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Machine Streaming improvements bound for Techtonica v0.1.2

Greetings, Groundbreakers!

This week’s dev update will be centered around more of an in-the-background element of what’s coming in v0.1.2. It’s an important one that will help with performance, so we thought we’d get a little closer to it for a look at exactly what we’re providing and improving. Richard, our Game Director, helped me (hi, it’s Joey!) draft this post.

Before we get there, just a reminder: Techtonica v0.1.2 is still slated for a late-October or early-November release. We’re closing in on that date with each passing weekly update, so stick with us as we slowly pull back the curtain on what’s included. Last week, we detailed some of the video and gameplay settings inbound with the update.

Today? Today we’re talking Machine Streaming.

[previewyoutube][/previewyoutube]

“What’s Machine Streaming?” Great question! Let’s dig in.

[h3]“Really, stop dodging the question; what’s Machine Streaming?”[/h3]

Hang on, okay. Let’s start with problem #1…

In the river biome alone, there are about 180 million voxels of space. That’s space players could fill with 180 million stack inserters if they wanted (please don’t do this). It’s cheap to render and animate inserters; but, do anything 180 million times, and things might get out of hand.

Let’s continue this thought experiment of placing 180 million stack inserters. Now you, a player standing near PT VICTOR, will see only about 800k inserters in front of you. That’s only 0.5% of the total.

So, why bother animating or rendering the rest?



The factory simulation runs independently of the visuals, and we, therefore, only load in and process the visuals for the inserters that are actually on the screen. We refer to this trick as Machine Streaming, and it has been mostly in the game since v0.1.

But there’s more!

[h3]Okay, but how does Machine Streaming improve in v0.1.2?[/h3]

To understand how we’ve improved things, we need to talk about problem #2…

Unity (boo, hiss!) is designed to tether just about everything you see in the game to a piece of data called a game object. Game objects come with a lot of stuff that can be useful in various scenarios, but when you don’t need all that information or extra processing, there isn’t a way to get rid of it. This isn’t usually an issue for many games, since we’re talking about very small amounts of overhead, but even with machine streaming, we’ve still got 800k inserters on screen, and each inserter comes with 14 game objects, so we’re talking 11 million game objects!

Multiply all that tiny Unity overhead times 11 million and now we’re looking at a very large amount of wasted RAM and CPU time.

But fear not, we don’t need 11 million game objects; we actually only need 14 of them.

The new and improved Machine Streaming in v0.1.2 skips past the Unity overhead and only uses the original inserter objects as a template. Everything else we need to render and animate 800k inserters goes into a giant list of precisely engineered data to only use up the RAM and CPU necessary to render and animate each Inserter. We don’t need to store the data for where to render the inserter map markers, how big the collision bounds are, what material the inserter uses, what mesh it uses, the color of its lights, and much more 11 million times. We only need to store it once. The new and improved Machine Streaming does exactly this.



Now when you make a ginormous factory, we do not have tons of wasted RAM and CPU overhead over managing and spawning these objects!

And it gets better! Every game object in Unity comes with what is called a Transform. Transforms are pieces of data that just store the position, rotation, and size of the objects in the game. Transforms are rather expensive to update in Unity, but the new and improved Machine Streaming in v0.1.2 does not use transforms! Instead, we efficiently store all of this data in a way that is super fast to update and stream in and out. This vastly reduces the amount of hitches you may experience as you wander around your factory.

Previously, Techtonica would be working quite hard to update all the game objects and transforms as we stream in the visuals for the machines that you can see, but now we’ve cut all of that overhead out!

Additional wins include being able to do things like separate collision detection from the machine animations. Now, instead of there being a collider for the floor 100m away that you cannot interact with at all, we only load in the collision data for the machines within range of player interaction!

[h3]How many FPS will players gain with Machine Streaming in v0.1.2?[/h3]

That’s an incredibly nuanced question with many answers. The new and improved Machine Streaming is primarily targeted at two things: reducing the hitches players experience while walking and the RAM consumption of large factories. It is not simple to measure how much Unity overhead we have cut out when we don’t have access to their API, but players should experience higher frame rates in large factories. Reduced RAM usage should also reduce the likelihood of crashes on Xbox platforms.

I want to reiterate: this is not an optimization to improve performance on smaller factories. These Machine Streaming updates are an investment we have made in our systems before we start giving players tools to build really massive factories and give them new places to build those factories. Yes, it comes with some performance improvements in large factories, but most importantly, this optimization lays the groundwork for many future performance improvements we’re planning to make that were impossible without this new Game Object-less Machine Streaming system.

[h3]So, what’s next for simulation system improvements?[/h3]

Now that we have Game Object-less Machine Streaming, we can start talking parallelization!

The factory simulation must be done (mostly) sequentially, but the same is not true for updating the visuals to match the simulation. It doesn’t matter whether we animate a Smelter or an Assembler first, so why not let them happen at the same time with multi-threading? Previously, using Game Objects and Transforms would have made this task quite challenging, but our new Machine Streaming system is set up such that parallelization is a possible upgrade we can make in the future!



And this is just the tip of the iceberg. As we continue to add more content to the game, we are constantly working to push more and more of these optimizations so that players can build bigger and bigger.

We’ve been really inspired by all of the factories we have seen so far, and we are very motivated to keep improving the game to see what you all can do!

[h3]By the way, we’ll be at Tokyo Games Show![/h3]

Yes! Techtonica was selected to participate in the TGS 2023 Indie Select 80. If you’re reading this and you plan to attend the show, stop by our small spot and say hello. I (Joey) will be there!



That’s it for this week’s update. We’ll be back next week with more detail on Techtonica v0.1.2.

As always, you can join our Discord to hang out with our community and chat with our team. Find us at https://discord.gg/techtonica.

Techtonica & Captain of Industry Bundle now available

Hey folks! We know you like factory games. We also like factory games. Now you can get two factory games, bundled, at a 12% discount on Steam.

We’ve partnered with the Captain of Industry team to bundle Techtonica and Captain of Industry.

https://store.steampowered.com/bundle/34792/Techtonica__Captain_of_Industry/

Own one of these games already? This is a Complete The Set bundle, so you’ll still get the discount if you buy the game you don’t already own through the bundle.

Ready to get to work?

Framerate limiting, Belt riding, and more QoL settings bound for v0.1.2

Settings!

I mean this with complete sincerity, but I love that detailing Settings functionalities for Techtonica means so much to our community. You care about the gameplay experience you’re getting, and we’re really happy to be making so many Settings-based changes in v0.1.2.

Selfishly, I care a lot about these, too. I’m most excited about Fullscreen Borderless Windowed support, but there’s lots in here to love.

In case you missed last week’s update from Lauren (which you can read right here), v0.1.2, the second Quality of Life update, is slated for late October or early November. We’re taking the time between now and then to showcase what’s coming.

[previewyoutube][/previewyoutube]

So! Let’s dig in. Oh, and before we get started, make sure to read ahead for a special partnership we’ve put together with another awesome factory game.

[h3]Belt Riding and Smart Snapping[/h3]

There was a call on our team a few months before the launch of Techtonica where we took a look at how much time we had left and what features (big and small) we wanted to get in before launch. Lots of stuff was on that list, like Ultrawide Support, cloud saves, and a screen shake toggle. So was riding Belts.

It’s true! We wanted players to be able to ride on Conveyor Belts before we launched, and it was a super easy add for us to include.



It turns out that not everyone wants to ride on Belts, though. So, we’re adding the No-Fun Belt Riding Toggle with v0.1.2. Tick the box off and you’ll no longer accidentally move while standing on a Belt in, say, build or deconstruct mode.

We’re also adding a Smart Snapping toggle with this update. It won’t be super important until Base Building comes in v0.2, but for now it’ll prevent stuff like Miners from auto-spinning toward the closest ore vein. When Base Building gets closer, we’ll detail more about how the Smart Snapping toggle may help you build your bases.



[h3]Limit those frames and other video settings changes[/h3]

Techtonica features Vsync support. When Vsync is turned on, the framerate is automatically limited to the refresh rate set for your display. But, maybe you want something lower? With v0.1.2, we’ll add a framerate limiter that will aid performance and GPU temps. You’ll be able to tweak your desired framerate from a dropdown of options in the Video Settings menu.



We’re also adding Borderless Windowed Fullscreen with v0.1.2. This is great for multiple-screen users like me! Anecdotal aside, I find my webcam hangs when I use fullscreen but runs smoothly with windowed and borderless windowed for most games. Might be a hardware allocation issue, but who knows?

[h3]The FMOD update that only affects some folks[/h3]

Finally for this week’s update, we have news regarding audio fixes that will likely only affect a small portion of our users. Some Groundbreakers have, since launch, been having some more significant audio issues. In relatively rare instances, this includes no audio at all.

We’ve made an update to FMOD, the audio engine we use, that should fix these issues. This was a hard one to reproduce, so please let us know if you had the problem and it persists.

As always, you can start threads on Steam or join us on our Discord at https://discord.gg/techtonica.

Ah, and one more thing before we go.

https://store.steampowered.com/bundle/34792/Techtonica__Captain_of_Industry/

We’ve been chatting with the Captain of Industry team, and we decided to put together a Complete the Set bundle for Techtonica and Captain of Industry. Get the games together and save 12%. If you already have one, you can complete the set and get the other for the discounted price.

Hit our store page to snag the bundle!

See you soon, Groundbreakers.

Techtonica v0.1.1 is out; where's v0.1.2?

Now that our v0.1.1 Update has been launched into the void of your computers, let's talk about what’s next: v0.1.2!

We’ve updated the Roadmap with a few items that we’re ready to confirm. Well, as ready as possible. The Roadmap, remember, is a living document that can and will change over time. In this week’s update, we’ll deep dive into production planning with our producer, Lexi, and explain what our current timeline looks like.

This week's video deep dives production with thoughts from our producer, Lexi, if you prefer video format!

[previewyoutube][/previewyoutube]

[h3]So, how do we choose what’s in an update?
[/h3]
Our producer, Lexi, is the timeline overlord and in charge of planning for our entire team. Below are her thoughts on production planning (summarized and commentated by me, Lauren) and how we plan for Techtonica’s updates.

To plan production timelines and updates, there are several factors that must be balanced, both external and internal.

[h3]Before we get into that, The Roadmap[/h3]



Tada! We’re really excited to (tentatively) confirm that these items (and more) will be in v0.1.2. We will have more details on the current roadmap items in the coming weeks, but for now, this is what we’ve got planned!

[h3]We're working on a fix for the HVC / Monorail bug
[/h3]

Oh yeah, it’s time. Fixing the HVC and Monorail bug has been high on our list for a while now, but community sentiment really pushed it to the top. Rob already detailed our process for choosing what is important in a previous blog post about this bug if you’d like to deep dive it, but the TL;DR is that it bothered everyone a lot so we decided to fix it faster.

Previously, fixing the monorail and HVC bug was slated for v0.2, but after reading all the feedback you have given us, we’ve decided to take a shot at getting it ready for v0.1.2.

Here’s the thing: We’re not putting this on the roadmap just yet. We’re not sure that we’ll be able to fix it quickly enough. We will decide in early October if it will be fixed by 0.1.2, so keep your eyes peeled then!

[h3]What are the external factors?[/h3]

First, how often do players need updates so they keep playing and don’t fall off? This is a guessing game until you get data. Techtonica has not been around long enough–we’re only on our first patch!–and we have a small team, so we’re doing a bunch of guessing. We are using community cues to see if players are bored and need smaller, more frequent updates. Right now, we are listening to the community a lot to see how they feel and making guesses for the first few updates as to what our cadence should be.

We also take into account Steam sales that will increase our visibility. While we can’t always launch an update before a sale, it’s a good practice to try and time them together to capitalize on the increased visibility.

[h3]How about internal?[/h3]

The big one is the content; what are we trying to put into the patch/update?

We also need to factor in team velocity–how long it takes the team to build and finalize features and bug fixes. There’s a lot that factors into team velocity.

Leads in charge of teams do planning and support for their teams, but also do work for the game. That affects the velocity of those team members, depending on the extent of their responsibilities.

When you calculate your team velocity, you have to add buffer to every timeline. You can’t say, “This is how long it is going to take us,” as there is no certainty in game development (or life, in general). You need to add more buffer the more complex an issue is. For example, the monorail and HVC bugs are super complex, so more buffer has been added to fixing those.

For small things, such as adjusting localization or adding a toggle or setting, those items are more well understood so you need less buffer. Lexi’s basic rule is to add 20% of buffer to a timeline for planning. For quick fixes that have a high level of complexity (for example, “Hey this should take me only a few hours but I don't know how to do it”), Lexi rounds up to a full day. This ensures that we aren’t constantly pushing back patches or updates, because we’ve planned for uncertainty.

QA testing timelines are another internal factor, which we deep-dived with Rob, so I’m not gonna explain it again here.

And finally, team members are humans. They have vacations, days off, holidays, and need to onboard new team members. This has to be taken into consideration when planning as well.

[h3]How far in advance do we start working on new content?[/h3]

Our team is currently working on features and fixes for the end of October, but Lexi’s goal is to be working several months in advance. This allows more time to make sure everything works and to make sure it’s fun, it works really smoothly, and we have the time to put it through all of Rob’s QA cycles.

When we design a feature, we want to talk it over with all of the disciplines involved to make sure there are no hidden obstacles–such as a coding issue or a required workaround needed–so we won’t have a feature blocking implementation. We want to make sure an idea is really sound before we start working on it. After we have a prototype, we want to use it internally and play it to see if it’s fun.

For example, with base building, we want to build bases internally and make sure we have fun playing and iterate on that! We’re taking input from the entire team, artists, designers, tech and even marketing. We encourage interdisciplinary feedback to get eyes from all angles, which takes longer to generate, but it makes it fun holistically.

Once we’ve validated feedback across the team, we need to actually build the stuff. We are currently ramping up the team for base building, but we have a small team and things take time. Unless someone wants to buy us a time machine, which, hey, we’ll take it.

[h3]So, the important part, when will v0.1.2 release?[/h3]

v0.1.2 is slated to release at the end of October or early November.

There are no major sales around those times, but we did, however, want to release somewhere between our planned v0.2 release and our v0.1.1 release. That time falls roughly in the month of October. We also have our company summit planned for October, which is our big internal factor in pushing to the end of the month. We want this to fall after the summit so we aren’t trying to fix bugs or help the community right before we leave. This allows more time for QA testing, more time for extra eyes, and release when we return!

Over the weeks between now and v0.1.2, we’ll pull the curtain back on what we’ll have ready for the second Quality of Life update for Techtonica, so stay tuned.

Have questions? Want to chat with us directly? Join the Discord at https://discord.gg/techtonica.

Until then, Groundbreaker, let’s get to work.

Techtonica v0.1.1 - QoL #1 Patch Notes

Welcome, Groundbreakers, to the official patch notes for v0.1.1 of Techtonica.

This marks the first of two planned Quality of Life updates. Virtually all changes made in this patch were based on player feedback, so thank you for sharing your thoughts while playing Techtonica.

It’s our intention to ensure these patch notes are both easy to digest and as enjoyable to read as possible. We grouped the marquee changes in a featured section up top, and then we roll into the full patch notes. Items from the featured section will repeat in brief forms in the full patch notes section because they are so nice we hoped you’d read them twice.

Sorry for the bad jokes, but they’re just as much for you as they are for us.

If you want some of this in video form and didn't catch the preview video, check out this week's update.

[previewyoutube][/previewyoutube]

Let’s dig into the details and complete notes for v0.1.1.

[h2]Featured updates[/h2]

[h3]In-game Metrics, recipe updates, and machine balance[/h3]

Perhaps the largest batch of changes comes with what we’ve done for the oft-requested in-game metrics. First, you’ll find that metrics will appear for built and placed machines in the bottom-left corner of the screen as you’re looking at said machines. We know getting these metrics in-game is a huge win for players, and it will improve over time as we enhance the UI. Until then, get optimizing!



To further help with optimization and your math (mental or paper-based), we’ve adjusted all recipes and all machine speeds to feature much friendlier numbers. You might need to take off your shoes to count in the double-digits, but at least it’ll be easier.

We also buffed the speeds for the MKI and MKII Conveyor Belts. The MKI, for instance, now moves items at 240 per minute. Whoa. Nelly.

[h3]Initial Core and Core Composer changes[/h3]

We’ve heard loud and clear that Groundbreakers want changes made to the Cores and Core Composer. We won’t address all points of feedback because they sometimes stand in contrast with Techtonica’s core (heh, get it?) design. The changes in v0.1.1 are a great start for what we have planned over the long term.

To start, we’ve reduced the costs of all Tech Tree unlocks significantly. Groundbreakers will only need approximately 6,500 Cores to unlock everything in the current progression, down more than half of what’s needed now.



We’ve removed the Core Composer height limit so that Groundbreakers won’t need to build as many Core Composers. If you throw them down in a space with a high ceiling (explore more, these exist), you’ll only need two or three towers total. These towers also no longer mushroom cap when they reach a certain level. They just shoot straight up.



We also removed the giant red X from Core Composers that are full but no longer placing Cores. Instead, Core Composers will finish placing and simply hold onto 10 Cores that you can remove via Mass Collect or with Inserters.

Finally, the in-game description for Core Clustering has been rewritten for enhanced clarity.

Also. Yes! Cores were affecting performance, but not because of their animations. It was because of their sound. We’ve improved sound optimization for all machines with v0.1.1, so the Cores won’t cause big frame drops.

That said, we did receive some feedback from Groundbreakers that lots of Cores doing their worble worbles in a big tower caused motion sickness. We’re sorry about that! We’ve added a toggle in the settings menu to remove Research Core motion.

[h3]The M.O.L.E.™️: Now featuring digging down![/h3]

Digging down has been, to be honest, a pain. You either need Mining Charges or a Pickaxe and lots of patience. The M.O.L.E. has been overhauled to dig down by simply… looking… down? It works.

In fact! We covered this extensively in a recent blog post. Find a GIF of it in action below, or dig into the full post for yourself.



[h3]Machine, power, and fuel updates[/h3]

Let’s start with Threshers! We’ve changed the clearance pattern for Threshers from their massive scale to only 1m. That means you’ll be able to hook Threshers and other machines up with a single Inserter. Combine that with the sped-up Conveyors and you may have a fuel-balancing solution on your hands.

Speaking of fuel, we’ve moved Biobrick Technology up two tiers in PT VICTOR. Why? Groundbreakers hit this fuel source way before they actually needed it, and that led to a ton of confusion and resource mismanagement. We admit it, we went for the Biobricks early, too, but new Groundbreakers cited this as a big barrier for automation. Our bad, new Groundbreakers. Our bad.

In terms of power generation by other means, we fixed the issue that showed up when Groundbreakers combined MKI and MKII Crank Generators in the same chain. They will now provide the correct amount of combined power without telling bold-faced lies in the UI.

Finally, we simplified the introductory Monorail quests so that Groundbreakers can actually complete it and get it off of their Task lists for good (this one bugged me, too!).

[h3]AZERTY Support, Settings and UI changes[/h3]

Hello, AZERTY users! You can now switch to the AZERTY layout in Techtonica. Please report any layout bugs you encounter with this one.

We’ve added some additional Audio Sliders to the Audio menu. You’ll be able to control the volume for specific stuff like UI SFX and how often music plays (whether that’s a lot or very rarely).

We found that Groundbreakers were unintentionally quitting the game during saves, especially with later factories that take more than a couple of seconds to save. Now, we have a save indicator that plays in the bottom right corner of the screen during saves. Do not quit while this indicator is playing.

We were also lying to you about game progress in multiplayer games. When you hit the escape menu, we used to tell you that progress was stopped while paused. That was never true for multiplayer. We lied, and we’re sorry.

The last of the featured updates? We’ve added a toggle for Antialising. You might see some minor perf gains or maybe you enjoy the crispy environment. Give it a tick or untick to check it out.

[h2]The Complete v0.1.1 Patch Notes[/h2]

Okay, here’s the full list of every player-facing change we made to Techtonica with v0.1.1.

[h3]World Changes[/h3]

  • Moved some of the Thresher fragments to the first floor of the Warehouse facility. Groundbreakers were previously missing the big dudes during exploration.
  • Added 3 more Assembler fragments on the path to the Warehouse, so Groundbreakers are more likely to scan them and get Assemblers on time.
  • Swapped out temporary material on the HVC fragment model. Don’t get too excited, the fragment model itself is still temporary.
  • Fixed some protection zones which were colliding with the player, which was rude of them.
  • Fixed an issue with the escape vent protection zone at the Excalibur Bridge. So, like, stop trying to clip out of the map… or don’t, I’m not your Sparks.
  • Adjusted small chests to no longer allow MassCollect interactions. Got ‘em.
  • Added layer of bedrock boundary to avoid digging through the top/bottom of the level.
  • Unless the player had already dug near the top/bottom previously in the save.


[h3]Balance Changes[/h3]

  • Adjusted all recipes to have friendly, integer throughput numbers that play nicely with other recipe numbers. Happy mathing.
  • Adjusted all machine speeds to have friendly, integer throughput numbers. Happy mathing, again!
  • Adjusted Thresher recipes that enabled an exploit where Groundbreakers could get infinite ingots. Aw, RIP.
  • Buffed MKI and MKII Conveyor Belt speeds. Zoom zoom.
  • Removed Core Composer Core Limit so Groundbreakers do not need to build nearly as many Core Composers. Just find, like, a tall cave. Or make one, we dare you.
  • Removed Core Composer Mushroom Cap so Core Composers look more visually pleasing and take up less horizontal space in the level. If we’re being honest, we thought they were pretty as mushrooms, but we get it. We’re not crying, you’re crying.
  • Reduced costs of all Tech Tree technologies. Groundbreakers will need ~1500 Purple Cores and ~5000 Blue Cores to completely unlock all technology presently available in the game.
  • Biobrick Technology has been moved up two tiers in PT Victor to avoid tempting Groundbreakers into automating a late-game fuel source very early in the game. Don’t be deceived by its tricks, Groundbreaker.
  • Threshers now have a Clearance of 1m, allowing for Groundbreakers to connect Threshers to Threshers via Inserters.


[h3]Mechanics and Feature Changes[/h3]

  • In-game Metrics added for all of the glorious factory nerds among us. Balance! Optimize!
  • Digging down with the M.O.L.E. added.
  • Removed Core Composer Height Limit, making the sky the limit.
  • Note: The sky is not the limit. The cavern ceilings are the limit.
  • Changed Core Composer to build straight up instead of mushrooming out at a certain level.
  • Disabled red X on Core Composer.
  • Restricted Inserters from loading Core Composers when they have 10 pending Cores to place.


[h3]Narrative and Quest Changes[/h3]

  • The introductory Monorail quest has been simplified down to ‘Build 2 Depots;’ Groundbreakers should now be able to complete the quest without issue. Thank Sparks!
  • The 'Build 100 Assemblers' achievement will now send a partial-progress ping to Groundbreakers only once at the 50 built mark. This used to happen every 10 Assemblers, and that was annoying.
  • Tutorial Quests added for the Hover Pack and Railrunner. Flying and riding will make more sense now.
  • Item description text changed for Hover Pack and Rail Runner, also reinforcing how Groundbreakers control them, because we all know Tutorial Quests are the worst. Haha, what a silly thing for us to write!
  • Databank Knowledge Panels updated to reflect various machine number changes.
  • 'MassErase' renamed to 'MassDeconstruct' to avoid confusion around its functionality where Groundbreakers thought MassErase would permanently delete the machine along with its resources. We would never do that to you.
  • Signal unlock quest involving the activation of an 'Unknown Technology' changed; the tech required is now 'Core Clustering.'
  • In-game description of Core Clustering has been rewritten for clarity. This is still mid/late-game tech, and we plan to offer even more clarity in-game as it develops. To be fair, even some of us were confused about this one.
  • An onscreen tip now appears after key Door Repair quests become activated which tutorialize how to turn HUD signals related to them on and off.
  • System Message when interacting with not-yet-activated Freight Elevator expanded to tell Groundbreakers explicitly that they need to continue upgrading PT VICTOR.
  • System Message line now provides an explicit hint to investigate RD-3215 when mining of Atlantum fails.


[h3]Settings, UI, and Performance Changes[/h3]

  • Added AZERTY support.
  • Added an Antialiasing toggle to support crispier Techtonica.
  • Reworked sound to better prioritize nearby machines, helping with performance for factories with lots of Cores and Belts
  • Performed a slew of varied audio optimizations to negate the impact sound had on performance.
  • Added save in progress indicator.
  • Added Research Core Motion toggle to aid with motion sickness.
  • Added several new audio sliders for more finite sound control.


[h3]Bugfixes[/h3]

Please note that this list is not exhaustive, and does not include all minor bugfixes.

  • Removed incorrect “PROGRESS IS STOPPED WHILE THE GAME IS PAUSED” notification from pause screen in multiplayer modes. This was a lie.
  • Fixed bug where errors could cause performance degradation or crashing when language was set to Polish. We’re sorry to all of Poland. This was a weird one!
  • Fixed multiple bugs where keyboard/controller glyphs did not appear correctly after player rebinds controls.
  • Fixed multiple bugs where placeholder text appeared in Tasks & Tips descriptions.
  • Fixed multiple bugs with power generation and consumption ratios.
  • Fixed bug where title crashed when quitting application via Xbox shell.
  • Fixed multiple errors that could lead to disconnections during multiplayer modes.
  • Fixed bug with “Overclocked” Steam achievement not triggering properly.
  • Fixed bug where "Building a Monorail System" quest did not complete properly.
  • Fixed bug where too many sound sources from Cores, Belts, or other machines could cause performance degradation, save file corruption, or crashing.
  • Fixed multiple errors with localized text not appearing in the selected language.
  • Removed scannable object for SML PowerTrim II tech, which is not available in current game.
  • Replaced incorrect upgrade icons in Tech Tree.
  • Fixed bug with world geometry near Warehouse facility that could result in Groundbreaker being ejected from level. Funny to hear about; horrible to experience.
  • Fixed bug creating power generation issues when MKI and MKII Crank Generators were combined on the same line.


[h3]Known Issues[/h3]

Finally, these are the smaller or more edge-case issues that we know still exist as we bring v0.1.1 online.

  • We utilized Google Translate for some of the minor text changes in the update, you will likely see some odd translation errors between now and when our localization team takes care of it!
  • The M.O.L.E. VFX can disappear if Groundbreakers tweak super specific settings while it's still playing. If this happens to you, reload the save from the main menu.
  • Our new audio sliders are fancy, but! The Ambience slider does not reduce sounds specifically in facilities.
  • The Mining Drill Inspector Panel indicates Miners are mining resources when pointed at non-ore veins. This is false, they are not mining those resources. They still dig, though.
  • Fuel Stats in the Inspector Panel show consumption rates rounded to the nearest integer. We will update this in 0.1.2 to round to the nearest first decimal place.
  • M.O.L.E. sounds distort during Flatten Mode.
  • When playing in German, AZERTY is weirdly displayed as asery. Not a show-stopper, still annoying.
  • If Groundbreakers rebind their keys with special characters, Placeholder keys will show up instead.