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Crashlands 2 News

Crashlands 2 v1.0.5: Fixed Bugs and STATUS REPORT!

A huge thanks to everyone who has played CL2 so far! We've been reading everyone's reviews and feedback, and have just deployed a fix for a few bugs that cropped up:


  • Changed how the key is acquired in the JEF in Maarla's Mantle (the "Lead Pipes" quest) to resolve an issue where players couldn't progress due to the key not dropping. If you are stuck on this quest, you can now check the small building in the JEF, and the key will be in there.
  • Updated the Creepthorns in the Abandoned Grove for the Cultist rituals so they are more visible.
  • Mouse selection now pioritizes your DED dummy, so you will be able to easily pick it up even if you die behind a teleporter.


We've also been reading through the things that you don't like, or wish the game also had. Keep giving us that feedback! Once things calm down from the launch we'll go through everything to find all the patterns to figure out what will go into the next game update.

[h2]Known Issues[/h2]

People are running into some issues that we can't resolve on our side. Here's what we know:


  • If you are seeing an error window with the message mentioning
    Async Event: Save-Load for object o_async_manager
    , this means the game save folder is inaccessible. Please check the properties of the save folder at
    C:\Users\{YOUR_USER_NAME}\AppData\Local\Crashlands2
    and make sure it is not hidden, read-only, or restricted by anti-virus software.
  • If you are having FPS issues, please check that your Windows and Graphics Drivers are up to date and add your details to our megathread. We aren't sure if performance issues people are seeing are caused by one thing, or are unique to each person. Our best guess is that it's happening to people who have outdated Windows and/or drivers, or whose antivirus software doesn't like the game. We are still investigating the issue and would appreciate information from you to help us debug the problem!




[h2]How's the launch going?[/h2]

Otherwise the launch has gone great! Here are some fun stats:


  • We've now accrued 30 years of playtime since launch day. That might sound like a lot, but... it is.
  • Our peak player concurrency on Steam was over 8000! That's WILD!
  • We're hovering right around 95% positive on Steam. Thanks to everyone who has reviewed the game so far! And if you haven't yet, go ahead and leave a review and it'll help the game's visibility as we head into the weekend. We appreciate it πŸ’–


And our Discord is really hoppin', so pop in and say hello if you haven't!

We appreciate you all checking out the game and making this launch pop off like it has. It warms our hearts to get such a great response after all these years of work!

Crashlands 2 is out NOW!

I've been waiting to say this for FOUR HUNDRED YEARS:

[h2]Crashlands 2 is OUT!!![/h2]

https://store.steampowered.com/app/1401730/

Cue the air horns! Release the doves! Fire the cannons! (But not at the doves!)

What a journey it's been. The original Crashlands came out in 2016 (9 years ago!), and we've spent nearly the last 5 years working on this sequel. We've put all of our blood (ow!), sweat (ew!), and tears (dew!) into this thing, and I'm incredibly proud of what we've made with our tiny little team of desiccated husks. I hope you love it as much as we do!

We've already got some great early reviews and previews. I'll just plop my favorites here:


  • Vice calls it "a Crafting/Survival Masterclass" in a review that’s so glowing it made me blush!
  • Hardcore Gamer calls it "a crazy-fun adventure featuring a pair of ridiculously likable characters, set in a world that's usually bursting with humor but is smart enough to know when to take itself seriously"
  • Wanderbots posted a charming preview video of the first hour of gameplay


We already knew we made something good, but it’s still a huge relief to hear other people agree!

As much as I'd love to spend a bunch of paragraphs bloviating about what it took to make this game and all the great things people are saying about it, I want to let you go actually play it. So I'll just leave you with some pro tips to streamline your first session:


  • Explore! Try things! The game doesn't require you to do everything, but you'll have a lot more fun (and things will be better balanced) if you do more than just check off your quests. There are goodies and characters all over the map, so explore every nook and cranny.
  • Harvest everything! Resources stay useful for quite a while, so you might as well harvest them as you run by. Then you'll already have them when you need them!
  • Keep your research going! Return to your base often and talk to your Buddies to get your next Insights going. Each Buddy can only research one thing at a time, so returning to them often will let you get new stuff faster.
  • You can change the difficulty at any time. If it's too hard, make it easier! If it's too easy, make it harder!
  • You can continue your save across platforms if you get the game on Steam and mobile! Personally, I constantly bounce between my PC, my Android Phone, and the family Steam Deck.


If you run into trouble, there are a few places you can get help:



I hope you have a blast!

πŸ’–,

Adam Coster

Webslinger @Butterscotch Shenanigans

P.S. Please drop a review! Those early reviews can really help a game be successful!

P.P.S. What happens next? Mostly we'll just have to see how the launch goes. But! We do have a couple of things in the pipe: Sam's working on an art book about the design and art of Crashlands 2, and we might even have... SURPRISE MERCH!?

Crashlands 2 (weeks away)

Oh hey there, youngster!

People say that time moves faster and faster as you age. My last Ballyhoo marked 4 weeks to the Crashlands 2 launch, and I was so excited about how close that was. The blink of an eye! But 4 weeks was still an eternity for the youths, who only rolled their eyes and yelled, "That might as well be next century, old man!" as they vaped off into the sunset.

But now we're only 2 weeks away, which is truly Soonβ„’ no matter how old you are! I think?

As the launch approaches, I've been feeling rather nostalgic about the original Crashlands and how far we've come with Crashlands 2. So this issue of the Ballyhoo is a little journey down memory lane.



[h2]Crashlands 1[/h2]

Back in 2016 my two brothers and I launched the original Crashlands. It was our first game that paid any bills and is still the game we're best known for all these years later. It's been played by literally millions of people, which is both amazing and terrifying. Making Crashlands was a harrowing experience (there's a whole documentary about it), and honestly I'm still amazed we pulled it off!

(If you never played the original, or just want a refresher, someone did a delightfully-narrated 100% playthrough video edited down to a mere 2 hours!)

The success of Crashlands gave us all kinds of cool opportunities. From giving talks at the Game Developers Conference, to getting a tour of the Nintendo of America HQ, to being nominated for GOTY awards alongside juggernauts like Pokemon Go and Clash Royale.

[h2]Crashlands 2[/h2]

We were super proud of what we'd made with the original game, but we were also quite aware that it wasn't the game we wished we could make. We'd only been making games for a couple of years when we started working on Crashlands, and we frankly didn't have the experience to make the game we imagined.

So we spent a few years retooling our studio, skilling up, expanding our team, and learning through launching another game (Levelhead). And then it was time to tackle Crashlands again, this time to make exactly the game we'd always wanted Crashlands to be. It still took a few years of research & development to become possible, and then another few years to finish the thing, but we did it!

You can get a sense of just how far we've come between the original and the sequel from some of the videos we put together over the past year:

- The release date announcement trailer shows off the benefits of changing from a procedural world to a hand-built one.
- Base-building probably has the most dramatic upgrade in Crashlands 2. Walls are tall! And buildings have roofs!
- Combat got the biggest experience upgrade. We made sure there's room for more casual play (my own preference) but the ceiling for just how interesting things can get is now a lot higher!
- Pets got more interesting, too!

[h2]Fin[/h2]

Crashlands 2 is almost here, and the best thing you can do to support the game right now is to wishlist it ahead of time on your favorite platforms to let the stores know that they should be featuring it!

That's it for this Ballyhoo! As always, you can stay up to date with how things are going by listening to our podcast and hanging out in our Discord.

πŸ’–,

Adam Coster
Webslinger @Butterscotch Getoffmylawnigans

Crashlands 2 is 4 weeks away!

Crashlands 2 comes out on April 10, which is merely 4 weeks away. I want to take a moment from the million wrap-up tasks we have left to give you an update. The most important update is that we're on track for our release date and don't expect any delays!

[h2] πŸ§ͺ Beta Test Wrapped[/h2]

We'd filtered 900 applicants down to 100 testers, and gave them three weeks to play as much as they could. Three weeks isn't very long for a game of this size but our intrepid testers put in an impressive effort, and a surprising number made it all the way to the end!

We got so much great feedback, and we used it to make *tons* of fixes and improvements. Some fun stats from the beta:


  • 100 testers
  • 360 Pets Hatched
  • 470 Pet Embiggenings
  • 3,900 Player "Deaths"
  • 45,600 Consumables Consumed
  • 86,800 Items Crafted

  • 2,045 Total hours played
    • 20 Hour Average Playtime
    • 95 Hour Top Playtime (that's 30 hours per week!)
  • How far did people get? (Note that these times are biased towards the fastest players)
    • 50% Completed Act 1, taking a median of 14 hours (ranging 8-40 hours)
    • 30% Completed Act 2, taking a median of 31 hours (ranging 20-62 hours)
    • 20% Completed the game, taking a median of 41 hours (ranging 28-88 hours)
  • How well did it go on each platform?
    • People beat the game on PC, Steam Deck, Android, and iOS!
    • We had a lot of testing time on every platform
    • Rumpus worked perfectly to sync people's saves across devices and platforms
    • We had a lot of performance issues on mobile at the start of the beta, but by the end the game was playing well on nearly everyone's mobile devices

[h2] πŸ”€ Translation Nearly Complete[/h2]

We're now at the "String Lock" phase of development, which is the fancy gamedev way of saying, "The text (a.k.a. strings) are not allowed to change anymore."

This is a super important milestone for a game, because translation always lags behind the text. Games always have to go into String Lock a fair bit before launch to make sure translators have enough time. And Crashlands 2 has 148,500 words (!) so there's a lot to translate!

[h2] So... what's left?[/h2]

While the game is now "done" except for those last bits of translation, there's still a lot of other stuff to do.

On the game side, most of our time is going into performance boosts, minor bugfixes, and small quality of life improvements. We won't make any major changes because everything in the game interacts with everything else, so each change we make requires a LOT of testing. So that's the other thing we'll be doing until launch: an absolutely bonkers amount of testing!

But game launches require a lot more than just having a complete game. We have to coordinate all kinds of marketing activities, shore up all of our store pages, make plans with business partners, and take care of a billion odds and ends.

[h2] Fin[/h2]

And with that I'll leave you until launch, unless I can squeeze in another Ballyhoo in a couple of weeks. I'm SO EXCITED to get this game into your hands after these looooong 4.5 years of development! As always, you can stay up to date with how things are going by listening to our podcast and hanging out in our Discord.

πŸ’–,

Adam Coster
Webslinger @Buticanfeelit Shenaningintheairtonight

Crashlands 2 adds the Russian language!



Crashlands 2 is a sci-fi game that takes place on an alien planet, where every character except for Flux (the main character) is an alien or a robot. So the names of nearly everything are fully made up and have no direct translations. And pretty much every piece of text in Crashlands is a joke of some kind, usually a pun, which almost never translates easily across languages.

Take that complexity and multiply it by the 150,000 words in Crashlands 2 and, well, translation is a VERY difficult (and expensive) problem!

Given our limited time and budget we could only manage a few languages for the initial release, with the hope that the game does well enough that we can add more later. We chose the languages we thought would be most popular among people interested in Crashlands 2, but since the original Crashlands had so few languages we couldn't base that on past interest. Ultimately, we just had to guess.

As we've gotten closer to launch we've seen more and more people asking whether or not the game would be in their language. Fortunately, our guesses about player interest were mostly good: we were able to say ""Yep πŸ˜„"" more often than ""Nope πŸ˜”"". The big exception to that was Russian; it was the most-commonly asked for language that we weren't supporting at launch.

Whoops!

So that brings us to the big news: we'll now be supporting Russian at launch!

Our translation team has a LOT of work to do to get it all done before the April 10 release. So it'll be a close thing, but we're confident we can make it happen.