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Crashlands 2 News

Crashlands 2 v1.0.10-rc.8: Recover lost saves

With version 1.0.10-rc.8, we implemented a save recovery system that should address the save loss issue that some players have run into. If you are one of them, check out the Saves button on the main menu and you might spot a long lost save that has been waiting for you like a homesick puppy. You can embrace them with joyful tears, nurse them back to full health, or rocket launch them into the garbage dumpster because you have already started another save that has slightly more progression. Anyway, we won't judge!

[h2]What was the problem?[/h2]

Crashlands 2's saves are typically stored at โ€œC:\Users\YOURNAME\AppData\Local\Crashlands2\YOURSTEAMID". In that folder, we use a index file "Game\global.json" to keep track of all the saves that you created in the "Game\Saves" folder. Due to various reasons such as power outage or anti-virus software restrictions, some players' index files would get corrupted and the game will boot without being able to discover their saves, even though they are sitting perfectly fine in the "Game\Saves" folder.

[h2]How does this patch address the problem?[/h2]

The game now will scan the files in the "Game\Saves" folder and add the saves back into the index file, and these saves will become accessible again in the in-game saves menu.

[h2]How do I protect my saves in the future?[/h2]

The game supports Steam Cloud, so make sure you have that turned on so your saves are backed up by Steam.

We also have the in-game "Log In" button where you can sign in to our cross-platform save syncing service called Rumpus. Rumpus will back up your saves in our cloud as well, so you have another layer of insurance. Plus, if you ever decide to play Crashlands 2 on other platforms, you will get to continue your progress!



Once you are logged in, you can copy the saves you have into your Rumpus account.



[h2]Known Issues[/h2]


    The hammer-type weapon attack animation is slightly borked in this patch. We will address this in the next update.
    We are still investigating game crashes that either serve an error message or silently kill the game. If you are experiencing those issues, please share your PC setup information with us at this mega thread.
    1.0.10-rc.8 includes a fix for users with 60 Hz monitors that experience rhythmic stuttering if their actual refresh rate is 59.94Hz. However, if you own a 60 Hz monitor and are still experiencing this issue, please share your PC setup information with us at this other mega thread.

    [h2]FIN[/h2]

    You can check out the other miscellaneous changes at this link.
    As always, please use the in-game Feedback button to contact us should you run into issues or have feedbacks for us.

    ๐Ÿ’– Happy Gaming!

    P.S. The Discord is poppin' off with people helping each other out, sharing tips on loadouts, sharing their fancy home bases, etc. It's a great place to hang out!

    Crashlands 2: A look at week 1 and... the plushiest Flux?

    Hey there, my favorite Pen Pal (Keyboard Pal?)!

    We got Crashlands 2 out the door a week ago, so it's time for an update on how that went and what comes next.

    [h2]Week 1 of Crashlands 2[/h2]

    The game really exploded out of the gate, climbing to the top of nearly every chart. We hit a peak concurrency of 8500 players, with 1000 reviews, all just on Steam! For a moment there we were even ahead of the mega-hit Blue Prince (a huge congrats to that team for their stellar launch).

    Things went fairly smoothly, with only one significant bug falling through the cracks (which we got fixed up a day after launch). Well, and also on Saturday morning our servers totally fell over. I was looking around like, "Who let this happen!?" and then remembered that I'm the only web developer on the team. WHOOPS. That's on me.

    Otherwise we've just been handling an absolute flood of feedback, trying to sort out bugs versus suggestions versus people just being confused. While the overall response has been very positive, we have seen a bunch of totally valid critiques. So we've planned out our roadmap for the first two major patches to address a bunch of those. We don't have an ETA, but it'll be a matter of weeks instead of months.

    [h2]Flux is just a Big Softie[/h2]

    Now, the most fun bit: for the next three weeks (depending on when you read this), and the next two weeks only, you can get your very own (and first ever) Flux + Juicebox (+ Wrenchy) cuddly plushie!



    I don't even have one of these myself yet because we only got one prototype to share amongst the team, and that, of course, had to go to my niece. So you better believe I'll be first in line, and no HUMAN CHILD will take it from me! Unless that child is willing to DUEL. I'm a man of principles, after all.

    It's one of those enough-people-have-to-order-it-or-it-doesn't-happen things, though. So if you don't get one I might not get one either. And then we'll both be sad.

    If all goes well, maybe I can convince the team to let us do a Sluggabun plushie next. I want one SO BAD. If you think something else would be a better next plushie, come fight me in the Discord ๐ŸฅŠ๐ŸฅŠ.

    [h2]Crashlands 2 Community[/h2]

    If youโ€™ve got Crashlands 2 on the brain and youโ€™re looking for some like-minded people, the Discord has been absolutely poppin' โ€” people helping each other out, sharing strategies, and showing off some incredibly elaborate home bases (like the tiny corner of BowNilver's base in the screenshot below). It really warms my heart to see so many people excited about this game we made.



    Thanks to all of you for making this first week a success!

    ๐Ÿ’–,

    Adam Coster

    Webslinger @Butterscotch Shenanigans

    Crashlands 2 v1.0.9 is out, and we've got a ROADMAP!

    We've gotten a lot of feedback from players that essentially boils down to the feeling that the game opens up too slowly at the beginning. And you know what? That's fair! Also there are some things from the original game that players are bummed about not having in Crashlands 2 (the Compendium in particular). And, well, that's ALSO fair!

    We just released Patch 1.0.9, which helps out with a bunch of stuff people were running into in the early game, and we're also ready to announce our plans for the next couple of major patches ๐Ÿ‘€

    [h2]Patch 1.0.9[/h2]

    โœ… Available now!

    [h3]Gameplay & Progression[/h3]


    • Rayblade Shanker is now part of the Rascal set, applies bleeds, and has had its overall damage increased. That should make early combat a lot more fun!
    • Baarli's letter will no longer end up in your DED dummy when you die. WHOOPS.
    • Butterpads insight has been sped up a bit. Don't waste the 20 seconds of your life we gave back to you!
    • Removed Impaala's Staff as a component of the Stalking Stick, so if you never found it, THAT'S OKAY! (This was the only weapon you found on the map instead of crafting, but since it was previously required to craft the next staff then players could only play with staffs if they found the first one.)
    • Added an additional dock to the abandoned Haarlipol cabin to make it easier to get in from the back.


    [h3]User Interface[/h3]


    • Added a 6th loadout slot, for those who really like to experiment with equipment
    • Buddies will now show an icon over their head if they have available Insights but aren't researching them. Previously there was no way to know they had unresearched Insights unless you opened that menu, so people would sometimes go a long time without pushing their research forwards.
    • If you open the home UI and there are buddies who aren't researching, the home UI will default to the Insights tab. This also helps keep your research flowing!
    • The low-health fullscreen effect will now show more visibly as soon as you drop below 40% health. Early players often didn't notice this, so they wouldn't realize they needed to heal to STAY SAFE.
    • Fixed an issue where placing a nest would sometimes show items in your build mode selector that you normally wouldn't be able to use in Build Mode.


    [h3]Map Improvements[/h3]


    • Jems on the world map are now represented by a Jem icon instead of a yellow circle. A point for THEMATIC CONSISTENCY!
    • A Space Wok map marker will now show up once you've placed Graal's floors, and it will go away when you pick up the Wok. That should help the newcomers realize it's there in the first place.
    • There is now a marker on the world map to direct you where to find Jak in the first JEF once you've spoken with Snak. If that sentence made sense to you then you're ON YOUR GAME.
    • Juicebox is now marked on the map after getting the Raychete until freed. A lot of people forgot why they were supposed to make the Raychete in the first place and wandered off. Poor Juicebox. Trapped in the bushes forever.
    • Eenid and Meervyn are now shown on the map before you've made your choice of whom to apprentice with.
    • A map marker for the cabin has been added for placing Graal's floors. Some new players were just sorta wandering off, so this should get them back on track.
    • Emblaa is now map marked if Matt tells you about her. What, you don't want to just RANDOMLY SEARCH the ENTIRE WORLD? Back in my day we didn't even have maps! Kids these days, I tell ya.
    • Additional map markers for the cabin have been added after freeing Juicebox. Again with the wandering off.
    • Soon's planters are now map marked in Threshold.
    • Oowee is now marked on the map as soon as you enter Haarlipol. Did I mentioned the wandering?


    [h3]Quests[/h3]


    • Moved Oowee's Hearth quest to start after giving Emblaa overpowering stinkbait instead of after fishing up the box.
    • Emblaa should no longer leave Maarla's Mantle until after you've completed her 'Fishing up the Box' quest, and should fire her Mantle quests only within the mantle.



    Roadmap (1.1 and 1.2)


    Whew, 1.0.9 had a bunch of things! But those were all just to make improvements with what is already in the game. We've got some big plans for upcoming patches that we're starting work on RIGHT NOW! We don't have an ETA on these, but we'll keep you informed as we progress.

    [h2]Patch 1.1: The Enslickening![/h2]

    ๐Ÿš€ In progress!

    We've heard you that some stuff in the game is just too hard, or slow, or annoying, or confusing... So we're making some big improvements!

    [h3]The Compendium[/h3]

    Back by popular demand, we will be adding a new tab to the in-game menu that shows you a list of all the creatures, critters, robots, and resources you've encountered on your adventures. With the power of THE COMPENDIUM, you'll go from being confused and lost to just lost!

    [h3]Cozy Mode[/h3]

    Some of our players want an EVEN MORE chill experience than what Chill Mode offers. We'll be adding another difficulty mode that is designed to tone down combat encounters dramatically, allowing you to just vibe and never feel a sense of impending doom.

    [h3]Earlier Versatility[/h3]

    We got a variety of feedback that all pointed to one thing: early game combat doesn't have enough variety. Once you get into the end of Act 1 and beyond you have tons of ways to mix and match items for different playstyles, but at the beginning there's really just one. So, to open up more build variety earlier in the game and give more choices right off the hop, we'll be backfilling some weapons and items so players can access them much sooner.

    [h3]Nighttime Visibility Boost[/h3]

    A bunch of people noted that nighttime is AWFULLY DARK, especially in Withered areas and in the darker parts of Marlaa's Mantle. Depending on a person's device it could be a lot darker than we even intended, and depending on a person's eyeballs what we intended was often just too dark anyway! So we'll be tweaking some things to make that less of a problem.

    [h3]Controller Tweaks[/h3]

    We'll be looking at ways to allow more flexibility in controller keybinds so people can finally use the exalted and holy "A" button instead of the disgusting and evil Right Trigger, for certain interfaces.

    Patch 1.2: FLEX!


    โŒ Not yet started. After 1.1!

    Patch 1.2 will add a CUSTOM GAME MODE that allows for customizable difficulty by playing with a whole bunch of different aspects of game balance. Turn knobs, flip dials, and curate your perfect Crashlands 2 experience!

    Also other stuff, probably. But we don't want to commit to anything specific until 1.1 goes out.

    FIN


    Thanks so much for you feedback and patience as we get these final coats of paint slapped onto the game. Keep it coming!

    ๐Ÿ’– Happy Gaming!

    P.S. The Discord is poppin' off with people helping each other out, sharing tips on loadouts, sharing their fancy home bases, etc. It's a great place to hang out!

    Crashlands 2 v1.0.5-rc.2: NPCs on the world map, and other bug fixes.

    With version 1.0.5-rc.2, we are adding a few quality of life changes and bug fixes:



    User Interface

    • NPCs are now shown on the world map in areas you've discovered. They are represented by small colored dots.
    • NPC names are now visible on the world map when you zoom in. Some of them may overlap, but if you squint real hard and tilt your head, it won't help.
    • There is now a keyboard hotkey for advancing through dialogue instead of just a mouse click. It defaults to space bar and can be rebound at Settings -> Controls -> Game Moments -> Advance.


    Fixes

    • Buddies now move faster for scene changes, such as when Graal moves toward the cabin at the start of the game. This should help to prevent an issue where if you left while Graal was still approaching the cabin, they would despawn and be stuck in place outside the cabin until you reloaded your save.


    Known Issues

    Stylish survival game sequel Crashlands 2 gets off to a great start on Steam

    Astonishingly, it's been nine years since indie survival game Crashlands won our hearts. It blended robust crafting mechanics with the ability to tame pets and a silly sense of humour that earned it a cult reputation among players as a worthy counterpart to the likes of Don't Starve. Now, almost a decade later, developer Butterscotch Shenanigans has launched Crashlands 2, a similarly delightful and expanded successor that's already following in its footsteps with an excellent early reception from players on Steam.


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