003121 (Hotfix)
*Riser tutorial dialog appearing offscreen or getting cut off
*Fixed Challenge tiles from mis-changing completed tiles when a challenge is completed, causing zfighting issues.
*Empty slots not spawning on anything above Layer 0
*Tutorial not progressing to Production from Primaries tutorial
*Empty slots not loading/spawning on Loading game.
*Game Save Menu not filtering to Save Slot Number, causing mis-loading save files.
00312 (Alpha)
New Bug Reporting Service Integrating with BetaHub.io, you can now report bugs or features by simply pressing F12 or clicking the usual button. Such features include sending the last 60 seconds of gameplay, automatic game log and your own detailed description interpreted by the system to better help fix future bugs and enhance features!
Place On Top Of Network! You can now place buildings on top of any connector tile containing a Connector. No longer do you have to destroy the connectors before you can place a new building in its place.
Collectible Chance With Every Primary The optional collectibles are reintroduced to the game, with more collectibles, including a much needed mechanic.
New Harmony Tile Ever wanted to separate color groups without the fuss? Unlock the Harmony collectible and instead of setting a Primary color for a tile, just select Harmony. Creating a natural barrier between colors. (Tutorial included when unlocked)
New Screenshot Button Take a clean screenshot of your screen right from the Interface. Now located next to the Econ Mode button.
Additional Changes/Fixes
*Riser tutorial fixed and refined for better continuation of gameplay.
*Level Camera Bounds now reconnect after load, so you don’t get cut off randomly from the rest of the game world.
*Under Construction buildings now persist on Reload
*Fixed Async Empty Slot generation
*Fixed Collectible notification showing the Ugly category name.
*Fixed Networks modifications from resetting the “Minimum Income” tasks.
*Fixed tile highlighting persisting after Skill Tutorial
*Fixed bug with entering Skill Tutorial when you are given a “place farm” task then canceling placing it.
00311 (Alpha)
Faster Generation! Heavily optimized backend allowing for much faster load times and less hiccups during gameplay, with many functions now running asynchronously. Landscapes and additional items in the world now speedily generate, opening up possibilities of LARGER worlds.
Thirsty World. Water has been added to the landscape, giving the playfield a more lively look. Functionality of its purpose is still in development, but enjoy the lovely visit before you fill it with tiles.
Networking is better. Buildings now operate both on Color Groups and now Networks. Connect buildings to their respective counterparts with the Network mode. More features will be added to this system to make for a more engaging game.
Better Construction & Building. Buildings have now found a home at the bottom of the screen in their own dedicated button, including but not limited to a new Network system, to connect and strategize your resource empire. Also we tightened up and made the building process more aesthetic.
Building Upgrades. Another option the player can take advantage of, given they have the resources to do so. Buildings can now upgrade. Farms increase output, HUBs increase storage.
Resources At A Glance. You can now left and right click the resource buttons up top, opening up the Resource Details or Skill panel. Under Resource Details, you can now get a detailed graph of the last 10 turns, showing all the details needed for gauging resource use, max cap and more.
MORE SETTINGS and ACCESSIBILITY! The Options menu has been revamped and rearranged, with MANY new settings to fiddle with, including but not limited to Speech Bubble style, Hold to Press duration and toggle, Autosave Frequency, and much more.
Quicksave for your life. You can now quick save & load at any time with modifiable hotkeys. Check out the Controls section of settings to for the hotkeys and change them if needed.
More Visual Resources. Resources at the top of the screen now reflect how many resources you have respective of the cap. Now readable at a glance as you explore your game.
Additional Changes/Fixes
*Game files not divvied up to chunks, allowing for faster updating and without wasted bandwidth.
*Farms now properly output resources based on higher Layers.
*Additional updates to Main and Skill Tutorials.
*Reduced Skill Cost to Percentage of Half of Max Cap
*Fixed Audio queue overloading with unused sounds, cutting off necessary sounds.
*Can now progress dialog by clicking anywhere on the screen
*Fixed lots of Narrative based bugs that caused bugs.
*Fixed Riser building, that didn’t have a discount and kept generating a new color no matter if the layer was locked or not.
00310 (Alpha)
New ‘Hand’ Gameplay. Instead of having one tile you play, you now have a max of Five tiles to play. Play your hand and get a new one. Have more freedom with the way you play.
New ‘Reshuffle Hand’ Ability. Replacing the Bank skill, you can now get a new hand at the cost of Pink resources.
New Way To Use Skills. Skills are now located at the bottom of the screen, near your Tile Hand. Click on them or use the Hotkey to use them. Instead of cooldowns, use your skills as many times as you want, so long as you have the respective resources to use them. Build up your resources, upgrade your skills, and play the way you want.
More Visual Resources. Resources at the top of the screen now reflect how many resources you have respective of the cap. Now readable at a glance as you explore your game.
Revisited Color Spectrum. To better provide color readability and stick to the aesthetic feel of Vaporwave, we introduce the color Green to the roster while also created better readability between Purple/Blue and Green/Turquoise.
Controls & Remapping. Control scheme can now be found in game settings. Every key can be remapped to whatever keyboard/mouse key you specify. This is currently in testing as general safeguards have yet to be implemented.
Updated Tutorials. Reflecting the new gameplay features.
Additional Changes/Fixes
*Added Keyboard controls for Zoom In & Out and Tile Rotation has been separated from Camera Rotation.
*Skills require confirmation before it activates. Resources don’t consume until skill is USED.
00301 (Hotfix)
*Fixed Tile Cursor not reacting to edges that match a color
*First Tile in Challenge pattern now correctly (Fingers Crossed) colors that reflect a possible path.
*Fixed Challenge tutorial bug where a Dialog will pop up when the tutorial is completed.
*”Production” Tutorial no longer gives DUPLICATE collectibles for buildings/mechanics.
*Added a little more spacing to Speech Bubble that notifies you of your first Collectible item.
0030 (Alpha)
Dark Mode. You can now switch between Daytime to Nighttime right from the main menu interface or in-game. Dark Mode now has enhanced visuals for a more Vaporwave style experience.
Procedural Landscape. No more blank environment. Every time you play, the board is changed. Canyon’s, Rivers, Mountains. Impassable walls, only to be overcome by raising up to consecutive layers. More enhancements will following, including additional gameplay feeds to overcome obstacles.
Aesthetic Floor. Now each dynamically generated with Instanced rendering. Breaking up endless emptiness with varying props and chipped floor columns. Giving a touch more life to the world you inhabit.
Challenge Optimization. User experience has been improved, helping players better understand the goal and path of patterns to be replicated. The starter tile now references the color format of the Challenge tile placed, allowing you to quickly assess how you’ll layout your tiles.
Gameplay Options Added. Now you can fine tune your gameplay to make it easier or harder. Changes things like Tile rotation speed, toggle the Click and Hold mechanics, Disabling Tile Animations or even lock the zoom outright disabling Portrait or Landscape modes. More to come!
Better Initialization System. To better generate and assess all pre-game information, everything is optimized so there is less load in the game itself.
Additional Changes/Fixes
*Unreal Scalability settings modified so the game looks presentable and good even without Lumen or on Low Settings.
*Challenge tiles offer a bit more rewards, while reducing the frequency they appear in Queue.
*Optimized Tile placement system so it doesn’t reassess the whole grid every time a tile is placed or a modification is made to the board.
*Fixed Collectible bubbles from Hitching gameplay when clicking on them.
*Tile “Slices” now are state specific. Whenever needed, we can switch them out for different looks. Currently utilized with the “Challenge” tile, giving it a more unique look compared to other tiles.
*Additional steps made in Challenges so correct pattern paths don’t mistakenly turn red as if you did something wrong. May need more time to Cook.
*Resetting Tutorials on a new game slot will now reset Mechanics/Buildings collectibles, so it doesn’t break the Tutorial.
*Narrative 3 System upgraded to 3.6, fixing varying save/load issues with Dialog and Quests/Tasks.
0021 (Alpha)
Tasks, Tutorials, Goals. With a new system in place, you’ll have a better idea of progression and your destination. With this, all Tasks and Tutorials are now non-linear and experienced as you play.
Updated Timelapse System. See how far you’ve come. With the new system, you can see how far you’ve come.
Buildings and Connectors. Buildings have a new look and optimized relationship system.
Additional Changes/Fixes
*Reintroduced Feedback button to gameplay.
*Ultrawide Monitors now correctly display Field of View, no longer displaying Ant-like gameplay consistency.