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Zeepkist News

Zeepkist Awesome Alpha - Version 8, Patch 11

- Added a settings file error catching + error message
- All start block properties can now be toggled off at the same time
- Fixed an issue with negative times I think
- Yellow split-times at checkpoints are now italic, to facilitate colorblind accessibility until Zeepkist has true colorblind settings:



Announcing the King's Day DLC!

New DLC




Hey everyone!!

I would like to announce Zeepkist's first paid DLC:
King's Day DLC

King's Day is an annual Dutch holiday where we celebrate the birthday of our king!

This day usually involves heavy partying across the entire Netherlands, dressing up in a lot of orange, and wearing a bunch of orange hats!

So of course, I couldn't just let this day pass by without dropping some King's Day swag in Zeepkist!

You can find the DLC here:

https://store.steampowered.com/app/1962260/Zeepkist__Kings_Day_DLC/

The King's Day DLC will launch with a 33% launch discount.

The Contents


The DLC contains 9 hats and 13 zeepkists:




Why DLC?




I'd also like to take this opportunity for a bit of transparency, and why I've chosen to add DLC.

Originally, Zeepkist was meant to be offline only. Meaning you'd just have singleplayer and local split-screen multiplayer. This also meant that my expenses were non-recurring. I paid development costs once and then didn't need to worry about upkeep of any servers or anything.

However, after launch it quickly became apparent that players were really eager to also have online multiplayer. I hadn't planned for this because online multiplayer is notoriously difficult to program well. (Which turned out to be true, it took me about 3 months to actually develop online multiplayer).

But anyway, online multiplayer was added. And with this came the cost of running servers!

Every player costs me an amount of money each year. It's a recurring cost. This means that every year I'll need to keep making money to keep Zeepkist running.



Some games pay for this upkeep with a subscription model, other games use loot-boxes or purchasing of in-game currency. Personally, I'm a fan of keeping it as simple as possible: DLC that gets released every now and then to pay for server upkeep.

It means that if you want to support Zeepkist server upkeep and look swag, you can buy some DLC. And if not, then that's fine too.

I intend for DLC to be cosmetic only, so that you'll still be able to enjoy the entire game as it was meant to be by only buying the base-game.

I feel this is the most fair way to deal with the costs of online multiplayer, and I hope people enjoy the exclusive cosmetic content :)

Happy Zeepkisting!!

Zeepkist Awesome Alpha - Version 8, Patch 10

- Fixed a mesh LOD bug for certain blocks
- Added some output_log debug lines
- Behind-the-scenes DLC preparation
- Added small online leaderboard in photo mode:

Zeepkist Awesome Alpha - Version 8, Patch 9

- Changed some localization
- Did some setup work for upcoming DLC

Zeepkist Awesome Alpha - Version 8, Patch 8

- Changed podium icon in level editor
- Fixed a localization typo
- Changed "Toggle Tooltips" to "Show Controls" in photo mode
- Super-bottom-out force doesn't get triggered by rigidbody colliders anymore
- Fixed a small typography error in the free play level select menu
- Fixed adventure path disappearing on low graphics settings (I think)
- Changed debug-info key binding from Page-Up to Left-Alt + Page-Up to prevent accidentally toggling it on
- Displayed times can no longer be less than 0, will display as 00:00.000
- Times set in online multiplayer will now be saved locally, and will show up in free play
- Added date and time info to race results screens, for the community-run records site*

*We have a community-run records website right here: https://zeepkist-records.com/ :D

Happy Zeepkisting!!

I hope I didn't break anything!!