1. Zeepkist
  2. News

Zeepkist News

Zeepkist Awesome Alpha - Version 10, Patch 3

- Changed player limit to 64
- Fixed Local level folders not being named correctly
- Fixed Local level folder sorting
- Improved network behavior
- Fixed mute menu not working correctly
- Fixed levels not reloading when saving in Editor
- Fixed not being able to join lobbies with many people

Zeepkist Awesome Alpha - Version 10, Patch 1 & 2

Patch 1:

- Sorting Local Levels by folder
- P toggling skybox not happening in chat anymore

Patch 2:

- Online level loading bug fixed

The Great Input Rebinding Update!!!

IT'S FINALLY HERE


YES

YESSSS

After more than 5 months of development, the new Zeepkist update is finally here!!

And whooooooo boiii it's a big one.

We've basically ripped out a whole bunch of old code, and (over the course of 5 months) replaced it with all sorts of new (and way better) code!!

We've replaced the entire input system, we've added a complete settings menu, we've reworked the entire online multiplayer, managed to optimize a ton of systems (thank u Saty UwU), and we upgraded our engine from Unity 2018 to Unity 2021!!

We hadn't planned for it to take this long, but as they say where I'm from, good work takes time 🤠

We hope you enjoy the update as much as we enjoy launching it!!

Full changelog below!

Happy Zeepkisting!!!

[h3]To celebrate we've discounted Zeepkist 13% (spooOoooOoky), and the King's Day DLC 25% for the next two weeks![/h3]



[h3]Upgrading from Unity 2018 to Unity 2021[/h3]
- Improved collision physics
- Improved frame timing consistency, reducing micro-stutters
- Fixed bouncing (porpoising) on wallrides
- Reduced “edge bug” collisions
- Physics in general will be slightly different, old levels might not work exactly the same



[h3]Key Rebinding & Settings Menu[/h3]
- Zeepkist now has a proper settings menu
- Many new settings added
- Switched from InControl to Rewired for input management
- Many more controllers now supported
- Added input rebinding
- Steering wheels now supported
- Deadzone settings
- Raw Steering added (useful with steering wheel)



[h3]Online Multiplayer Update[/h3]
- Switched from Photon to custom server solution
- Went from 16 players to 48 players per room
- Secret chat emoji
- Improved online level loading backend
- Improved level timer logic



[h3]Massive Performance Upgrades[/h3]
- Improved game startup performance
- Improved level loading performance
- Improved LOD system performance



[h3]More Content[/h3]
- Triplanar shader upgrade
- Level baseplate can now be toggled
- Added icons to certain “special” blocks

- More cosmetics, added to existing adventure levels



- Many new blocks
- Primitive blocks
- More shipping containers
- v9 statue
- Invisible road block
- Two No-Collision blocks
- Road-type wallride transitions
- Big static traffic signs
- Big numbers
- New start block
- Loose start block parts
- Signs without poles



- About 200 new materials
- Transparent ice materials
- Grille texture materials
- Mud material
- Brick material
- Solid colors, matte and shiny
- Changed checkerboard texture offset



[h3]Various Bugfixes/Changes[/h3]
- Air control forces increased
- Slowster block has force property now
- Checkpoint delta improvement
- Improved pause menu logic
- Fixed FPS counter going infinite in pause menus
- Various menu improvements
- Input indicator display
- Split “Free Play” and “Splitscreen” into different things
- Magical controller billboard
- Baseplate texture glitch fixed
- Removed FAQ button from extras
- Added resource loading bar on startup
- Removed the zeeprooms



A note on Steam Deck


As we noted in our recent post, Steam Deck compatibility may not be perfect.

https://steamcommunity.com/games/1440670/announcements/detail/3306229070215284146

A current workaround that we're aware of is not using any analog input methods while on Steam Deck, and instead making sure to only use digital inputs.

We don't have a Steam Deck ourselves to test so mileage may vary.

Steam Deck's Proton fork is also under active development so in the future these issues might revolve themselves, but all of that is uncertain.

Again, Zeepkist is not being developed for Linux compatibility, so we're entirely reliant on Steam's Windows emulator. Nevertheless, we'll keep you all posted on any known Steam Deck developments in the future.

- Yannic

Zeepkist Version 10 Trailer is here!!!

HEY EVERYONE!!


The new Zeepkist update is getting really close so it's time to throw a new trailer into the world!!

[previewyoutube][/previewyoutube]

Happy Zeepkisting!!!

Warning! Steam Deck may not be compatible with next update!

Hey everyone!!


Very quick news post here warning you all that with the upcoming v10 update, Steam Deck compatibility may break.

During testing of our new updated we've had multiple people inform us that some inputs on Steam Deck don't work.

The issue is that we've upgraded our input framework to use Rewired Input Manager, which allows us far greater flexibility when it comes to recognizing controllers than our previous solution.

However, it appears that Steam's Proton Wine fork, the software Steam uses to emulate Windows games on Linux/Steam Deck, has a critical input bug that causes Rewired to not work properly on Steam Deck.

A detailed overview of the issue can be find in this forum post, by the developer of Rewired:
https://forum.unity.com/threads/rewired-advanced-input-for-unity.270693/page-167#post-8420538

This situation is an unfortunate result of multiple systems not interacting perfectly, and Zeepkist being developed with only PC officially supported.

We're currently working with Steam to test and verify the new update, but until that process is complete we can't do anything about the "Steam Deck Verified" icon on our Store page.

So if you're looking to buy Zeepkist for exclusive use on Steam Deck, I would wait until the next update to see if Zeepkist is still compatible.

We're very sorry for any issues this may cause anyone, and we'd like to remind you that you have a right to apply for refund as long as you have under 2 hours of play time!

Thank you all for your understanding!

- Yannic