard Mouse | ||
Players online |  n/a  | ||
Steam Rating | n/a | ||
Steam store | |||
Public Linux depots | Vectorio (Linux) [415.59 M] |
[previewyoutube=eJld3lacTto;full][/previewyoutube] |
Hello Everyone! |
Hello everyone,
If anyone has any other questions about the remake, feel free to let me know below. I will be communicating with the community as much as I possibly can during this transition, and will be addressing any concerns or complaints about it to the best of my ability. This is a bit of a strange and confusing situation we're in at the moment, but I strongly believe once everyone gets their hands on the new game it'll be a lot more clear why this is all happening. There is so much new stuff to talk about and cover, and I am so excited to start getting around to it after the game has been in a dry spot for nearly a year now. Although it's disappointing to see Vectorio Classic coming to a close, there is so much to look forward to with the new Vectorio, and I can't wait! Thanks for reading, ~ Ben |
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Huge thank you to everyone for being patient as I figure these things out. This is not a decision that I've made lightly, and a LOT of thought has been put into it. I understand this may be a deal-breaker for some, and to that I'm sorry, but I see no way forward with the current version as the issues present in it will continue to hinder my ability to flesh out more of the mechanics and content in the game (as well as take too much time to fix, which I can't afford now that I'm treating indie dev as a full-time job) With that said, I am extremely excited to start work on the remake. I have not been this motivated to work on Vectorio since the release of Update 2, and taking everything I've learned from the classic version I know I'll be able to create an amazing and unique base building experience, especially as I'm now able to treat it as a full-time job rather than just a hobby and put WAY more time into it. Thanks to everyone for reading, I know this was a long and hefty post. I'm sure many of you have mixed feelings, so if you have any questions or concerns please let me know either down below or in our Discord server. I've opened a new channel specifically for the remake to ask questions in. I will keep everyone updated on progress, as well as invite private testers in from our Discord, so if you're interested in this new version and possibly want to test it early on and receive a free copy of it, now is the best time to be in our community server. Link to join is below. Discord: https://discord.gg/auDgRJqtT9 ~ Ben |
Hello all!
Although this isn't the most ideal solution, I believe it's the best I can do with what I have. In hindsight, I wish I had played around with other projects while learning Unity first before creating Vectorio, but than again I never expected Vectorio to gain as much traction as it did. I thought maybe a couple hundred people would play it at most, and then I'd move on. But obviously it's been quite the opposite! [h2]So when is the next update?[/h2] I think moving forward doing larger updates are not as viable for me. I'm already seeing great success with doing incremental updates with Neon Sundown using an agile development model, and so I'd like to apply that to Vectorio. I think step one is to finish refactoring Networking, and get it out ASAP so we can start getting some movement back into the game. (This would also include some of the interface redesigns you may have seen in previous posts) After that, I can incrementally bring out the rest of what was planned for Update 4, including the final version of the research system and the re-introduction of enemy outposts. In regards to when this will be, I have no idea. I'm done giving out dates for when updates will be finished. They'll be out when they're ready, and I think that's all I'm going to say from here on out when asked. Putting out specific dates stresses me out, and it's unfair to all of you who are expecting something big to drop (like today) and than nothing happens. This was definitely a mistake on my part, and so I'll use this as a learning experience and make sure it doesn't happen again in the future If you have any questions, comments, or concerns please let me know! I will do my best to respond to all of them. Thanks for reading, ~ Ben |
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[h2]Armory now available![/h2] |
This ghost patch cleans up a few things left out of v0.3.2, as well as balances the new Holiday event! |
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The first hotfix is now available for Update 3. Do note there is still some issues with desyncs in multiplayer, and some minor issues with labs. If you experience either of these, simply reload or restart your game until I have a fix out for them! |
[previewyoutube=P7qqfeB52V4;full][/previewyoutube] |
Once again, it seems I broke a few things in the latest hotfix due to the new experimental rendering feature... this ghost patch fixes those things. Hopefully this is the last patch that's needed! |
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This ghost patch fixes some of the bugs that were accidentally unfixed in Hotfix #004 for the experimental branch. Verify integrity of game files if you notice these issues persisting. |
A hotfix for Update 3 Experimental is now live with the following bug fixes and balance changes... |
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The next and final hotfix for Phase 1 of Update 3 experimental is now available. If any other bugs are discovered, they will be fixed with the release of Phase 2 tomorrow or Wednesday. |
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This patch fixes the Mac build, as well as a few other minor issues. |
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Hello everyone! |
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[previewyoutube=hbxYdDnN4Vk;full][/previewyoutube] |
This update adds further improvements to unlocks and drones. |
ADDITIONS: |
This update fixes a few issues with the first version of the new unlock system. |
[h3]--- IMPORTANT ---[/h3] |
This is a ghost patch for v0.5 (though I guess not really since I'm announcing it) - The issue was caused by an old naming script, which has now been removed and replaced by an ID based system. The fixes applied in previous patches WERE working, but the naming script was countering them. |
This update fixes numerous bugs, as well as introduces some large balance changes. |
Further bug fixes for heat and guardians. Also fixes the Research Tree using an incorrect speed value. |
This hotfix addresses ongoing issues with Guardians and Research. |
This update fixes a ton of different bugs, as well as fixes the empty world glitch. |
This hotfix addresses some of the biggest issues brought up in the first few hours of the experimental version. Note that in this version Guardians have been temporarily disabled, but will be brought back once a permanent solution to their hitreg has been found. |
A hotfix should now be live that fixes the mismatched executables for Windows and Linux. (sorry about that!) If you're still experiencing issues, try removing any saves you may have from the alpha, or verifying the integrity of game files through Steam. |
Reporting bugs If you want to report bugs, please do so in the correct section of the Steam community, or join our Discord and report it there. Bugs are more likely to be fixedwhen they are reported on the Discord. Suggestions and feedback Now's your chance to really give valuable feedback on the update! I will be listening closely to how the community responds to some of the gigantic changes made in Update 2, so if you have any ideas or changes you think would benefit the game, please let me know! Bugs we are aware of There are still a few bugs that I was not able to fix in time but I am aware of. They are as follows...
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Hey all, |
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Fixed hitreg issue where buildings would randomly get destroyed |
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This hotfix addresses some of the initial bug reports for the first phase of Alpha. |
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[h3]Hey everyone![/h3]
[h3] That's right, we are completely scrapping the old world generation algorithm. We find maps often look "messy" and are extremely inconsistent in the amount of resources that are available. This change will ensure that with the limited map size, you'll have the exact amount of resources and space needed to obtain everything in the game (and also just look better as well) [h3] We recently held a vote on our Discord server to see what buildings the community would be interested in seeing next. The end result was a majority vote for the Astral Projector and Power Cell, so they will now be added in this update! On top of this, we'll also be adding in the Artillery Cannon and Resource Trader. Although these two fell just shy of winning the majority vote, we feel they could both serve a very important role in the game. More info on all the new buildings below.
We also have one other building being added in this update that we've never talked about, but will keep it a secret since we don't want to spoil the surprise! [h3] We'll be introducing two new enemies in this update, as well as a new enemy variant. On top of this, the next guardian, The Kraken, will be available in v0.2 at 20,000 heat. We wont give any more info on this though since we want you to experience the new guardian for yourself in game when the update drops! So those are all the big additions coming in v0.2 - there's a lot of other smaller things we're planning on adding, but since we can't really predict exactly what these will entail quite yet, we wont be discussing them publicly until closer to the update. So, moving on the big changes coming in v0.2! [h2]Upcoming Changes[/h2] We have some big changes coming in v0.2, some of which we haven't fully discussed yet. Here's what the plans are for these... [h3] By far the biggest change in 0.2 is the changes to the resource management system. We want to make the process of obtaining resources a bit more complex whilst keeping that simplistic feel to it. So, we'll be adding in a new building called the Resource Connector (name subject to change). The idea behind this is sort of like power lines but for resources. You place down a Resource Connector near your mines to create a connection to them, and then run that connection to wherever you have your storages placed. This will create an entire resource web, where mines will require a connection to an available storage in order to actually produce stuff. We are still in the planning stages of this new system, but this is the general idea we're going for. If we notice in testing that it ruins the simple feeling of the game, we'll make sure to update you all that this change will either be implemented differently, or not at all. [h3] The next biggest change will be to power limits. Currently when you reach max power, nothing happens and the game just stops you from placing additional buildings. In 0.2, we'll be switching this out for the blackout system, where if you exceed maximum power your entire base will shut offline. This will also be accompanied by new changes to the Energizer and AOC system, where buildings that lose connection from an Energizer will now go offline instead of just being destroyed. [h3] Another big change will be to engineering, in that it will be removed and completely redone from the ground up. In the current version it doesn't feel all that intuitive and is very confusing as to how it works, so in 0.2 engineering will be done through drones. You will be able to apply and strip components from different buildings to get them just how you want. [h3] On top of the big changes we've mentioned, there are A LOT more small changes that we wont be talking about until closer to the release of 0.2 (these include balance changes, bug fixes, and other small changes). This is simply because we don't know exactly what these changes will be, and how many we'll end up making, but do expect their to be a lot of these, especially in the 15,000 - 30,000 heat range. [h2]The Future[/h2] So, before we wrap this up, we just wanted to discuss plans for the future. As of right now, we have a rough idea of what the end goal is going to be, and how much content we actually want to put into the main game until branching off into the other stuff like additional modes, mod support, multiplayer, and so on. Our rough estimate is that we have about 10-15% of the main game (that being adventure mode) done at this point, but of course that's just a rough number, and our priorities for the game will definitely change over time. With that being said, we want to try and get out of Early Access by Fall, and hopefully start implementing multiplayer around that time as well. As for when you can expect v0.2, the honest answer is we don't know, but we expect around 2-4 weeks. It all depends on how fast we're able to put together these new systems, and how much we end up actually adding / changing. When the update drops though, it will be available on an experimental branch first before coming to early access. Anyways, that's all we have for now. We'll try to release a few devlogs over the coming weeks to keep everyone up to date with the latest progress on v0.2. Until next time! ~ Ben & Brett |
Hey everyone! |
Hey everyone! |
Hey Everyone! |
Hey everyone! |
Hey everyone! |
Hey all! |
Hey everyone! |
Vectorio is now out on Steam for everyone to play! |
Hey everyone! We are now one week away from launch, and we've been hard at work getting ready for the first public Steam release. Here's what we've been up to...
Resource Storages In order to try and counter AFKing for long periods of time, we've implemented the new (somewhat controversial) storage system. You'll need to continue expanding your storage array to hold more of each resource. We're trying to find a good balance between keeping Vectorio a somewhat idle game but also making sure that idling isn't extremely overpowered, especially in the mid - late game portion. Iridium Refinement This update also adds in iridium refinement. Iridium is used in the engineer to unlock and apply experimental modifications to defences and buildings. New hit detection (experimental) We're introducing a new hit detection and enemy movement system this update. This update removes physics based components from enemies and bullets, and instead replaces it with our own system that handles the movement and collision detection of each individual object through a master script. This system is FAR more optimized, which should lower the lag issues some players were experiencing in the mid - late game portion of the game. This also gives us more control over how we want enemies and bullets to behave on an object-to-object basis. Engineering Modifications We've just added support for multi-engineering modifications, essentially allowing for experimental modifications of pre-existing turrets. We can also use this in the future to allow players to create their own turrets, and possibly share them on the community workshop! (but more on this later) Additional plans Below is a list of the other plans we have for the game, some of which may even be implemented into the first public Steam version!
Want to get in on development? Vectorio is meant to be a collaborative projects not only between the devs, but the community as well. The goal is to work together to create a fun simple game to pass the time on for fans of the base-building / survival genre. If you have ideas, want to help test out dev builds, or just want to chat with the community, join our Discord! This is where all of our main discussions take place. Discord link: https://discord.com/invite/auDgRJqtT9 Don't have Discord? We now also have a Reddit page and Fandom page! Links below to both Reddit page: https://www.reddit.com/r/Vectorio/ Fandom page: https://vectorio.fandom.com/wiki/Vectorio_Wiki That's all we have for this update. Next week we'll have our first major update that will detail everything in the game (as well as a trailer) when the game releases to the public. Thanks for reading! ~ Ben |
Hello everyone!
Balance changes
Bug fixes
New enemy variant, Dark Shapes So, when will we release on Steam? Currently we're just in the middle of adding logistic buildings to the game. Essentially what this is are buildings like conveyors, processors, storages, etc. In the current version of the game, the middle of your base quickly becomes desolate as your front line is all that matters. By adding logistics, you'll have the inside of your base be more geared towards the factory-like buildings, while the exterior of your base will remain plastered with as many defenses as your heart desires. The planned release date at this moment in time is early March, but of course this date can change dependent on the state the game is in. We don't want to rush anything, but do want to get the game out sooner then later so we can start including the community more in the development stages of the game. As mentioned, we'll start releasing regular development updates on here from now on. But I also recommend you join our discord with the link below (it's a great way to get in touch with us!) Discord link: https://discord.com/invite/auDgRJqtT9 Thanks for reading! - Ben |
Want to share your ideas, test development builds, and become a part of the community? Consider joining our discord! |