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Desynced News

Celebrating One Month of Desynced on Early Access!

It's been a whole month since Desynced launched in Early Access, and we could not be more grateful for the energy and creativity this community has showered upon the game.

Every day, we dive into reviews, keep up with Discord chats, and check social media to follow the vibrant activity and valuable feedback you all have to share. Your enthusiasm not only impresses but also motivates us to forge ahead!

Our Steam Workshop has blossomed in just one month with over 100 player-created mod. This is a huge milestone in such a short period, and we are nothing short of thankful for your active participation.

There’s a lot in Steam Workshop worth checking out. To celebrate, we'd like to spotlight a few standout mods that have caught our attention:

[h2]Production Monitor[/h2]


https://steamcommunity.com/sharedfiles/filedetails/?id=3028475425&searchtext=Production+Monitor

  • Get a comprehensive overview of your global production metrics to pinpoint factory bottlenecks quickly.
  • View each item's producing and consuming components with detailed current and maximum rates per minute.
  • If you are familiar with the Dyson Sphere Program, consider this a friendly nod to the BetterStats mod.


[h2]OmniBar[/h2]

https://steamcommunity.com/sharedfiles/filedetails/?id=3025230746

  • Quickly find anything unlocked by your faction through a convenient search bar, similar to the Codex page.
  • Customize the omnibar's size and location from the mod menu and change keybinds from the input menu.
  • Enjoy two new features inspired by community suggestions: searchable instructions and draggable results for a smoother gameplay experience.


[h2]RESYNCED[/h2]

https://steamcommunity.com/sharedfiles/filedetails/?id=3021263114

  • Revamp your gameplay with custom settings for Modules and Events through an in-game mod menu.
  • Explore new technologies, frames, components, and items through a tailored tech tree.
  • Enhance various game aspects, including bot speed, production time, and resource availability through different modules.
  • Introduce a fresh challenge with bug waves that ramp up the difficulty level by generating enemy waves.


Feel free to share your thoughts and favorite mods in the comments below. Thank you once more for your ongoing support!

Desynced: Playable on Steam Deck!

Desynced has successfully passed the Steam Deck compatibility tests and achieved the "Playable" status.

While this is excellent news, it means there are a couple of things to keep in mind to get the smoothest experience on Steam Deck.

[h2]Here is a quick rundown of the considerations:[/h2]

[h2]Things to Note:[/h2]
  • Controller Configuration: You might need to use the touchscreen or virtual keyboard for some functions. Community configurations might come in handy.
  • Icon Displays: Sometimes, the game will display mouse, keyboard, or non-Steam-Deck controller icons.
  • On-screen Keyboard: Manually invoking the keyboard is required to enter some texts (STEAM + X)
  • Cursor Activation: Press R3 to activate the cursor.
  • Text Size: Some in-game text is small and may be difficult to read.
    For better readability, you can scale the UI and text up to 120% in the game settings (Options -> Game -> Interface Scale). Use Steam+L1 for further zoom
  • Graphics Settings: To perform the game at its best, manually configure the graphics settings.


[h2]What’s Performing Well:[/h2]
  • Single-player: Enjoy both online and offline single-player seamlessly.
  • Multiplayer: Online multiplayer runs without a hitch.
  • External Controller: Primary player external controllers are supported fully.
  • Resolution and Audio: Experience the native resolution and stellar audio that work like a charm.
  • Frame Limiter and Display Settings: These are supported and stored per device, giving you a hassle-free gaming experience.


Getting the "Playable" status in our Early Access phase is a big deal, but it's just the beginning. We're keen to keep working on Desynced for Steam Deck.

Feel free to share your feedback, and stay tuned for further updates.

Regular Update 9th September 2023

0.1.11391 (9th September 2023)

Hello Operator!


A new build has been pushed to the Main Game Branch.

Now everyone can enjoy the features that have been in the Experimental Branch since the last update. This includes a number of Quality of Life improvements, crash fixes and initial optimizations. The game will also default to DirectX 12 now with DX11 as a fallback.


[h2]Feature Additions[/h2]

Behavior programming system:
  • Added lock_slots and unlock_slots
  • Added set_signpost instruction
  • Added faction:GetEntitiesWithRegister()
  • Added launch instruction
  • Added Mute in background setting
  • Make build/produce instructions store the blueprint as a string if it is a complex table with nested tables
  • Added GetEntityAt and OrderToSharedStorage instructions
  • Added IsSameGrid() instruction


Additional:
  • Added scanning for frame types in filterentity
  • Added paginate widget for orders screen
  • New codex entries for rotation and logistics
  • Added progress bar back to Re-Simulator
  • Add version string to ingame menu
  • Command Center can be rebuilt now if deconstructed
  • Added Biome generation option for flat worlds
  • Unpackage / Package instructions can now take a unit
  • Add 'Right-Click Drag Scrolling' to input options


[h2]UI/QoL Updates[/h2]
  • Try to show boosts in tooltip where applicable
  • When switching entity faction (i.e. due to hacking tool) abort orders before switching the faction field
  • Increased virus cure range
  • Tone down virus spread
  • Cure docked entities
  • Give the virus cure to the anomalies
  • Make RequestItem work at same priority as logistics network
  • Allow passing priority to OrderItem
  • Don't auto assign to self if you have don't have deliver items selected
  • Allow docked units to transfer directly to parent and vice versa
  • Add a docked items layout, shown when locking slot of docked item
  • Don't override docked drones GOTO register on unpacking if its already set
  • Don't build foundations under walls
  • Allow deconstructor and turret to work with locations with foundations
  • Added foundation to radar filters (only returns ones without buildings on them)
  • Allow deconstruction and shooting of foundations with the click action interface
  • Multiline tabs in build menu
  • Show big buttons during multiselect
  • Slightly offset multiselect so edge scrolling works
  • Show missing items before showing override items in Solve instruction
  • Adjusted anomaly spawns
  • Sort array in get_ingredients instruction because of pairs call in simulation
  • Moved new game options behind custom game button
  • Show error popup "Unable to place into full or fixed item slot" when trying to convert item (i.e. drone package) into another slot that is full or fixed to something else
  • Take into account crane range with pickup / dropoff instructions
  • Added unit parameter to "have space for item"
  • Infected filter now matches glitch bots
  • Tooltip, text and graphic fixes / updates
  • Fixed the check for store entity being full warning
  • Tutorial update


[h2]Graphic Updates[/h2]
  • Multiline tabs in build menu
  • Show big buttons during multiselect
  • Slightly offset multiselect so edge scrolling works
  • Show yellow outline around registers with actual entities in them
  • Show ping effect at location when moving mouse over register with coordinate and move camera to coordinate when shift clicking it
  • Limit intensity of RGB light
  • Use number of GOTO register as range when moving
  • Graphics optimizations
  • Increase blueprint preview quality


[h2]Technical Updates/Optimizations[/h2]
  • Make build / produce instructions store the blueprint as a string if it is a complex table with nested tables (This is to avoid the possibility of having deeply nested blueprints in behaviors in blueprints in behaviors which would break the limit of 20 levels of nesting in table serialization)
  • Turn on "Prefer D3D12" without fully switching the RHI to be D3D12 exclusive to keep D3D11 as a fallback on older hardware/software (Use -d3d11 if you run into issues)
  • Optimized fog
  • Local power in the resource bar to include received power in addition to generated
  • Make behaviors not create a register for empty values
  • Only check frame when checking if the faction has unlocked a bp recipe
  • Make Debug.Benchmark Lua function exclusive to mod dev mode
  • Translation fixes for unsupported languages showing string tokens


[h2]Bug Fixes[/h2]
  • Fix for add / sub to not lose entity / id on values
  • Fix crash when Lua tries to log text to the console while the game is shutting down
  • Fix for Intel Scanner effect getting stuck on when bot out of power
  • This fixes hacking explorables with active orders messing up the faction item availability database which afterwards can cause issues in the order system and lead to save game corruption
  • Lua errors for virused component
  • Fix for invalid orders crashing on cancel
  • Fix to check locked slots when requesting items
  • Fixed linking that broke with last build
  • Fix for miners not mining
  • Fix for blight shield and blight power
  • Crash fix when dragging items
  • Fix for blight magnifier with infinite resource node
  • Fix losing drones or packages when dragging drone or package into a slot that is locked to either empty or a different type
  • Log a Lua error if Lua tries to set the entity of an item slot but it can't due to a locking/reserve/stack issue
  • Fixed orders involving buildings with cranes
  • Fix entity meshes showing at outdated locations while the game is paused and the camera is moved
  • Avoid memory leak with off-screen construction sites
  • Fix "mute in background" to not require a restart
  • Fix for broken item database and illegal faction orders
  • Fixed filter on has_item instruction
  • Don't crash the game when a mod tries to load an invalid gltf file
  • Fixes to power indicator
  • Don't error in 'Request Wait' instruction when input value doesn't contain an item id
  • Fix subroutines writing to and reading from a parameter not working when the outside call instruction doesn't use said parameter
  • Fix buildings with cranes potentially ignoring the STORE register if the crane is busy with other things







Desynced Showcases at IndieDevDay Barcelona, Sept 8-10!

Desynced will have a prominent presence at IndieDevDay in the vibrant city of Barcelona from September 8th through 10th!

If you're in Barcelona this weekend, come and see us! It's the perfect chance to experience the game firsthand, engage with its intricate mechanics, and connect directly with Forklift.

We can't wait to share this special moment with you and look forward to your company at the event!

We've Hit 500 Reviews on Steam - Thank You!

We're super pumped to share that we've hit over 500 reviews on Steam! This is a massive deal for us and it's all because of you awesome folks!

Your positive and constructive reviews have been invaluable for Desynced's ongoing development. They help us refine the game and play a crucial role in extending our reach within Steam.

Though hitting 500 reviews is an important milestone, we see it as just the beginning of our journey. And what's most exciting is that you are here with us at this starting point. Your engagement and feedback are shaping Desynced's future; we are profoundly grateful for that.

If you haven't had a chance to leave your review yet, we'd appreciate hearing your thoughts on the game.

Plus, for the latest updates and a lot more fun, consider becoming part of our fantastic Discord, Twitter, TikTok and Reddit community.

We're active every day and would love for you to join us!