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Saleblazers News

Saleblazers is Now Steam Deck Verified!

[p]Hello shopkeepers![/p][p][/p][p]We are extremely happy to announce that Saleblazers is now verified on Steam Deck![/p][p][/p][p][/p][p]Thank you all so much for your support and feedback on our Steam Deck settings, UI scaling, controller support, and everything else that went into getting the game verified.[/p][p][/p][p]Feel free to join our Discord and share your Steam Deck setup or anything else from your playthrough![/p][p][/p][p][/p][p]We have more controller and Steam Deck improvements coming in the future, too, so get ready for an even better portable experience going forward.[/p][p][/p][p]Saleblazers is also on sale right now for the Steam Summer sale, so now is a great time to jump in on your Steam Deck or pick up the game for a friend to start your next co-op adventure.[/p]

Small Stability Patch

[p]Hello shopkeepers![/p][p][/p][p]This is another small stability patch to fix a few bugs and clean up some minor issues.[/p][p]We're hard at work on the next major patch, but we wanted to get these fixes out to you to improve your experience in the meantime.[/p][p]There will be no change in the version number for this patch due to dedicated server compatibility reasons and because the patch itself is relatively small.[/p][p][/p][p]Thanks![/p][p][/p]
Patch Notes
[p][/p][h2]➡️ Changes[/h2]
  • [p]Glowing Mushrooms no longer listen to resource density difficulty setting to preserve the look of the areas where they spawn[/p]
  • [p]Adjusted some of the pop up messages when saving, loading, and quitting to be clearer[/p]
  • [p]The Spawn_Item console command is now available to use on the Experimental Branch of the game[/p][p]Important Note:[/p][p]This command was previously not made available because it can spawn some items that are deprecated or not ready to be used by players yet. Spawning certain items with this command can mess up your world or game as a whole, so please use caution.[/p][p]If you would like a safer method of getting free items, you can already use the free_crafting 1 console command to allow yourself to craft any recipes you already have without using resources.[/p]
[p][/p][h2]🛠️ General Fixes[/h2]
  • [p]Fixed an issue where you're unable to move stackable items placed in the world with the move item hotkey[/p]
  • [p]Fixed save game menu in main menu load game options failing to populate autosaves and manual saves if you have multiple worlds[/p]
  • [p]Fixed a case where employees can get stuck after sitting if cornered by the chair and another obstacle like the wall after getting up[/p]
  • [p]The cycle floor type prompt will no longer show up incorrectly when you hover over non-building pieces after using the Bamboo Construction Hammer[/p]
  • [p]Fixed Prologue reload informational prompt displaying the wrong key for controller players[/p]
  • [p]Employees should be less likely to end up on top of certain room items after simulating in the shop[/p]
  • [p]Fixed some edge cases with the move item (T to move) feature that could cause items to get stuck to each other or to the player model[/p]
  • [p]Fixed some edge cases with nested containers to avoid situations where containers were wiped or stuck to the player model[/p]
  • [p]Fixed Dumpster and Kitchen Shelf Display items not correctly recognized by the customers sometimes[/p]
  • [p]Kitchen Shelf Displays will no longer cause the player to bounce when crafted or destroyed[/p]
  • [p]Kitchen Shelf Displays will no longer fall out of crafting stations when crafted[/p]
  • [p]Stolen items should no longer show as stealable when placed in your shop[/p]
  • [p]Stolen items will no longer display the radioactive attribute in their description when it doesn't apply[/p]
  • [p]Corrected various naming and localization issues with outlaw masks and boots[/p]
  • [p]Fixed an exception that could occur when loading a shop with a lot of electricity nodes in it[/p]
  • [p]Fixed some item collision issues[/p]
  • [p]Improved some backend code stability[/p]
[p][/p][h2]🖥️Dedicated Server[/h2]
  • [p]Clients will now have access to the new save menu when playing on a server that is not using cloud character saves[/p]
  • [p]Fixed a case where you can get stuck rejoining the same dedicated server again after leaving when you are the only player[/p]
[p][/p][p][/p][h3][/h3][h3]Spawn_Item Command Instructions[/h3][p]Keeping in mind the warning in the Changes section, here are the instructions on how to use the spawn_item command if you wish to do so.[/p][p]The command requires at least one argument: the name of the item you wish to spawn.[/p][p]If the name of the item is one or two words (separated by a space), the command will read it automatically. If the item name is three or more words, you will have to wrap the name in quotes "".[/p][p][/p][p]The other two arguments are optional.[/p][p]The next argument is the number of items to spawn, from 1 to the max stack size of the item you're spawning.[/p][p][/p][p]The last argument is the rarity of the item to spawn (if it can have rarity).[/p][p]0 - Common[/p][p]1 - Uncommon[/p][p]2 - Rare[/p][p]3 - Epic[/p][p]4 - Legendary[/p][p][/p][p]Example commands:[/p][p]spawn_item charcoal 50 (spawns a stack of 50 charcoal)[/p][p]spawn_item bamboo club 1 2 (spawns a rare bamboo club)[/p][p]spawn_item "outlaw deadeye jacket" 1 4 (spawns a legendary outlaw deadeye jacket)[/p][p][/p][p]To avoid general players using the command and risking their save data or game integrity, this command is only available on the Experimental Beta Branch of the game.[/p][p]Feel free to reach out on Discord or the Steam Forums if you have questions about how to use this or other console commands![/p]

Save System UI Upgrade - Small Update v0.14.9.75

[p]Hello shopkeepers![/p][p][/p][p]This is a small stability patch to fix a few bugs, adjust some loading logic so that clients joining a server will automatically load their latest autosave character, and improve the UI for saving and loading.[/p][p]Some of this may look familiar to you as this patch has been live on the experimental branch for the last week to gather extra feedback and testing from you all, following a small issue we had with it on its initial release.[/p][p]This allowed us to really fine-tune the system we changed and hopefully make the save system as frictionless as possible.[/p][p][/p][h3]Save Menu UI Upgrade[/h3][p]This patch moves the save tab from inside the settings to its own tab in the ESC UI. We hope that this makes the save menu a little easier to find and use so you can more easily access your autosave or back things up with your manual save slots.[/p][p][/p][p]This menu will now also show you which save file you loaded most recently to help inform your save and loading decisions.[/p][p][/p][h3]Better Alt+F4 Protection[/h3][p]If the host of the world has to or prefers to alt+f4 from the game when exiting, client progress should load automatically the next time you join.[/p][p]Previously, the client would often have to manually load their autosave if they noticed their character progress was behind, but now it all happens automatically, improving this flow.[/p][p][/p][p]We still recommend closing the game through the Exit menu, but this should help in a lot of cases where you're not able to![/p][p][/p][h3]Load Game UI Upgrade[/h3][p]The Load Game menu has also received an overhaul![/p][p][/p][p]It now prompts you to select your world, and when you do, it will show you all of your available save files associated with that world so that you can accurately and intentionally load the file you need, whether that be the most up-to-date save or a rollback for whatever reason.[/p][p]We know some of you have had difficulty understanding that you previously had to access the in-game save menu to get to some of these load options, so now they should be exposed directly from the main menu.[/p][p][/p][p]The lobby menu also joins in on the upgrades as the toggle we added previously to load your last autosave has been replaced by the ability to select your save icon and choose any of your associated save files, much like on the load game menu.[/p][p][/p][h3]Automatic Shop Hour Notifications and QoL[/h3][p]In addition to system improvements, we've also introduced some minor quality-of-life enhancements for using automatic shop opening and closing hours.[/p][p]Now, if you manually shut down or open your shop, it will wait until the next defined hour to open or close automatically. So, if your shop is open from 9 AM to 5 PM and you close it at 3 PM, it won't reopen on its own until 9 AM the next day. Previously, the automatic hours would check every hour to see if the condition was met, so your shop would open again at 4 PM, which isn't usually what you want.[/p][p][/p][p]Additionally, when your shop opens and closes automatically, it now sends a clearer notification so you know what happened. Previously, it sent a message in the chat saying that the host opened the shop, which was a bit confusing.[/p][p][/p][h3]Art Upgrades Coming Soon[/h3][p]We're hard at work on our next larger patch where we plan to introduce some significant visual upgrades to make the world more beautiful to adventure in.[/p][p]One aspect of that is increasing the render distance and making distant trees look better. Here's a sneak peek at our progress so far.[/p][p][/p][p][/p]
v0.14.9.75 Patch Notes
[p][/p][h2]➡️ Changes[/h2]
  • [p]Clients will now automatically load their character autosaves when joining a server[/p]
  • [p]Moved the Save menu from the Gear icon menu to its own menu in the ESC UI. Now you should be able to access the save menu more easily without having to go another layer deep in the UI[/p]
  • [p]When using automatic shop hours, manually closing or opening the shop will now wait until the next defined hour to reopen or close automatically instead of checking every hour like before. This should reduce cases where it feels like your shop keeps opening on its own[/p]
  • [p]Added a new notification when the shop is opened or closed automatically from the defined hours instead of logging that the host opened it[/p]
  • [p]When haggling, the upsell percentage will now display the increase in price over the base price of the item, accounting for the modifiers in the receipt instead of starting from the new adjusted price[/p]
  • [p]Improved the revive player prompt for controller players in multiplayer[/p]
  • [p]Changed the wording of the Con Artist achievement to be a little clearer that you need to sell an item for 3 times its base price using the silver tongue minigame[/p]
  • [p]Autosaves now trigger more frequently and safely[/p]
  • [p]The save menu UI now displays which save file you loaded most recently[/p]
  • [p]Adjusted the default fix weapon collider so punches land more accurately[/p]
  • [p]The Experimental Katana now only plays a whirring sound when you first equip it each time instead of always while you hold it[/p]
  • [p]Added a cursor to building mode using the Bamboo Construction Hammer[/p]
[p][/p][h2]🛠️ General Fixes[/h2]
  • [p]Fixed an issue that could cause the wrong character to try and load when joining another player's server if the latest save was made on a different character in your list[/p]
  • [p]Fixed an issue causing Bazaar shops not to spawn properly for some players[/p]
  • [p]Fixed an issue causing iron and copper deposits not to spawn properly for some players[/p]
  • [p]Fixed an issue with save data that could result in a world not loading properly after an invasion ends[/p]
  • [p]Fixed an issue that could cause doors not to block enemy pathing properly[/p]
  • [p]Fixed an invisible wall in Kazai Castle[/p]
  • [p]Fixed an issue that could impact the safety of save data when swapping system locales[/p]
  • [p]Added an additional fallback and save data call for clients unlocking the glider to prevent cases where it is no longer unlocked for them on rejoin[/p]
  • [p]The save file thumbnails now update correctly for clients[/p]
  • [p]Character autosaves should now correctly display the level of clients when they are made[/p]
  • [p]The game will now respawn you at your last grounded location when loading a save to prevent an autosave from failing if your character was flung far away[/p]
  • [p]Clients should no longer experience invisible death boxes when recovering them from Burke O'Hare[/p]
  • [p]Clients should again receive the correct price adjustments based on beauty and patience when checking out customers[/p]
  • [p]Improved the frequency and validity of when we display the warning message letting you know your game did not exit properly the last time you played[/p]
  • [p]Getting slammed into a sloped surface should no longer cause the player to get stuck on the ground[/p]
  • [p]Fixed an issue where initiating dialogue after teleporting could result in the removal of the invincibility from the dialogue, causing issues if the player is attacked[/p]
  • [p]Catching a friend quest should now display in the UI properly[/p]
  • [p]Adjusted Laurence and Anna's overhead quest markers to be more clear for the Bizarre Bazaar quest[/p]
  • [p]Added a line of dialogue to Laurence to help explain when to speak to Anna[/p]
  • [p]Fixed various UI scaling issues when using maximum UI scaling[/p]
  • [p]Fixed various disconnect exceptions[/p]
[p][/p][h2]🗣️ Localization[/h2]
  • [p]Localized the Steam Achievement text into all languages[/p]
[p][/p][h2]🖥️Dedicated Server[/h2]
  • [p]Fixed some players unable to save properly when using a newly created GSLT[/p]
  • [p]Fixed dedicated servers using a config file not in headless mode failing to update their lobby mode and save file index when creating a new world and restarting the server[/p]
  • [p]Fixed a case where if players get kicked from a dedicated server and try to rejoin they can get stuck on joining game[/p]

Experimental Branch Update - v0.14.9.75

[p]Hello shopkeepers![/p][p][/p][p]This patch was moved to the experimental branch while we fix an issue with character autosaves between multiple characters and worlds.[/p][p]If you do play it on the experimental branch, just be careful cycling through loading multiple characters on different worlds. We'll have this back on the main branch soon once this issue is resolved. Thank you![/p][p][/p][p]This is a small stability patch to fix a few bugs and adjust some loading logic so that clients joining a server will automatically load their latest autosave character.[/p][p][/p][p]This should help players whose hosts had to or prefer to alt f4 from the game when exiting. Previously, the client would have to load their autosave manually if they noticed their character progress was behind, but now it should load automatically to smooth out that flow.[/p][p][/p][p]This patch also moves the save tab from inside the settings to its own tab in the ESC UI. We hope that this makes the save menu a little easier to find and use so you can more easily access your autosave or back things up with your manual save slots.[/p][p][/p][p][/p][p][/p]
v0.14.9.75 Patch Notes
[p][/p][h2]➡️ Changes[/h2]
  • [p]Clients will now automatically load their character autosaves when joining a server. This should improve the flow when Alt F4ing from the lobby or when the host Alt F4s so clients will no longer have to manually load their autosave[/p]
  • [p]Moved the Save menu from the Gear icon menu to its own menu in the ESC UI. Now you should be able to access the save menu more easily without having to go another layer deep in the UI[/p]
  • [p]Improved the revive player prompt for controller players in multiplayer[/p]
  • [p]Revenge encounters now spawn in the distance in front of you instead of behind you[/p]
  • [p]Revenge encounters now initiate dialogue from farther away to give you more time to react to the fight that comes after[/p]
  • [p]Changed the wording of the Con Artist achievement to be a little clearer that you need to sell an item for 3 times its base price using the silver tongue minigame[/p]
[p][/p][h2]🛠️ General Fixes[/h2]
  • [p]Fixed an issue causing Bazaar shops not to spawn properly for some players[/p]
  • [p]Fixed an issue causing iron and copper deposits not to spawn properly for some players[/p]
  • [p]Fixed an issue with save data that could result in a world not loading properly after an invasion ends[/p]
  • [p]Fixed an issue that could cause doors not to block enemy pathing properly[/p]
  • [p]Catching a friend quest should now display in the UI properly[/p]
  • [p]Adjusted Laurence and Anna's overhead quest markers to be more clear for the Bizarre Bazaar quest[/p]
  • [p]Added a line of dialogue to Laurence to help explain when to speak to Anna[/p]
  • [p]Fixed various disconnect exceptions[/p]
[p]We expect to release another small hotfix patch soon, which will include a couple of additional minor fixes and will be documented in these patch notes when it becomes available.[/p]

Hotfix v0.14.9.74

Hello shopkeepers!

This is a minor hotfix to resolve some bugs and stabilize a few issues.

There was a compatibility issue with dedicated servers on this patch which required us to move the update to the experimental branch temporarily. Those issues have been fixed and this patch is now live for everyone again as of 05/27!

Thank you to everyone who reported these things and helped give us additional information to get them fixed.

This patch should be live again on the main branch once we resolve this dedicated server issue.

See you around the Island!
v0.14.9.74 Patch Notes


[h2]➡️ Changes[/h2]
  • The continue button will now load your latest autosave if it is more recent than your last hard save
  • Reduced the spawn rate of ammunition from lootable containers and enemy death boxes to help with the balance of using guns
  • Reduced the number of pellets fired from the trench shotgun from 6 to 5
  • Slightly reduced the bullet damage for the Thompson
  • Temporarily removed a waterfall in the canyon while we work on some visual overhauls
  • Reduced the volume of the armor shatter SFX
  • Reduced the volume of the sawmill SFX
  • Adjusted the item pickup SFX
  • Updated the claymore animations
  • Added some new open world music in the morning and evening
  • Increased the size of the autosaving popup message on the bottom of the screen


[h2]⚙️ Optimizations[/h2]
  • Optimized the sawmill crafting VFX


[h2]🛠️ General Fixes[/h2]
  • Fixed clients not gaining EXP properly from killing enemies
  • Fixed the Friendly Fire option not being visible in the lobby settings for some players
  • Fixed an issue causing some players to be one-shot by enemies when playing as a client in another player's lobby
  • Fixed gathering employees sometimes not working properly when the player was inside or near their store
  • Fixed a menu UI issue that could happen when leaving a player lobby, joining a dedicated server, and then leaving that server
  • The leather shirt item will now ragdoll properly on dying characters that wear it. No more stretching!
  • Fixed an issue causing gatherers not to properly respect gather times when simulating while the player is not there
  • Fixed an issue that could cause items to fall out of crates
  • Fixed an issue where players could be attacked in dialogue after teleporting
  • Fixed some clothing items losing their material when loaded inside of a display
  • Lighting should no longer interpolate after sleeping. It should load at the correct orientation
  • Fixed the sawmill from duplicating it's SFX when crafting
  • Fixed the world save text being cutoff on some resolutions in the exit menu
  • Fixed the skill node pop up unlock text not updating properly
  • Adjusted some more UI to better respect the new UI scaling settings
  • Fixed the gesture wheel not working properly
  • Removed some fiber bushes from the combined meshes in the farm
  • Fixed the "Too Far" building UI notification sometimes showing up improperly when building
  • You can no longer upload external files when reporting an issue on Steam Deck to fulfill Steam Deck requirements. You can still have the report automatically upload your save file
  • The post process effect for radiation should no longer flicker when moving very quickly
  • Fixed various disconnect exceptions


[h2]🖥️ Dedicated Server[/h2]
  • Fixed the lobby settings command not showing up on the server console properly
  • Fixed the difficulty not saving properly when loading from a save file in non-headless mode
  • The server now properly releases the log files for real-time reading