New Twitch streamer aggregation implemented (#FuckTwitch) due to Twitch's API issues (more info on my Discord )
Name | Rustbucket Rumble | |
Developer | Reactor Zero | |
Publisher | Scrap Yard Productions, LLC | | |
Tags | Action Indie Casual Free to play | | |
Release | 2015-05-04 | |
Steam | € £ $ / % |
News | 30 |
Controls | Keyboard Mouse Full Controller Support |
Players online |  0  |
Steam Rating | Need more reviews to generate a review score |
Steam store |  https://store.steampowered.com/app/351140  |
SteamSpy |
Peak CCU Yesterday | |
Owners |  200,000 .. 500,000 +/-   |
Players - Since release |   +/- |
Players - Last 2 weeks |   +/- |
Average playtime (forever) | 63 |
Average playtime (last 2 weeks) | 0 |
Median playtime (forever) | 89 |
Median playtime (last 2 weeks) | 0 |
Public Linux depots | Rustbucket Rumble Linux 32-bit [489.45 M]
Rustbucket Rumble Linux 64-bit [492.14 M]
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DLC | Rustbucket Rumble Debut Character Pack
Rustbucket Rumble Soundtrack
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LINUX STREAMERS (0)
Patch 1.1.0 Notes |
Notes for the smaller patch 1.1.2
Patch 1.1.2 is very tiny. All it changed was the way we help clients find the servers to connect to.
Notes for the smaller patch 1.1.1
We just pushed a very small change for patch 1.1.1. This patch resolved 2 pesky networking issues:
- Fixed a bug that could prevent newcomers from joining existing lobbies when using the Play Now button.
- Fixed a bug that made it impossible to start a custom game if the host left before character select.
Notes for the larger patch 1.1.0
Hey there, Rustbucket Rumblers!
Today we deployed patch 1.1.0, which has major changes to the way we handle networking, as well as a few other things.
Before today's patch, each match was hosted by one of the players, and the other players in the match connected to that person's machine. This meant that we (the developers) didn't have a lot of control over the connection quality, as it varied greatly with the selected host's network configuration.
But as of patch 1.1.0, we have special dedicated servers located across the globe! Now we can guarantee that the machine hosting the match will be easy to connect to and have a fast upload speed. That means fewer failed connections, fewer disconnections, and less lag.
Here are the full patch notes:
Networking
- Dedicated Servers across the globe!
Balance Changes
- Giant Robot health recovered now 100 hp per point scored (was 250 per bin recycled)
- Giant Robot healing aura now 3 hp / second (down from 5 hp / second)
- Giant Robot undistracted time now 3 seconds (down from 4 seconds)
Bug Fixes
- Gameplay related achievements are no longer earned during a tutorial.
- Tutorials no longer end immediately if played after a ranked game.
Miscellaneous
- Additional information now provided about number of players found when searching for a game.
- Connection strength UI is now a bit more forgiving about what it considers a good connection, as we found gameplay was not as sensitive to lag as we originally anticipated.
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[ 2015-06-02 17:34:24 CET ] [ Original post ] |