TUXDB - LINUX GAMING AGGREGATE
 NEWS TOP_PLAYED GAMES ITCH.IO CALENDAR CHAT WINE SteamDeck
 STREAMERS CREATORS CROWDFUNDING DEALS WEBSITES ABOUT
 PODCASTS REDDIT 

 

SUPPORT TUXDB ON KO-FI

MENU

ON SALE

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


Name

 Residual 

 

Developer

 Orangepixel 

 

Publisher

 Apogee Entertainment 

 

Tags

 Indie 

 

Adventure 

 

Singleplayer 

Release

 2021 

 

Steam

 17,99€ 13,94£ 17,99$ / 10 % 

 

News

 35 

 

Controls

 Keyboard 

 

 Mouse 

 

 Full Controller Support 

 

Players online

 n/a 

 

Steam Rating

 Need more reviews to generate a review score 

Steam store

 https://store.steampowered.com/app/1290780 

 
Public Linux depots

 Residual Linux [145.06 M] 




LINUX STREAMERS (1)
rosscarran




Residual gains a new planet scanner in Quality of Life update

Calling all explorers: A new version of Residual was just pushed live! I've been somewhat busy working on my two new other games, but I still had some features on the list that I REALLY wanted to do for Residual, so better late than never.

One of the changes is more freedom for players to pick their planet. There are over a hundred planets available, all with variations in environment conditions and world layouts, and previously you would unlock those planets by closing a Hypergate and gaining a "Free travel rune". That system works, but only for those players that invested time into finding the Hypergate and closing it!

The change for this system is now that AFTER your first game you can pretty much pick any planet you want! No need to use travel runes, just pick a planet and drop in.

It will still pay off to close the Hypergate, because by doing that you will unlock the new Freeplay mode which will allow you to land on that planet, instead of crash on it, and will provide you with a small survival-backpack full of required food and devices, so that you can really just go explore and maybe find those remaining secret artifacts ;)

This update also comes with a fresh new Planet-scanner that gives you more insight in your surroundings and where you have and haven't been. It also makes better use of the available screen-space compared to the old radar.



So all in all I think this is a pretty cool update that certainly got myself back into playing the game again.. so who knows.. I might come up with a couple of other cool additions and enhancements ;)

https://store.steampowered.com/app/1290780/Residual/



[ 2024-04-02 15:11:04 CET ] [ Original post ]

Improved radar and other features

The planet scanner has always been a bit of a messy, tiny, view of your planet. So make sure to grab this update as it brings in a MUCH better view of the planet, your steps taken, and you will even find hints of Dilithium on there now!

I also added Fruit seeds! So even on a planet with very little fruit, you can plant your own. - Where do you find these seeds? Well, luckily most creatures on a planet know where to find food, so they kinda poop/drop them every now and then ;)

Chase some animals for the seeds!

Full changes list for this update:


  • added: Creatures will drop Fruit seeds
  • added: Dilithium on the scanner
  • added: Fruit seeds, can be planted to grow fruit on any planet
  • added: Planet-selection is now available by default (no more Travel Runes needed)
  • added: Upgraded radar screen (bigger and more useful)
  • changed: cleaned up Travel Agency screen
  • fixed: Lit-up glucobombs now show "place" info instead of "backpack"


[ 2024-03-29 16:20:11 CET ] [ Original post ]

Try Gauntlet of Power demo March 2024



Dungeoneers and Adventurers! Heroes of Loot: Gauntlet of Power just received a brand new demo for you to come and play for free!

This demo is one of the last ones before we release the actual game, so a perfect time to check it out and wishlist Gauntlet of Power:
https://store.steampowered.com/app/2374320/Heroes_Of__Loot_Gauntlet_Of_Power/


PS: There is also a "closed" beta coming soon, for which you can sign-up over on the discord right now!


[ 2024-03-22 15:58:40 CET ] [ Original post ]

Come sample TWO new Orangepixel games in development and help shape the game!



Hey guys, it's Pascal from Orangepixel, and I wanted to give you a quick message to let you know that I uploaded a fresh, brand new, demo for both Regulator City and Heroes of Loot: Gauntlet of Power!

Grab the demos (and Wishlist!) here:

https://store.steampowered.com/app/1892750/Regulator_City/

Squad based top-down arcade shooter, with some stealthy/sneaking moments and a lot of cool vibes!

https://store.steampowered.com/app/2374320/Heroes_Of__Loot_Gauntlet_Of_Power/

A quick mix of bullet-heaven shooters and dungeon crawlers like Binding of Isaac. It's early in development stage, but many gamers seem to really love it so far!

These games are still in development, but your feedback on the demo's are VERY welcome! Drop by on https://discord.gg/orangepixel to find out more about the games and have a nice chat about features you'd love to see before they get released!


[ 2023-08-04 14:15:23 CET ] [ Original post ]

Residual for MacOS is here!



All Orangepixel games are available for Windows, Linux and Mac, but due to some Apple changes over the recent years, Residual was not available for MacOS!

Today we remedy that problem, and you can now grab the game and enjoy it on Mac. All the updates and patches are added, so it's the latest build on par with Windows and Linux!

Enjoy the game :)


[ 2023-03-31 16:06:25 CET ] [ Original post ]

Regulator City gets a new public demo

Hi! Just a short update to let you know that there is NOW a new Regulator City DEMO available ! Still in heavy development, but I'm very pleased with where the game currently is.

There's a smoother game-flow experience (mission structure, city progress, all make more sense as you play) and there is even some on-boarding for new players in a short little "tutorial" level. You'll also experience a much better stealthy and sneaking-around experience to complete your missions!



This demo also brings you a new playable character: Wrecking-ball ! His dash is VERY nice to use, and his Special ability certainly packs a punch ;)

So please come and check it out, and if you haven't yet, wishlist the game!
https://store.steampowered.com/app/1892750/Regulator_City/


[ 2023-03-30 21:34:56 CET ] [ Original post ]

Come play: Sir Questionnaire

Hi guys! Just wanted to let you know that I just pushed the release button on a new Orangepixel Steam release: Sir Questionnaire!

It's a quirky game at a bargain price, it provides hours of gameplay in a VERY small package: The game is played in single dungeon rooms, where you are given the choice to either "interact" or "get outta there!".



Do you attack the skulls? got enough health? got the right weapon for the lobsters? Got some magic left to hit the huge Wolf on his head? Dare to drink the milk before the next encounter?

A game of choices - how far can you venture into the dungeon? Come play Sir Questionnaire, and make sure to drop by on discord if you need tips & tricks!

https://store.steampowered.com/app/2124790/Sir_Questionnaire


[ 2022-12-08 13:48:47 CET ] [ Original post ]

A brand new and FREE Regulator City demo!



Hey guys! It's Pascal from Orangepixel with a little update!

I wanted to let you know that there's a fresh new demo of Regulator City, the upcoming game I've been working on for a year now, and this demo gives a very nice feeling of where the game is heading!

So check it out over on the Regulator City page:
https://store.steampowered.com/app/1892750/Regulator_City/

And don't forget to wishlist and perhaps come have a chat about it over on discord.gg/orangepixel:



And please! tell your friends about it, I could use all the help to get more people interested in the game in the coming months!


[ 2022-11-09 14:54:37 CET ] [ Original post ]

Residual v1.2.0 Improved inventory and better game flow


Well hey! Its been a few months since the last update to Residual, the game has been a bit in limbo.. BUT Im back with a renewed interest in building out the game to something bigger and better than ever!

To start the next phase of Residual, this update comes with some very welcome improvements to the whole interface screen. It was a bit tiny, a bit off, a bit.. just.. not.. right. Especially the Switch version with its small screen had some issues with that whole inventory design. The new inventory now also comes with a Quick access context sensitive selection of items: depending on your missions, your current status, and your current surroundings, this Quick Access menu will show you the most likely items you need to grab from your inventory.

Ive been playing with these changes for a few weeks now, and that QA menu is extremely useful !

Besides the QA menu, you now also get a better view of crafting requirements, mission-required items, and just generally a big improvement over the old inventory screen!

On top of the new inventory screen, there are also a few good fixes and changes added to the game, as Im preparing to dive back into the whole Residual Chapter 2 update where we get to lift-off and actually navigate the stars to hop from planet to planet!

I do have one question to ask from you guys: please drop a review for the game on Steam, especially if you are liking it!
Reviews help push the game into more visible areas on Steam, and will allow me to keep working on it and pushing updates

(Switch users: the update is coming your way, just takes a few extra weeks! mobile gamers: soon youll be able to take Residual with you on iOS or Android stay tuned!)

Full changes list:


  • added: new Inventory redesign
  • added: context-sensitive hot-items
  • added: create or fix status to devices
  • added: deployed state of a depoyable-device shown in inventory
  • added: press X pause to dialogs that show for the first time
  • added: show how much graphite we have when nanobot is selected in EDP
  • added: Radar info: show how to set markers
  • changed: pdb dialog transparency less transparent (~50%)
  • changed: put pickup-shine in postlight render layer for more effect and visibility
  • tweak: new female character sounds
  • fixed: check if missions are completed when showing them in inventory
  • fixed: some PDB messages spawn twice (once locked, once translucent)
  • fixed: dialog-locations moved down screen a bit
  • fixed: quick-access doesnt show item count
  • fixed: unlock Furnace earlier in the game
  • fixed: field-generator sometimes not working (not finding your home base)
  • fixed: dont show EDP/device info when new EDP blueprint notification slides down


[ 2022-06-15 14:05:42 CET ] [ Original post ]

Come try the next Orangepixel game for free: Regulator City



Regulator City is the next Orangepixel game, and you can try it out for FREE right now in the form of an early demo!

https://store.steampowered.com/app/1892750/Regulator_City/

You play the leader of a team, taking out various gangs setting up base in Regulator City. I was inspired by the cool team-action you see in movies or tv-shows with special forces.. and in this game I want the player to feel part of such a team as you make your way through various apartments, industrial buildings, offices, etc.

Completing a range of interesting missions and slowly taking control of the city!

Anyway, come check out the demo, follow + wishlist the game, and hang out on Discord to talk ! (discord.gg/orangepixel)


[ 2022-06-09 10:24:47 CET ] [ Original post ]

v1.1.5: Map markers and Recycler



A nice little update this time, where I few requested features and tiny fixes. You will also note a few things in the changes list with a "Cepheus update" behind it. These are new changes and code for the big update that's coming. Most of those updates are being done without players running into them until we open up the new Cepheus galaxy... but it's still important for me to track these changes as they happen!

So the bigger changes in this little update, we now have a Recycler device! As soon as you craft something new, the Recycler will be unlocked and the EDP can print one for you. This device can then take any crafted item, and spit out the resources that were used to create it - should come in handy if you are running low on resources on some planets!

Map-markers was also requested a bunch of times, so you can now go into your visor, planet radar, and then use your action button to toggle markers on/off at the current location that you are in. That way you can keep track of interesting areas on the map that you want to re-visit.

Finally, the Glucobomb will have a big more punch and use against things like the Slurper plants (those ceiling things with their grabby tongues) or the Techdrones zoomin around.

Besides that a few other smaller changes and fixes are pushed to the game.. so enjoy the update!

Full changes list:


  • added: set your own marker (use X to toggle it on/off)
  • added: Recycler device (breaks down crafted stuff into their core components)
  • added: Total scanned creatures in Residex
  • added: roofgenerators breaking down, now also remove the lights arround it
  • added: Slurper plants can now be destroyed by Glucobomb
  • added: Techdrones can be hit by glucobomb explosion
  • added: UI-Zoom option (PC only)
  • added: Landingship (Cepheus update)
  • added: landing intro (Cepheus update)
  • added: variable planet sizes (Cepheus update)
  • fixed: French language version crashing game (Switch only)
  • fixed: Teleporter getting stuck on top of Hologram device


[ 2021-10-18 14:54:18 CET ] [ Original post ]

Residual v1.1.3: Recall Teleporters and the BIG future of Residual


Third patch update is here, with a very tiny amount of things. I see this patch as the one that makes the game stable as stable can be, so from here on we can start focussing on new things! This is also the patch that I currently have running on my Switch devkit, so I'm testing that in the next few days, and then we should be getting it to Nintendo ASAP for approval.

There are a couple of new features added based on feature-requests over at the discord.gg/orangepixel server - so if you now lost your teleporter, it happens apparently, then you can just make your way back to the ship, and the ships computer will allow you to recall it - and it will appear next to you.

I also uploaded a new video yesterday talking about how the launch went, and the HUGE plans I have for this game's future.. let's see if we can make that a reality. If you want to hear what I have planned then make sure to check out the video here:
[previewyoutube=Y4xRwClKdIY;full][/previewyoutube]

Full changes list:


  • added: recall "lost" teleporters using the ships-computer
  • added: optionally assign 1 gamepad button to 2 commands
  • fixed: rare crash bug with fire/heat maps
  • fixed: planet-radar now also shows graphite and fruit percentages
  • fixed: default to english for missing text in other languages
  • fixed: sleep is more visible (ZzZ's)
  • fixed: "transport back to the ship" dialog when sleepy is now less annoying/spawning less


[ 2021-09-17 11:23:55 CET ] [ Original post ]

v1.1.2: Ladders, location and fishing!


Still working on the quality of life patches/updates to improve the base game here. Luckily we're running at very few bugs, and most of these changes are just to make the game more "pleasant" to play overall. I will be giving some details on the "future of Residual" as I have some galaxy-expanding-big plans for it.. more on that later this week in Thursday's video!

A bunch (all?) of these features are based on player feedback - I've setup PedeyB the Discord bot to handle feature-requests so I can keep track of it, if you got good ideas: discord.gg/orangepixel for more info! - ALSO PC adventurers, use the F1 key to create some cool snapshots of your adventures, and you can post them in the #postoffice channel, it's cool to see where everyone has been (and which planets people have already survived!)

For now, the list of changes in v1.1.2 - and for Switch users, don't fear, these are all coming to an big patch soon (pushing updates just doesn't work as quick on Switch).


  • added: starting-planet is an easy one for new players
  • added: glucobombs can now destroy spikes
  • added: option to change transparency behind dialogs (default=off on Switch) improve readability
  • added: ladders can be picked up again (and put in backpack)
  • added: keep track of locations visited in planet-radar
  • fixed: crash bug when checking for resources/mining (out of bounds)
  • fixed: crash bug on mouse-hover events (PC)
  • fixed: climbing stairs will block some operations like inventory/crafting/visor
  • fixed: fishing-line now has more max length (deeper fishing) - might have to throw it a few times, just like real fishing!
  • fixed: fish drop back in the water too often (annoying) - now seen as collected if they drop/fly against you


So stay tuned for Thursdays devlog video, I will layout some of the plans for the future of Residual.. and it's gonna be big :)

Pascal / Orangepixel


[ 2021-09-14 10:55:31 CET ] [ Original post ]

PATCH UPDATE FROM THE MOTHERSHIP



First update is here! It's not a big one, because I first want to make sure all the tiny annoyances and other small bugs are fixed before I start introducing new bugs.. uhm, I mean.. new features!

So the list of changes in this update:


  • added: patch-notes popup (only shown once on new updates)
  • added: Scanner now also shows minable-pockets for resources
  • added: items dropped from your backpack now have a marker above them
  • added: fail-safe mechanism detecting player being "blocked" into solids (due to vine-swinging for example) - make him "wake up" at the ship as if passed out
  • added: Roof-generators now also "light up" the plane they are on (besides their other function)
  • fixed:biting-creatures can "corner" the player into a non-movable position.
  • fixed: opening visor when being grabbed by slurper-plant goes "crazy" interface wise until creatures lets you drop
  • fixed: "mission completed" percentage on load-game screen isn't correct
  • fixed: bug causing sleeping/restoring taking much longer than needed
  • fixed: far less random events (less backpack broken, or device disabled)
  • fixed: improved check on mission-required resources already collected (only on new mission triggers, not for existing)


Besides that, I'm glad to see everyone is exploring those planets! As you might have noticed by now, the type of planet you crash on can have a huge impact on your gaming experience - so do make sure to try a couple of other planets (especially if you are one of the unlucky ones that ends up on a very cold planet with barely any fruit).

Here are a couple of tips to help you on your adventure:

FOOD: Can regrow, but only if you leave the stems/sticks in the ground! Don't pull them out, and fruit will regrow in a (game)day or so. Usually running against a stem will let the fruit drop to make that even easier

FISH: A resource that also keeps coming back, water is empty? visit it a bit later and you might find fish in there!

MUSHROOMS: Great resource for restoring energy.. but they come with side-effects! - cooking will help limit those effects.

WATER: You can always fill your flask (in inventory) with water! This refuels your energy levels slightly (not fully) but a very easy and quick way to regain some energy on a planet without much food

ENERGY: The speed at which you lose energy is based a lot on the temperature on the planet, or the area you are in (for example: deep underground it's often very cold) - Your solar-suit will keep you warm, but the colder it is, the faster the solar-suit will deplete and needs recharging in the sun ! A fire will keep you warm and safe.

SLEEP: Sleep restores your energy, but how much it restores is also based on your food levels. Best thing is to try and eat and refill your food-bar before you sleep.

REST: Sleeping in the captains chair is great, but you can also build a campfire, stand near it, and your character will then sit down and rest. This also restores your energy, and gives you rest. Often a quick way as you don't have to travel back and forth to the ship.


And of course hop on the discord.gg/orangepixel if you wanna talk to other adventurers, already some great conversations going as people help each other out :)

More updates are coming, and please remember to leave a rating/review on the game, this helps visibility - especially if you enjoy what's here and what's to come!

- Pascal / Orangepixel


[ 2021-09-11 13:14:47 CET ] [ Original post ]

Residual launches on September 9th!



Just ONE MORE WEEK! And Residual will launch you into space -- so you can crash on one of the many planets in the universe! I hope you are as excited as I am for this new adventure. I have a few little extra things I wanted to share with you:

PAX-WEST !
Residual will be on the PAX floor at the Apogee booth! - so go check it out and give it a little play if you happen to be there!

STREAMS AND VIDEOS
If you plan on streaming, or upload videos of your gameplay, make sure to drop by on discord.gg/orangepixel as I've setup a channel for you to promote your Residual stream/video there!

FREE GAME MANUAL
And finally, as an extra bonus, I'm giving away a FREE copy of the Residual Digital Manual if you sign-up to the Orangepixel newsletter ! The eManual has a bunch of information on the game, including a good old fashioned back-story that's exclusive to the manual.

MAC VERSION
I'm still looking into the options to distribute the Mac build, Apple made it VERY difficult to simply release Mac games with their notarization policy. There is a Mac build available, and I'm sure going to try to make it available somehow and somewhere, but there's still a bit of figuring out there.

STEAM DECK
Getting a bunch of questions about Steam Deck - all I can say now is that I'D LOVE to support the deck with all my games, I have high hopes, since we have Linux builds available for all the games including Residual, but right now, I have no access to a deck, so no way of testing it - so let's just wait and see!



IF you had previously signed up to the newsletter an extra email with a link to the manual will go out on launch day - so don't worry, I got you covered!

Pfew.. think we're now all set for next week's release! - Come hang out on the discord to chat about the game if you like.


..and remember: the surface is just the beginning !


- Pascal / Orangepixel


[ 2021-09-02 10:55:45 CET ] [ Original post ]

Exclusive Demo Planet



It's been quiet on here for a bit, but that doesn't mean things haven't been moving! Let me give you a quick rundown of the events in recent months:

1 - Residual now fully ported to consoles (Switch, Xbox and Playstation)
2 - Residual fully localised into 11 languages!
2 - A demo - planet was made, which you can play now! Press the install-demo button!
3 - A gameplay-trailer was created and released into the wild with a Fall-2021 release window announcement (see video up here on the steam page if you haven't yet)
4 - Few small changes and improvements have been made to the game, including PETTING the creatures!

Like I said, a lot has been happening.

Anyway, go check out that demo version of the game, and if you got some time to spare, we have a real-life PedeyB game bot on the discord (discord.gg/orangepixel), which allows you to join an AWAYTEAM and participate in some fun missions - while learning more about the game !


[ 2021-07-08 15:37:23 CET ] [ Original post ]

Wrapping up the work!



ITS .. A.. WRAP! sort of ! Last week I mentioned that I stopped adding big-features, and during this week I also stopped adding small features, and the amount of bugs showing up is now a small drip of silly little things. So lets call it what it is: Residual is now at release-candidate status!

Whats left is porting the code to the console versions. Starting with Switch, because hardware wise its the slowest, and development/code wise its the easiest to quickly test things out on. We then make sure everything works and runs as it should. Any bugs showing up at this porting stage are most likely code-bugs, and they will be easier to spot since code is often used in many different areas. Based on the experience we build up with porting the other Orangepixel games, Im not expecting huge obstacles, we can probably guess where the problem/work will happen, but it will be exciting to see the game run on Switch !

Exciting couple of months coming for the world of Residual !

One of the last Residual DEVLOGs talks about the addition of tiny-features that I could still sneak into the game in recent weeks:

[previewyoutube=IDsAN77svNI;full][/previewyoutube]

Full changes list:


  • added: interface music
  • added: extra tree designs
  • added: improved rock-drop sounds
  • added: extra creature-sounds
  • added: new achievements: Saviour, MEchanic, Foody, Janitor, Technician
  • added: new achievements: Crasher, Galactic-fisher, Fruit picker, Fruit lover, Shroom sampler, Tourist
  • added: Lore and Hologram log-screens to Stats menu
  • added: catching fish now adds random value to speed (more chance it wont land in water again)
  • added: completed Dutch translation
  • fixed: freeplay-rune in galaxy view overlaps text
  • fixed: snapshot mode pans out of bounds
  • fixed: door not requiring power, just a repaired gadget
  • fixed: EDP triggering dialog twice
  • fixed: EDP not showing creating of devices/technology
  • fixed: no select-sound in Artifacts
  • fixed: back on residex with Mouse doesnt work
  • fixed: select-sound on galaxy view and residex view
  • fixed: oil sometimes spawning on vines
  • fixed: destroyable rocks looking like inner-corners
  • fixed: some fish didnt show pickup notification
  • fixed: smash/chop animation
  • fixed: losing items when giving to EDP without enough nanobots
  • fixed: random crash on EMP FX
  • fixed: possible random crashes on getMyRandom() calls
  • fixed: some devices becoming invisible
  • fixed: fish vanishing in water
  • fixed: artifact-container vanishing
  • fixed: repair-ship mission not showing requirements
  • fixed: being able to lift-off with a damaged ship
  • fixed: graphite usage when creating nanobots
  • fixed: fullscreen pref not saved (mac)
  • fixed: fullscreen hint-text shows \r for line break
  • fixed: not showing travel-agency screen if NO save game, but 1 or more runestones
  • fixed: mouse controls in setup menu
  • fixed: fixing/repairing tools doesnt decrease nanobot count
  • fixed: setup->input interface issues


[ 2021-04-02 14:05:20 CET ] [ Original post ]

We now have 3000 creatures in the universe



Since I pretty much put a stop on big-features for the game, as these are the final weeks before we start porting to consoles, Ive been very busy looking into small features I could still safely add ! These are for the most part cosmetic things, so we now have a larger collection of creatures thanks to adding more bodies,heads and tails. Last weeks version of Residual had 890 creatures, and this version is touching the 3000 !

Linking in to those creatures, the Residex has undergone some changes, and is now much better (I was never happy with that screen in the options>stats menu). Now you get to browse the creatures by species discovered, and then show the various creatures within that species. The system is very crude, a species is basically a body-type, but it works! It makes browsing all your discoveries a lot easier and more organised. The creatures now also come with names which is a combination of their head,body and tail descriptor.

The game also comes with a new font, this is so that we can have a good font used for all languages (previous font had no support for cyrillic languages like Russian!) and of course this week is extremely full of fixes, tweaks and improvements as weve been play-testing the game all week long. Its cool to see how stable the game is, mostly based on the fact that only 2 or 3 bugs came in today as I type this.. and I already fixed those before they came in!

Yesterdays devlog shows the creation of the little dioramas in the credit screen:
[previewyoutube=_GvZfWxlVNM;full][/previewyoutube]




Full changes list:



  • added: new font (supports cyrillic)
  • added: increase in interface-resolution (bigger font, works better)
  • added: redesigned Residex
  • added: Furnace can now also prepare fish/mushrooms
  • added: made scanning creatures easier (they are less likely to run away when being scanned)
  • added: show identified species when using dna on prev-scanned lifeforms
  • added: first 8 achievements
  • added: more tree-variations
  • added: caught fish or jumping fish, will continue swimming if landing in water
  • added: camera-cinematic when random event happens
  • added: crafting-animation and short delay
  • added: show +1 in energy and food bar for x seconds when it increases
  • added: increased aggressiveness to creatures at night
  • added: PDB dialog for putting useless resources in the furnace
  • added: save-game stays after lift-off so you can go back and fix hyper-gate
  • added: chop-able tree-growth to devices and areas?
  • added: roof engines now remove ooze from their vertical-plane
  • added: event break down gadgets in switches for roof engines
  • added: new variations of creature bodies+heads
  • added: drink from filled flask in hands (not just through inventory)
  • added: analyze information to the portal
  • added: unlocking of Echonium transmitter near portal
  • added: Give hyper-shards for a single freeplaymode on completion/survival
  • fixed: Furnace device knowledge never gets unlocked
  • fixed: tall-pushables arent blocked correctly by floor
  • fixed: back-button in galaxy doesnt work with mouse
  • fixed: not being able to place items near echo-pillar
  • fixed: device-placement blue-floor rendering is bugged
  • fixed: capping mission-list on visor screen
  • fixed: increased size of visor screen
  • fixed: increased tab-pages on visor screen
  • fixed: getting an eat message at Cotton
  • fixed: showing use phaser when on ladder (which cant be done)
  • fixed: cant pickup dilithium or sealant when stems are at the same spot
  • fixed: players indoor status didnt get reset correctly at all times causing host of problems
  • fixed: auto-pickup fieldgenerator even if disabled in options
  • fixed: floating items in hand when using visor-animation
  • fixed: uiinventory has word: Requires non-translated
  • fixed: create-resources mission now completes if device already created
  • fixed: translate creature sleep-time to planet-based hours
  • fixed: improved device-placement
  • fixed: water-drinking effects are now more balanced
  • fixed: residex creature rendering bugs
  • fixed: die/pass-out at teleporter still makes you teleport
  • fixed: spread resource-pockets based on min-depth values
  • fixed: player getting locked at slurper-plants or after dropping on the floor
  • fixed: tree disappears bottom of screen
  • fixed: some generators not being able to fixed due to switch being not placed in visible location
  • fixed: inventory decreased double when using furnace
  • fixed: end-screen text rendering
  • fixed: high-temperature make you exhausted/sleepy faster
  • fixed: not all artifact-containers got placed
  • fixed: cleaned up teleporter code, fixing multiple bugs in the process
  • fixed: crafted items now get mounted in hands instead of placing in backpack
  • fixed: improved end-screen


[ 2021-03-26 15:19:24 CET ] [ Original post ]

Improved dialog system and near feature complete



Another week closer to a full game, and this week sees the squashing of close to 60 different bugs but also small things that I dont like or need little improving. So a fix could also be something simple like: move the dialog up 8 pixels. Its all a bit of polish mixed with bug-fixing and making sure we have the most kick-ass game possible!

Ive been pushing daily-updates, since we now have a QA team testing the crap out of this thing, so I want them to have the latest build available. That means version numbers increase with a letter (0.32a..b..c..g) during the week, and on Friday we push out a fresh new version!

I would call the current build pretty much feature-complete. There are no plans for adding big new things, the coming week Ill just be adding achievements, and well have to worry about translation (especially the font used, since it doesnt support languages like Russian.. so I have to figure out a solution for that meaning, find a font that works for such languages).

So not a lot of things to mention in this weeks update, except that IF you update: delete your save-game files, because youll most likely miss out on triggers and events and dialogs. So update, and start a fresh new crash..uh.. game!

Last week I introduced a cuter-version of PedeyB to the game, and in yesterdays devlog I talked about that and more!:
[previewyoutube=tsobx6XN9rk;full][/previewyoutube]


Full changes list:


  • added: Come share your postcard at the discord.gg/orangepixel with fellow adventurers
  • added: sub-mission for crafting power-pack for first door
  • added: tileset winner planets
  • added: clean up completed missions from mission list
  • added: fallback language support
  • added: Freeplay planet count to Solarsystem view
  • added: ladder blueprint now also unlocks after big drops
  • added: message explaining use of silos
  • added: marker above spaceship when need analyzing hull
  • added: solarcell charges faster inside ship
  • added: Eyecatchers will throw out a memorycard
  • added: Water flask
  • added: extra credit dioramas
  • added: little highlight shine spark to pushables
  • fixed: some log-data crates spawn in water
  • fixed: disabled certain EyeCatchers from spawning above ground
  • fixed: broken backpack items will now first have to hit the ground
  • fixed: cancel snapshot still shows discord message (and makes postcard)
  • fixed: take a nap line also shows if player just died/health==0
  • fixed: postcard now contains galaxy and planet name
  • fixed: discoverylist and languagelist not loading
  • fixed: slight increase in statusbar resolution
  • fixed: alt+tab when in fullscreen now properly handles rendering and focus
  • fixed: corrected interface-background scaling
  • fixed: selecting windowed resolution pushed game in fullscreen on first try
  • fixed: power-source crafting not being triggered
  • fixed: hologram right pillar rendering bug
  • fixed: not being able to place a silo or non-mining device
  • fixed: reorganised PedeyB dialog text
  • fixed: craft energy source mission added twice
  • fixed: Hologram text now part of orange-dialog (not PedeyB)
  • fixed: disabled game running at higher than 60fps on PC
  • fixed: removed echo-pillar over-spawnage in the underground
  • fixed: roof Generators and EchoPillars underground only added in mainpath
  • fixed: fish walking/sliding on ground
  • fixed: fish dropping dead (magically)
  • fixed: increased duration of campfires
  • fixed: campfire dying out after cooking is done
  • fixed: cookables in inventory not detecting nearby campfire
  • fixed: assigned same key to multiple actions
  • fixed: wrong labelling in DNA Scanner results
  • fixed: feeding EDP with resources wont trigger mission-completed
  • fixed: resin-fluid rocks dont vanish (unlimited resin)
  • fixed: died while on ladder locks movement
  • fixed: Graphite not highlighted in scan
  • fixed: Fruit+Graphite same index color
  • fixed: dead fish cant be picked up under water
  • fixed: torch should be tool not item
  • fixed: crash when eating forget shroom
  • fixed: when swinging on one vine, other vine shouldnt take over if we touch it
  • fixed: eyecatcher8 should not spawn aboveground
  • fixed: upgrades should use different message
  • fixed: vertical door closes with wrong images
  • fixed: short delay between jump presses
  • fixed: constructing comes from palyer, should be printer-message
  • fixed: shorter delay on re-using spaceship door
  • fixed: grabbing graphite out of backpack, and putting it back, decreases mission progress
  • fixed: cactus sometimes gives wooden stick as item
  • fixed: treasure spawning in water
  • fixed: placing ladder at same spot as existing ladder
  • fixed: dont make inventory drop out when inside ship
  • fixed: visited-planet count not correct
  • fixed: long-planet names mess up load-game interface
  • fixed: prepped credits for localisation
  • fixed: Postcards now saved to user/ folder
  • fixed: no more oil hint
  • fixed: teleporter not working when placed high on platform in world
  • fixed: crash when pulling fish out the water
  • fixed: nano-bots in inventory showing 0 (you dont really have them, they are for EDP)
  • fixed: player passing-out doesnt restore indoor world state correctly
  • fixed: dont allow teleporters on floating-platforms
  • fixed: residex not correctly storing creature-locations


[ 2021-03-19 15:28:19 CET ] [ Original post ]

More cuteness and character



This is, easily, the most stable version of the game so far. And the changes list shows why its a list with few tiny new things, but mostly a bunch of fixes! I just ended a play session in the game, and even though the game is very stable, there are still a bunch of things I want to improve and every gameplay session goes hand in hand with a bunch of changes on my to-do list.

One thing that has been bugging me was the little hovering bot that flies along side the player. This is PedeyB or PDB the Personal Disaster Bot.. and I never really liked him! OR at least not how he looked. I wanted him to look cute, but theres not a lot of room for cuteness in a 1010 sprite until this week I found a way to improve him.


Left is old, Right is new



Adding those little feet that wiggle about a bit, makes him so much more likeable, and that tiny visual change also comes with some newly written dialog. Hes really a bit of a character now.. and has this weird romantic thing for the ships replicator. Strange!

Few more weeks of fixing and tweaking, and well call this puppy done!

I also added a few more eyecatchers, make sure to check the video below for the first batch that was added last week:

[previewyoutube=vTGQXgiqJrY;full][/previewyoutube]


Full changes list:


  • added: more eyecatcher objects
  • added: language select
  • added: blueprint for echonium-transmitter now unlocked at better time in game
  • added: planet-core heath mapping
  • added: gave PedeyB more character/cuter look
  • added: Random-Events handling code
  • added: Event suit-malfunction
  • added: Event toxic rain
  • added: Event damage to devices
  • added: PedeyB log last messages in Visor
  • added: woofer-sound now also scares creatures
  • added: Event Ship attacked by Ooze (re-repair!)
  • added: Event broken backpack
  • added: suit-malfunction messages to visor
  • added: share your postcard message box to snapshot mode
  • added: EDP show how many devices we already have
  • fixed: rendering bug on destroyable blocks
  • fixed: PedeyB avatar during hologram
  • fixed: permadeath setting information
  • fixed: spacing between empty and use on residex screen
  • fixed: mouse controls in input-screen
  • fixed: arrow-keys now show up as dpad icons during instructions
  • fixed: fishing-rod now a Tool instead of object
  • fixed: speed of planet-rotation in galaxy-views
  • fixed: galaxy-view background art/clearness
  • fixed: dont pop-up dialog when player on instable/moving floors
  • fixed: fish on dry-land turn into dead fish food
  • fixed: dead-player wont create triggers for surrounding creatures
  • fixed: trimmed windowed-resolution options (removed weird ones)
  • fixed: remember navigation in menu-screens (settings)
  • fixed: repair at echo-pillars now always triggers (was timer-delayed)
  • fixed: general interface interaction cleanup
  • fixed: disabled placing device at same spot as other device
  • fixed: blocking player from packing-up device when holding something else
  • fixed: powerrelay switch with connector not capable of grabbing connector and connecting it
  • fixed: faster banter/talkback events in dialogs
  • fixed: inventory handling for groups of items
  • fixed: toxic-rain shouldnt hurt player indoors
  • fixed: snow starts falling during intro
  • fixed: egg-wasps fly upwards immediately
  • fixed: arachnoid can now be scared back to its nest
  • fixed: added correct black edges to intro animation
  • fixed: backdrop for on-screen instructions
  • fixed: fish not spawning
  • fixed: cant use torch to light campfire
  • fixed: discovered by on visor rendering width
  • fixed: extra spacing for visor text
  • fixed: bug with deuterium-slurpers
  • fixed: dialog-caching events (when old dialog is still shown)



[ 2021-03-12 15:04:22 CET ] [ Original post ]

Residual v0.0.31: Artifacts, Eye-catchers and a kick-ass intro



What a week! The game is REALLY coming together in these final weeks, and it shows in all areas of the game. There's a couple of amazing new things in this weeks update, starting with the Artifact-screen, including a hundred (!) artifacts for you to scavenge for on all the planets. Each planet has 1 or 2 artifacts, and every artifact is at least hidden once... you just need to crash, and crash again to find them all ;)

I also started work on adding "eye-catcher" art. After noticing that most interesting screenshots are with the water-falls in there adding nice environmental light.. I figured I needed something else! So eye-catcher art was made and will be scattered around the universe. Weird plants, futuristic looking objects, and just a bunch of other pretty stuff. It already creates a couple of amazing screenshots, so I couldn't help myself and create a few wallpapers for the discord.gg/orangepixel .. like this one:



The final awesome addition to this weeks update comes in the shape of a whole new intro! The original intro was once created in a rush because of the Kickstarter demo, but this time Dylan (the intern) put some good time into a sweet animation of the main character in his spaceship, and with some code work and special effects on my end, we turned it into a sweet crashing animation! - If you have access to the early build make sure to reactivate the intro in the preferences menu)

See below for a full list of changes and tweaks, all the result of polishing, as explained in last Thursday devlog:
[previewyoutube=DcGSUjeBhGY;full][/previewyoutube]



Full changes list:


  • added: tileset-art credits
  • added: 100 artifacts
  • added: Artifact database screen
  • added: arrow-key controls for menu/interface
  • added: extra Metal+Deuterium drops on the planet
  • added: spitplants can be burned
  • added: throwing rocks at split-plants to destroy them
  • added: egg-nests can be hit or burned
  • added: egg-wasps - need to fly away from water (or if player is too far away)
  • added: completed the "well done" screen
  • added: "eye-catcher" scenery objects
  • added: tileset-inner-corners; fixing rendering uglyness
  • fixed: background descrepency
  • fixed: improved intro-crash
  • fixed: "cold, need solar suit" message overlapping with getting out of crashed ship on cold planets
  • fixed: mouse-controls in Universe viewer
  • fixed: better spread of Artifacts across planets (all artifacts at least placed once)
  • fixed: tweaked rules for rain on a planet
  • fixed: can make unlimited nanobots (with no Graphite)
  • fixed: rare case of Metal spawning at top left or top right of the map (out of reach)
  • fixed: text-overlap issues in Visor
  • fixed: overkill of fire-triggers on oil-surface
  • fixed: controller disconnecting and reconnecting not being detected
  • fixed: "Astronaut unlock" dialog showing up twice
  • fixed: dna-scanning when creatures are moving around
  • fixed: stingwasps don't fly upwards fast enough


[ 2021-03-05 14:24:55 CET ] [ Original post ]

Residual v0.0.30: A discovered and named galaxy



Polish, tweak, polish, tweak, add, change,polish, tweak.. That's pretty much my week! How was yours?! If you're a kickstarter-backer, make sure to update your version of the game, because this week it finally happened: Your planet got named! - or at least for 99% of the "name your planet" tier backers (still missing 6 or 7 survey replies). So you can browse through the galaxy (options menu) and locate your planet!

A lot of areas of the gaming are now coming together, and with only a few weeks left on actual code-development, it better gets together! This update is full of tiny new things, improvements and as mentioned in last couple of updates: MANY fixes!

A lot of new planet graphics, new creature-dna, and I locked up the Astronaut character! You'll have to unlock it, and I'm not telling you how -- don't worry, you'll figure it out!

Last Thursdays video isn't as much a devlog as it is just a tiny look into a developers head as he is trying to wrap up work on a year long project! No biggy, check it out:

[previewyoutube=rewYq7cle_I;full][/previewyoutube]


Full changes list:


  • added: "artifacts found" to "continue" screen
  • added: "fruit" to the visor resources
  • added: drop item if grabbed by Slurper plants
  • added: logo added to snapshots
  • added: back-key to exit snapshot mode
  • added: 2nd "hot" planet soundtrack
  • added: new tilesets
  • added: KS Backer planet-names
  • added: make "flowers" static on some planets (tileset based)
  • added: time of day is now visualised with a sundial (since days can be any length, this might be more clear)
  • added: Astronaut character now an "unlockable" character
  • added: "freeplay unlocked" information box
  • added: astronaut-unlock elements and dialogs
  • added: new creature bodies
  • added: DNA life-form scanning now a progress-bar. Requires player to stay near the subject
  • added: sting-wasps from the egg-nests
  • added: map-view of the planet on load-game screen
  • added: hologram info speech (after hologram)
  • done: moved all text to file for localisation
  • changed: level-generator rules
  • changed: improved generator images
  • changed: less darkness when raining
  • changed: less frequent switch between rain/no-rain
  • fixed: craft-knowledge (when just 1) not centered
  • fixed: crash bug when holding an item and being grabbed by eating plant
  • fixed: pushing/grabbing blocked by "less important" actions
  • fixed: some spawn spots for proc-creatures
  • fixed: Electentacle can now be passed when it's not in "electrified" state
  • fixed: design bug in some areas with spikes - not being escapable
  • fixed: shading on console pillars
  • fixed: connector-switch overriding other events when nearby
  • fixed: can't make oil burn (torch nor phaser)
  • fixed: ugly rendering corners in tilemap/backdrop
  • fixed: moved "marker" on top of echo-pillars down to the "console" on the pillar
  • fixed: improved intro (more context, improved text)
  • fixed: rain/snow fall starting like horizontal lines
  • fixed: single-time spawner triggers would still trigger new spawns
  • fixed: don't spawn arachnid near "generators/fidgets"
  • fixed: pdb dialog at a hologram device disappears very fast
  • fixed: day-hud was not lined-up with statusbars (Vertically)
  • fixed: electro-block doesn't change itsimage back after it deactivates


[ 2021-02-26 15:08:58 CET ] [ Original post ]

Residual v0.0.29: Colored water and different day cycles!



The closer I get to an actual release, the more "fixes" and "changes" these weekly updates seem to have! Luckily there might be a lot more items in the changes list below, but most of these are tiny changes or fixes.

I did add a few new features, one of those is colored water! This was pretty simple (literally changing the color of the water) but I had to rewrite some code because of the way the waterfalls, pools, and water-waves all worked. But it's done now, and you'll find some interesting water colors on different planets!

Another change was something I wanted to create for a while, but for that I had to rewrite the way we color the sky during the night and day cycles. Now that that's done, it was very easy to have every planet have it's own hours-per-day. Depending on how close they are to their sun, you can now find planets with 10 hours in a day, or planets with 30 hours.. and everything in between! I can imagine that's not going to work for all players, so I also added a setting in the menu that allows you to force 24 hours.

This weeks youtube update isn't solely about Residual, but I needed a little break from talking about Residual all the time! ;)

[previewyoutube=gSN328nMAJY;full][/previewyoutube]


Full changes list:


  • added: "bite" to trats biting player
  • added: different colors for water (Depending on planet-graphices)
  • added: artifact found info to planet view
  • added: improved galaxy-viewer to fit on all types of resolutions
  • added: different hours-per-day cycles per planet
  • added: player option to force 24-hours per day
  • added: artifact information to save-game
  • added: extra shine to artifact-pickups
  • added: doubled amount of hologram lore
  • added: over 15 extra Lore for datacards
  • added: 20 new artifacts
  • added: egg-nests in cold areas
  • added: split up craft knowledge and EDP knowledge
  • fixed: rewrite of water/waterfall code fixing tiny bugs
  • fixed: tech-vine switches floating in a room without any purpose
  • fixed: portal code now generates it's own required switches
  • fixed: force-field floating above the ground
  • fixed: savegame file was missing some info on the planet
  • fixed: stop creatures from "idle" state in water
  • fixed: techdrones keep spawning at a spot (when old one is still hoovering nearby)
  • fixed: some PDB messages blocking player investigation-animation
  • fixed: rare crash on deploying devices
  • fixed: make dialog speech float upwards (movement to grab player attention)
  • fixed: black-bar behind instructions not vertically centered
  • fixed: rebalanced spreading of Ooze (less)
  • fixed: weird sliding animation when walking near campfire
  • fixed: connector-switch - hotspot for analyze is in center between 2 connectors
  • fixed: "cold" information getting overwritten by "find resources" information on cold planets
  • fixed: pdb for "EDP" or deployables now bounces due to alpha-value


[ 2021-02-19 14:59:17 CET ] [ Original post ]

Residual v0.0.28: Tying up loose ends



This update is pretty much the result of me trying to sit down for a good long gameplay session in Residual, and just writing down a long list of things that are just a bit "off" and need a tiny change, or need to be more user-friendly, give a better first-experience to players, etc. Of course my whole idea in such a gameplay session is to just sit down and enjoy the game, try to figure out how long an average gameplay session takes, but I rarely make it into the game further than 20-30 minutes and my list of things that need fixing has grown.

Soooo, this weeks update comes with another long list of tweaks,changes and fixes that's mostly focussed towards the player-experience. Dialogs that need to wait for other dialogs, or in some cases should replace older dialogs.. pop-up notifications that vanish too quickly, too much information coming at the player at once, trying to delay all that or have it wait for other things to complete their visibility cycle, but then it still needs to work in all cases and with all types of notifications.. it's a lot of tweaking and trying!

I also got to mix all that stuff with implementing some new things, I'm also happy to announce that the Hyper Gates now have a purpose! And I got some new room-templates in there with interesting obstacles and little puzzle effects (one of them is up there in the GIF).

Really a very nice update this week! I think there is just one more bigger feature I need to implement, and then it's really just a matter of wrapping up all the loose-ends (features that need a bit of tweaking and improving here and there) and adding some extra content in the shape of puzzles/obstacles

Speaking of extra content, this weeks video I show and talk about the first 10 tilesets that got submitted for the Residual tileset contest - some cool stuff here:

[previewyoutube=qglPyg5-w8A;full][/previewyoutube]

Full changes list:


  • added: new game now prefers "unvisited" planets above other planets
  • added: picking up broken-fidgets now add a sub-mission
  • added: broken-cpu now added as sub-mission
  • added: analyzing events are reset on new games for all objects+tools (not for food)
  • added: deuterium-eaters now stop floating when deuterium is picked up
  • added: activated Photomode (press F1)
  • added: temperature min/max for the Proxima galaxy
  • added: freeplay mode (need to be unlocked per planet)
  • added: Make portal-fixable, and then unlock freeplay mode on that planet
  • added: Echonium-transmitters (used for clearing and keeping an area free of ooze)
  • added: new character-select background (makes more sense to start in the Meganoid docking bay)
  • added: Cold-planet music
  • changed: dialogs won't vanish faster because player is moving (was bad design)
  • changed: improved elevator/switch mechanics and elevator/push-stone interactions
  • changed: improved swinging from vine to vine
  • changed: creature-modifiers for tails and temperatures
  • fixed: datacard-text, when closed, shows PDB repeating the text
  • fixed: first-boot/install will check for best resolution setting (fixes issue on resolutions smaller than 1920x1080)
  • fixed: new mission triggers not always showing up when needed - improve user-friendlyness
  • fixed: climate description for creatures
  • fixed: double "analyze X" mission would trigger a complete of that sub-mission
  • fixed: switch with broken fidget doesn't give analyze
  • fixed: fire-pillars still don't spawn analyze
  • fixed: dpad-down button shows as #12 in on-screen instructions
  • fixed: techdrones don't init the "look at us" trigger
  • fixed: datacube doesn't show "hey lets go to the printer"
  • fixed: double-spawning of treasure and datacube devices
  • fixed: crash caused by Arachnid placement during world-generator
  • fixed: character select arrow rendered on top of spaceship
  • fixed: can't place burning torch on the floor
  • fixed: various issues with galaxy-render interface
  • fixed: Echonium-transmitter now placeable on the floor
  • fixed: picking up a forcefield-generator gave wrong item
  • fixed: picking up echonium-transmitter gave wrong item
  • fixed: tweaked planet temperatures
  • fixed: limited spit-plants to only spawn in "warmer" areas
  • fixed: remove ooze from doors opening up
  • fixed: removed creature spawners on door-location during world-generator cleanup pass
  • fixed: aggressiveness of creatures - now also follow and "bite" player
  • fixed: eating mushrooms now close inventory to show you the effect
  • fixed: eating mushrooms will give extra PDB dialog explaining side-effects only last short time; and cooking them is better


[ 2021-02-12 14:34:50 CET ] [ Original post ]

Residual v0.0.27: Working on the details


A week of slow progress, mostly on purpose as I took it all a bit slower this week! BUT that doesn't mean nothing got done, it actually allowed me to focus on a bunch of tiny things, and at the end of the week.. that makes up for a huge list of fixes!

All Kickstart backer names are now in the credits (yay!) and surveys sent out for planet name rewards. I also started working on the lore, if you know bump into one of the Hologram shrines, you'll be greeted with a variation of messages and hints.

Every planet now also comes with a new little storage-container device, once you activate and open it, you'll find a random collectible trinket in there! Every planet has one, sometimes two, and there will be a menu interface to keep track of the full collection (also showing you what you missed).

So Patrons and Kickstarter backers, update your version and enjoy !

This weeks devlog dives into the whole galaxy-viewer added last week!
[previewyoutube=N0tVXtoeq2I;full][/previewyoutube]


Full changes list:


  • added: Techdrones spitting out ooze will now also spread it across floors and walls
  • added: more hologram-speech lore
  • added: new planet backdrop
  • added: mirrored versions of planet backdrops (minor extra variation)
  • added: Artifact storage containers
  • added: final batch of KS backer names to credit screen
  • added: pause and inspection for ooze-spreading-tech-drones
  • added: first batch of artifacts
  • added: DNA scanning of non-procedural creatures
  • added: chair now gets a "something here" marker for first time sleepers
  • added: Show "ZZZzzz" above players head when tired (walking slower)
  • added: EMP also destroys "spawner" locations - keeping area safe
  • added: Creatures can now also be tempted to bite other creatures, including humanoids
  • fixed: solar-suit now decreases less quickly (had test code doubling decrease rate.. oops!)
  • fixed: push/pull items now show "Move" instructions, more clear than the "Grab" instruction
  • fixed: notifications sometimes staying on screen far too long
  • fixed: for single placement of special-mushroom
  • fixed: markers above known devices are now different from unknown devices
  • fixed: proper light in crash area (Based on time of day)
  • fixed: bouncers now properly "eat" deuterium
  • fixed: made passing-out text more clear on what happened
  • fixed: entities activating "life scanner" without player interacting


[ 2021-02-05 15:08:29 CET ] [ Original post ]

Residual v0.0.26: Generating a complete universe



A week of a bunch of minor improvements and changes, and one BIG feature. The bunch of smaller changes are all to de-clutter the interface. With missions, pickups, notifications, and all those things sliding in and out the screen, I wanted to stream line all of that a bit more, as it can sometimes be a bit overwhelming to new players. So most of the fixes are aimed towards all that.

The BIG feature is going to be a very important part of the gameplay once Im fully done with it. I added a full-galaxy generator this week, which means that all the planets are now build based on the star-system they are in, the distance to their sun, and the galaxy that star system resides in. Its been a couple of days work, but it was well worth it!

For now you can check out the known Proxima galaxy from the options menu (stats -> universe) and navigate a bit through the starsystems and planets within. You can zoom into a star-system, and then youll get a list of the planets with some details on that planet.

The purpose of this screen is a couple of things. The games technology is awesome, having unlimited amount of planets.. but to a player, all that technology isnt visible or known. So this galaxy-view will give the player some feel and understanding of the size of the game, and the fact that there is more out there!

Second reason is sharing experiences and findings with other players. Youll be able to find artifacts on planets, and how cool would it be to share the location of those items with your friends!

Third reason, I want to add some sort of free-play mode, where you get to choose the planet youll crash on. This just adds more value to gamers who can now pick a certain planet to either replay it, or visit all the planets, or do scavenge hunts for all the artifacts in the game. It will also make it more interesting for streamers or speedrunners.. just in case !

This weeks video shows the creation of the Residex, and a new planet backdrop:
[previewyoutube=2g2NRzjXLGM;full][/previewyoutube]


Full changes list:


  • added: show unlock notifcation for new devices becoming available
  • added: raw mushrooms = long side-effect and 50% health+energy / cooked mushrooms = short effect and 100% health+energy
  • added: mushrooms are placed in more (dark/damp) areas
  • added: crafting of power-upgrade items (used to upgrade devices)
  • added: items to upgrade mining-devices for faster mining
  • added: option for shorter days per planet (not used for now)
  • added: galaxy-viewer show all starsystems+planets+details
  • added: proper galaxy-creation all planet generation now done based on the galaxy data
  • fixed: echo-pillars and treasure spawning in spike pits
  • fixed: less interface clutter / overlap with multiple notifications happening at once.
  • fixed: made inventory icons more clear (even when not selected)
  • fixed: regrouped some inventory stuff from tools to items
  • fixed: changes to sunlight code
  • fixed: bug in visor showing creature info on planet-tab (oops!)
  • fixed: removed showing a pickup notification when putting items back in backpack.
  • fixed: mission trigger events properly wait for other info to be gone
  • fixed: pickup notification stay on screen forever
  • fixed: delay mission pop-ups during cinematic events
  • fixed: improved craft unlock notification rendering
  • fixed: changed mission popup sound (now different from interface interaction sounds)
  • fixed: localization support for delimiters in various numbers (percentages,etc)
  • fixed: recruit solar suit message repeats WAY to often


[ 2021-01-29 14:58:32 CET ] [ Original post ]

Residual v0.0.25: Creating a database of lifeforms



A mixed set of changes and features this week as I put a bunch of time into tweaking the gameplay, adding new and interesting interface areas to the game and creating some new graphics for the various planets.

The options menu has gotten some changes, we now have hints to all menu items so you'll know what it what, and we also have the start of a codex/statistics menu. For now this is just home for the new Residex! I added a scanner to the players standard inventory (have to start a new game, won't be there in older saved-games), and this will allow you to scan the various creatures you encounter on planets. Once you scan them, their information is shown in your visor, and also stored (permanently) into the Residex.

I also created a couple of new planet-scapes, so if you start a new game you might find yourself in new uncharted areas of the galaxy! Can't have enough of those ;)

Besides those features, it's mostly a bunch of improvements making the gameplay better and, as always, attempting to make the game more open to new players.

This weeks devlog goes into the effects the various Mushrooms can give you:

[previewyoutube=aZuoCDK52Aw;full][/previewyoutube]


Full changes list:


  • added: extra mission info can now be found in your visor
  • added: new planet-backgrounds
  • added: Mushroom effect: forget (you forget some random crafting knowledge)
  • added: show "action to Eat" when carrying cookable food
  • added: show instructions how to put down items (back in backpack)
  • added: DNA Scanner for scanning lifeforms
  • added: Residex - shows scanned lifeforms
  • added: message for devices packing them selves up due to receiving damage
  • added: Exit game to the settings menu
  • added: setting to change "in-game" time speed
  • added: hints/info to option menu items
  • added: trimmed down the "settings menu" in pause-mode (no credits, not exit game options available)
  • added: Show HP bars on top of inventory screen (more clearly)
  • changed: background art for "big plant" planet
  • changed: randomness on planet-generator
  • changed: tweaked the "jump" sound-effects to be less annoying when used a lot
  • changed: echo pillars shouldn't spawn to deep in the planet
  • fixed: datacard storage spawning in water
  • fixed: avatar in scan-interface doesn't match chose character
  • fixed: mouse and keyboard controls interfering with eachother
  • fixed: broken-fidget switches won't allow to grab the broken fidget
  • fixed: player losing the item in it's hands when saving/restoring
  • fixed: space ration now correctly increase health
  • fixed: space Rations don't increase food-energy
  • fixed: silo hooked up to deployable that packs up - will stay connected to "air"
  • fixed: removed the "covered in ooze" on Echo-pillars pop-up message (annoying and confusing)
  • fixed: better handling of fire-pedestal-analyzing state


[ 2021-01-22 15:06:11 CET ] [ Original post ]

Residual v0.0.24: The mushroom effect



A nice big and juicy update is here! Coming with a lot of goodies and improvements. The most fun I had this week was with adding effects to the mushrooms! If you find some of those tasty mushrooms, before this update, they would give you full-health back.. now with this update.. they still do! BUT they also come with side-effects: Dizzyness, heavy-weight, munchies, blindness, and others! Every planet has different mushroom-effects tied to the mushrooms.. so what happens on one planet, doesn't need to happen on other planets. You won't know until you try eating those shrooms!

There's now also a third playable character added, this one will most likely be locked away behind some cool "explore and find" quests at some point in the very near future. There's a long list below with so many tiny changes, new items (craftable HoverStones!) you better just boot up the game and take it out for a new crashlanding - you'll also find a couple of space-rations in your inventory when you start new games.. so if you find yourself on a VERY empty planet without much food, this should help you survive the first day or so!

Bringing us to yesterdays video! Showing the credit screen and the ship's take-off animation.. watch, like, subscribe here:
[previewyoutube=u1EJaNKNX6M;full][/previewyoutube]

Full changes list:


  • added: indication number above datacubes when in printer-inventory screen
  • added: "analyze datacard" will now be part of your missions once you pick one up
  • added: electentacles can now be disabled with EMP bursts
  • added: analyze and instructions to "broken switches" requiring a new fidget
  • added: analyze and instructions to power-supply switches
  • added: special mushroom type
  • added: visual-blinking to missions that just had their counter decreased
  • added: new missions now check inventory and decrease their count accordingly
  • added: not sleeping should "weaken" the player
  • added: if not enough nanobots for specific device, it will show in red
  • added: mushroom effects - Dizzy, Heavy, Jumpy, Speedy, Passout, Blindness, Munchies, Flight
  • added: item: Antidote, disables all active mushroom effects (datacube knowledge, craftable)
  • added: item: Solar Enhancer (datacube knowledge,craftable)
  • added: item: Space Rations at start-up, provides player with some survival meals (random number between 1 and 3 meals given per game)
  • added: item - HoverStones (function as short-burst jetpack)
  • added: more ancient-storage device power-sources (to unlock them)
  • added: cooking mushrooms - counters out the effect raw-mushrooms give
  • added: small random-factor for planet gravity
  • added: proper storage kits for memory-cards (making them easier to spot and interactive)
  • changed: tweak for resin-plants - now grow lower in the planet
  • changed: tweaked some mission requirements
  • fixed: pack-up bug on deployable devices
  • fixed: improved graphics settings on PC / windowed mode
  • fixed: solar suit should charge when in-side the ship (ship-powered)
  • fixed: pushing up on stick won't climb swing-vines
  • fixed: mushroom-placement now based on rareness/spawnrate
  • fixed: if no nanobots, EDP interface showed -1
  • fixed: echo-pillars placed in pools/water can't be operated
  • fixed: EDP won't show interface if no nanobots present - meaning we can't build nanobots either
  • fixed: the "EDP needs X nanos" message pushed out the "analyzing" message when activated
  • fixed: "out of world bounds" crashes (left/right side of the planet)
  • fixed: can't put down a torch (always goes out and in backpack)


[ 2021-01-15 15:37:45 CET ] [ Original post ]

Residual v0.0.23: We have lift-off!



First update of the new year! Welcome to the other side.. we made it! Even though I skipped a few weeks of pushing updates, I have been working on the game here and there, so this update comes with a few interesting features and improvements.

SAVE GAME MIGHT BREAK.. just had to make that clear ! Needed to add more data to the savegames, and also noticed there's a bunch of things missing. My advise is to start a new game for this update, but I think I managed to at least not crash the game on your old saves.

The biggest feature in this version is the fact that we now have all the "missions" that you need to complete to see your ship get off this planet! INCLUDING the actual animations and an end-statistics screen for when that happens. The end-stat screen right now just shows you the amount of days, but there will be more things on there. Time played? percentage explored? stats like that.. just need to first start tracking all that data.

This code also runs on a newer version of the underlying framework, this should fix some issues on Mac's and also handles mouse-controls better on all platforms.. even tho I still have no real purpose for the mouse as most gameplay is done with either gamepad or keyboard, but good to know it plays nice with the mouse!

Finally, as for features, I made a start working on the credits screen! Yay! There's already a lot of names there, with patrons and most kickstarter-backers, but there's still some graphics I want to add, and a list of names that need to be added (mainly the higher-tier KS backers and publisher names).

So a lot of work done moving towards that "play me" state of the game! Make sure to breeze through the full changes list, there's a lot of tiny but important improvements and changes.

Yesterday I uploaded the first video of the year, mostly talking about the plans for 2021, which obviously Residual is a big part of, so check it out (had some extra time to do this video..think it shows):

https://www.youtube.com/watch?v=EdHXbfRvOUg


Full changes list:


  • added: animation and code for space-ship leaving planet
  • added: fixing gadgets now also require nanobots
  • added: start of the credits (still names missing)
  • added: extra steps to fixing Echo Pillars
  • added: Option to "auto-pickup" your field-generator (see settings->options menu)
  • added: code for "Discovered" planets (named planets by backers/devs)
  • added: progress and exploration percentages to the loading screen
  • added: animation to Hyper Gates
  • fixed: gameplay-tips showing through crash-intro graphics
  • fixed: crashes due to rumble() calls without gamepads
  • fixed: initialisation crashes due to controllers/rumble functionality
  • fixed: game not booting on Mac (including M1)
  • fixed: navigation to options with mouse from startscreen
  • fixed: changing option sliders with mouse
  • fixed: intro-code - sometimes ship would not crash onto planet
  • fixed: mouse-hints show even if mouse is hidden
  • fixed: screenshake is not working (since option added to settings menu)
  • fixed: pressing up on gamepad stick won't jump (use button for jumping) - still used for climbing
  • fixed: included room-data to savegame files (doesn't break old saves)
  • fixed: minor tweaks on jumping/input responds
  • fixed: mission-name on load-screen was incorrect
  • changed: increased time-delay for floating platforms before they drop
  • changed: upgraded to latest backend/controller-support libraries
  • changed: level-templates now loaded from disk (allows for modding in future)


[ 2021-01-08 12:55:21 CET ] [ Original post ]

The BIG status update on Residual



This is a little update to make sure YOU as a Steam user also know what's been going on with this game. Because based on just these posts here, you might think the game has not seen much activity, but you'd be wrong!

I've been pushing weekly updates of the game towards Kickstarter backers and Patrons, and I've been posting weekly devlog-videos and devlog-posts all over the place.. except on Steam!



Development has been great, and I'm still fairly on schedule with the game. Some of the key high-lights of features that have been added in recent months since the last update on this Steam page:

- Random life-forms - procedurally generated code creates a fairly large amount of random creatures depending on the planet, the temperature, the layout, and a few other key properties of the environment.

- Base building - this feature has increased a bit, as you can now build a bunch more devices, and you can even connect various devices. So let's say you have a lot of raw-quartz, build a quartz-refinery device, hook it up to a furnace to turn that quartz into silicon, and connect a Silo to that furnace to store all the output in. That's just one of the examples, there's a host of others added to the game!

- Save games - mostly interesting to those who have access to this early build, but we now have proper save-game options (5 slots). Making the exploration part a lot more fun in this early build!

- Lore / Information - A bunch of options to tell the story and various other information you need to understand what's been going on in this part of the galaxy.

- General gameplay and interface improvements - making it more polished, easier for the player to understand what to do, and generally just an improvement all over the place.

- Characters - we now have the option to pick a character, currently only two characters are in the game but I plan on adding one or two more!


Latest DEVLOG :
https://www.youtube.com/watch?v=7uyCugKRRTk




[h2]Stay updated![/h2]

Alright, I'm always fairly open with development, so just to remind you, the MAIN ways to stay updated on all that's Residual are:


Discord.gg/orangepixel - I hang out there during the day as I'm working, and always open to talk about stuff or answer questions. Please don't all private message me, it's a fun, small community, so don't be afraid to post in public. That saves me a lot of time having to repeat things :)

This is also the place to talk about ideas, features, and I ask for opinions every now and then.. so best place to give your thoughts on things!


Youtube/Orangepixel - Every Thursday there's a new video, and most of those will be covering Residual as that's the game I'm working on! (with some exceptions where I talk about the upcoming Switch game releases). Also next week's video will be about this Kickstarter campaign, things I learned, things to think about, etc.


Twitter/orangepascal - My personal twitter, I'm most active on this one, and post all stuff I'm working on. If you prefer just the official stuff, then check the Orangepixel twitter account: less posts, mostly just about releases and discounts.


Instagram - I often post Stories about bugs, code, and other things happening. So follow along !

And I will of course also push out updates to this Kickstarter page, but less frequent then all the other options I just mentioned. So you can pick how much of Residual and it's development you want to follow!



So for now that's it.. the game is still going strong, and is heading for a 2021 release!



[ 2020-12-21 13:51:05 CET ] [ Original post ]

Residual 100% Funded on Kickstarter!



With 4 days left, Residual reaches the 100% funding goal on Kickstarter! This means you still have a few days to get in on the EXCLUSIVE Kickstarter rewards!

Name your planet or a cluster of planets? It's still available!
Get the exclusive digital Instruction Manual on release? Still available!

Check the Kickstarter if you want to get in on these, final days to get them! - Residual Kickstarter

AND make sure to wishlist the game here:
https://store.steampowered.com/app/1290780/Residual/


[ 2020-08-16 16:53:53 CET ] [ Original post ]

Let's open that spaceship!



Lets create more life on the planet! Introducing bouncers (I really should come up with an actual name for these) which bounce all over the planet, but only if the temperature is right, and there is deuterium to be found! Because they love snacking on deuterium and absorbing it before you get your hands on it.. so better watch out when setting up those mining devices!

Theres also a huge list of bug-fixes coming in this week, as I had a bunch of feedback on the Steam Demo (which is now available as long as the kickstarter runs) so to make it all a better experience this version comes with a nice juicy amount of fixes and improvements. Check the full list below!

If youd like to see more about how the blobs bounce around the planet, then make sure to check out this weeks video.. it also shows a nice and cool new crashlanding animation!

https://www.youtube.com/watch?v=iAhX54Vpa_8

Full changes list:


  • added: cool space-ship door opening animation .. because I CAN !
  • add twirl signs above deployed devices
  • added crashlog saving
  • added: Bouncing blobs (just life forms no purpose for now)
  • add broken slots to mechanics (doors).. you can grab a broken fidget and have it analyzed by the ships printer for a new fidget
  • add find deuterium mission to start of the game
  • add find metal mission to start of the game
  • added Planet id to pause screen
  • fixed: too many bee spots at ceilings
  • fixed: resources should always retrigger back to ship even if no analyzing needed
  • fixed: first broken fidget/item should mention going back to spaceship (mission)
  • fixed: level generator not generating exactly same planet every time
  • fixed: tree vines dont always attach to tree
  • fixed: intro crashing ship drops 8 pixels to low on screen
  • fixed: snow falls to fast + doesnt collide with solid-boxes (only tiles)
  • fixed: Broken switches dont always trigger open events at doors
  • fixed: player can go out-of-bounds on the map
  • fixed: door between 2 power-switches, wont open unless both are powered up (hard to do if switch is on other side of door)
  • fixed: player sometimes locks up (on ledge, starting an investigate moment)
  • fixed: level-generator with horizontal doors leading to blocked wall
  • fixed: fish dont seem to bite fishing rod anymore
  • fixed: gamepad button-instructions are blank
  • fixed: mining devices without resources still show time left boxes


[ 2020-08-03 19:57:15 CET ] [ Original post ]

Kickstarter AND new planet graphics



This week most of the work was put in just two things: Starting a Kickstarter for the game, and creating a whole new planet! If you've been following me on the socials you'll know by now that I'm almost a week into running a Kickstarter to fund the rest of the game's development.

You can find the kickstarter here, and it comes with a great DEMO download!

As for the whole new planet, in this weeks devlog I show the creation of a new tileset used to draw the planet, and it adds to the variation in planets you'll find yourself on.

The planet graphics come with different layers to make up the background, and it includes things like flowers, and other growth scattered on top of the world.

I also did a bunch of little changes and tweaks, but I seemed to have mixed up a bunch of my "todo" list items with last weeks list.. making it very hard to give an exact update on the changes.. I'll do better next week!

https://www.youtube.com/watch?v=ypJgFRhUuog


[ 2020-07-27 13:15:54 CET ] [ Original post ]

Residual Kickstarter and DEMO



A new Orangepixel game is coming: Residual - and it is NOW on Kickstarter with a playable demo available! Check all the details here: Residual Kickstarter.


RESIDUAL is a survival platformer offering a combination of crafting and exploration. There are no weapons, it's just you, the planet, and an adventure for survival that's different every time you hit the "New Game" option.

RESIDUAL throws you onto a procedurally generated planet with no humanoid lifeforms. Your task? Survive! Explore the planet both above and below ground, scavenge, mine, craft, fish, pluck, chop, climb, jump, push, pull, and solve puzzles along the way.

Discover remnants of an ancient civilization and their advanced technology. It's not known why this civilization failed, but their technology is sure to come in handy when fixing your ship once you figure out how to use it.


http://store.steampowered.com/app/1290780



[ 2020-07-22 15:37:25 CET ] [ Original post ]

Adding sandworms, and adding Depth to Mining! | Devlog #13


Alright, let's try and get these updates coming weekly from now on, because it's been a bit hectic around Orangepixel HQ and I might have skipped some updates here and there! Luckily, we're now back on track, and this week is a sweeeeet update!

Much of my time was put into the whole mining code I started creating a few weeks ago. I had these deployable-devices which could do mining, but it wasn't fully fleshed out gameplay wise. And now it is! Mining now replaces the searching and hunting for resources completely. Not just resources, but the game also had various items placed, which aren't needed anymore, because you can just craft them from your mined resources!

You still have to find mining-hotspots on the planet, but these can be anywhere on and IN the planet, and will often spawn a nice amount of resources for you to work with when crafting usable items. Combined with the teleportation and spaceship-inner area's, it gives the player much more to do!

I managed to work down a huge list of "this can be done better" items, and added changes, tweaks and bug fixes all over the code. Because that can sometimes be a boring thing to do all week.. I also HAD to add a Sandworm, because, what Orangepixel game could be without such a lovely creature!?



Full changes list:



  • added: Sandworms
  • disable a stick-switch if there's a "poweroff trigger" happening
  • slurpers should "grab" insects
  • add switches that require Deuterium to operate (fairly common, because we'll add deuterium mining)
  • make rocks, pods, etc, throwable
  • add "need power" message to lever-switch
  • split up the intro background into layers for a parallax effect
  • Add snow and rain
  • add light to fieldgenerators
  • sleep only at ship - sit/rest at campfire/pilars
  • optimized some code, was rendering background art far off-screen (possibly cause of weird frame-drops?)
  • save "analyzing" info so next game you don't have to go through it all over again
  • craft campfire should be shown sooner (or maybe when night time falls)
  • add "coal mining" device
  • add more animation to PDB
  • no need to generator "containers" in the level. We'll build them ourselves
  • Added "tech" to the background art, as layer. Mostly rendered near tech things like switches or doors
    dont show "craft fishingrod" until we are near fish
  • inventory "item-count" in lower-bottom corner is too big (numbers>9)
  • add animation for operating devices
  • add proper animation for pulling switches
  • dropping "Campfire" works different from dropping "deployable"
  • player breath in cold weather doesn't show
  • teleporters don't always find eachother
  • don't spawn Sandworms in "Start screen"
  • Dry-Trees don't have their top-rendered
  • door doesn't trigger "what is this?" dialog - if there's no power (always trigger it!)
  • "place fieldgenerator" shouldn't show up if we already placed it
  • chopping trees - causes crash
  • don't place Slurpers within 4-5 tiles above spikes
  • devices done with mining, don't shut-down - but keep mining
  • more control over scaring insects with fire (they should respond better to fire)
  • weird artifacts rendering growth on empty "tiles"
  • weird "fire" being started in mid-air (near crashedship + oil)
  • opening inventory while analyzing printer, holding deuterium, and then opening inventory after
  • analyzing and grabbing something else, deuterium vanished!
  • fishing now shows "move to wakeup" interface on top of everything
  • flower-plant creatures have white stripes
  • crash when too much stuff put into inventry
  • deployables don't show the correct "time to mine"
  • Flower/special-effects don't check indoor status
  • power-switch doesn't check where "solids" are when setting it's flipping status
  • when teleporting and PDB is out, he won't come with you


[ 2020-07-20 13:09:11 CET ] [ Original post ]