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Main Assembly News

Break It Hotfix Live

Hello folks,

Thanks for all of your patience, the issues with the new weapons not being available in the challenges is now fixed and live on the main build.

Have fun... breaking things! :)

Break It Known Issue, Workaround and Upcoming Hotfix

Hello folks,

We're currently working hard on a hotfix for the update which we will have with you as soon as possible. The known issue is that the new axe and hammer weapons do not unlock for the mine challenge as intended.

For the meantime you can access the fix whilst it is being tested in the Experimental Branch, which is the special build that you can preview and help test upcoming changes. There's a guide on how to access this in one of our previous developer logs: https://store.steampowered.com/newshub/app/1078920/view/2458350973558404281

Thanks for your patience and we'll let you know when the patch is live on the main build!

Main Assembly Update #1 - Break It!

Hey Inventors,

The first content update for Main Assembly Early Access has just landed, download it now! We also just dropped our Early Access development Roadmap here. Let's jump into the big feature and the patch notes!

[h2]Break It[/h2]
We've released a new challenge map set called 'Break It', it consists of three levels all taking place inside an old mine, each level going deeper and deeper into the mine. As the name suggest it is destruction focused, you will travel into an abandoned mine, smashing through wooden obstacles and collapsed mineshafts, find hidden items, set trapped dummies free and unblock old mine machinery.



[h3]New Weapons[/h3]

We have added some new melee weapons to help you out with all this destruction. We have the old hammer part, a new axe blade, a sawblade and a rock drill.



We are looking forward to seeing your new bots in action, remember to show off your creations! ːsteamhappyː

[h2]Patch notes[/h2]

  • Break it challenge levels added
  • More melee weapons added
  • You can now switch between CPUs directly in the programming menu
  • Razor Chroma animation support added
  • Workshop images should now have a proper background
  • Better support for non qwerty keyboards.
  • Arrow keys no longer default to camera movement.
  • Added more controls that can be rebound.
  • Added mouse sensitivity support.
  • Game progression can now be reset.
  • Debug print node added to help with programming!
  • Added switch node to programming.
  • Grouped nodes in programming no longer overwrite all properties.
  • CPUs no longer clamp their input/ouput between -1 and 1, but can be any value.
  • Mirrored sensors now work better when used in CPUs
  • Fix for flip bot sound getting stuck when bot is deleted.
  • Fixed slowdown in programming mode when dragging multiple nodes.
  • Bug fix for flipping parts.
  • Non player controlled bots work better in multiplayer.


Thanks for reading, we'll see you soon for the next dev log and update!

You can also keep up with Main Assembly's development on all these channels:
Main Assembly Twitter Main Assembly Reddit Main Assembly Facebook Main Assembly Discord Team17 Twitter Team17 Facebook

Main Assembly Dev Log #14 - Roadmap!

Hello Inventors!

We've got a a very wholesome dev log for you this week! We're looking ahead today to the future of the game and all of the exciting things coming both just around the corner and further into Early Access

[h2]Roadmap[/h2]

It's here, our Early Access roadmap that will be guiding us to our launch and hopefully giving you all a much better idea of what's coming. Please bear in mind this is not final and some of the content could change, especially with your feedback! There's also lots more smaller changes and improvements we'll be adding so not everything is included. Without further a do, feast your eyes on this:



Please let us know all of your thoughts in the comments!

[h2]Update #1[/h2]

Tomorrow it is time for our first content update to Main Assembly! It will have new content and a lot of fixes.

A big thanks to all the feedback we have received, we have added several requested things (and more are coming, we are adding things as fast as we can!)

Here's a quick sneak peak at one of the big or should I say... dig features coming!



We'll share the full patch notes when the update goes live tomorrow - be on the lookout!

[h2] Community Creation Spotlight [/h2]

We don't want to sting people with too many puns, but this must bee one of the best themed dragsters we've seen! Earning its racing stripes over on the Main Assembly Sub Reddit this bot 'Angry Bee' was designed by newgenome! It has a lot of buzz in its engine and is definitely worth checking out!



We hope everyone's enjoying the game so far and we can't wait for you all to get your drone appendages on the update tomorrow! We'll see you next week for the Dev Log #15!

You can also keep up with Main Assembly's development on all these channels:
Main Assembly Twitter Main Assembly Reddit Main Assembly Facebook Main Assembly Discord Team17 Twitter Team17 Facebook



Main Assembly Dev Log #13 - Destructables!

Hello Inventors!

Because we wanted more interactions with the environment - and because smashing things is fun – we decided to add a new type of objects in our game.

We call them [h2]'destructibles'.[/h2]



Since our game is not going for realism, we wanted and simple way to handle those destructible objects while keeping them flexible enough to be used in many different contexts throughout the game.

The system ended up working like this:



Destructibles have states, with an associated health.

When the health of that state is depleted the destructible moves on to the next state.

While doing so they can swap the 3D model they are using, spawn debris and particles, and many other things.

They will go through those states until the last one, where they are – for all intents and purposes – destroyed.

(3Dmodels used for each state of destructible objects)





Feedback is important to maximize players’ enjoyment:



A shine effect as shown above on destructible objects lets players know they can go nuts!



When hit the destructibles spawn a stylized hit VFX.



The model is slightly deformed on impact (it also flashes). This makes it clear to the player that they have damaged it even if it was not enough to force a state change.

Some weapons are more efficient that others against specific materials:



These destructibles can be used in many situations:



[h2]Roadmap[/h2]

A new development roadmap is coming soon folks, keep your eyes peeled on Steam and our socials for our plans on content coming through Early Access! We can't wait for you all to see it!

[h2] Community Creation Spotlight [/h2]

This is a Hover Bike by 紫川幽冥, our team liked it so much, that they added a grabber to save dummies!



We hope you are enjoying the game so far, we are really enjoying trying out all of your creations! We'll see you next week for the Dev Log #14!

You can also keep up with Main Assembly's development on all these channels:
Main Assembly Twitter Main Assembly Reddit Main Assembly Facebook Main Assembly Discord Team17 Twitter Team17 Facebook