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Sword of the Stars: The Pit 2 News

Touchbase Tuesday: It's Beginning To Look A Lot Like Xmas! An Alien Xmas!

It's that time of year when the Kerberos team takes a small breather, has some eggnog, way too many treats. And it's also the time of year when the Steam Winter Sale is on, so in celebration of the sale and the holidays, we've added a little something special for you;

Somewhere after floor 3 you might stumble upon a special floor. Who put the tree there? A homesick, half-mad human prisoner? A crazed AI with a love of all things Xmas? Santa? Probably Santa! Because in that room are lots and lots of presents. Presents you can use to get some sweet XP and lots and lots of ammo. Maybe a new toy!

You know, now that we think about it, why would Santa give you ammo? It was probably the facility AI. It has access to all the weapons lockers. Whatever the case, please enjoy this special, holiday-only boost in gear!

Also, perhaps you'll find a special holiday message in the computer system. We hope you have some ridiculous, goofy fun with it over the holidays, because by new year our little content present goes back into the vault for a while, and we go back to trying to make the game kill you again.

We hope you have some time to relax yourself, have a happy holidays, and as always, tell your friends the game is part of the Steam holiday sale and keep posting your feedback here!

1.0.7 Changelog

Additions
  • We put a thing in the game as well as a thing. You'll see what we mean.


https://store.steampowered.com/app/1698630

Thutchbase Thursday? Yeah, we slipped a bit. The eggnog is calling!

Hello and happy holidays!

This is our second to last update before we sink into an eggnog stupor!

We took some extra time on this one, in order to get the first special floor in; The Reactor Room (and surrounding rooms). And just to make it challenging, it's radioactively leaky, has a small Spectre problem, and happens to sit right next to a Security Bot repair room. So, you know, good luck.

But that's not all, we have continued to add and improve to the game, including you can set your own keybindings now! As requested! You asked for it, so here you are. A lot of what's listed are more under-the-hood things that continue to add to the game's strong foundation, but you should see these things reflected in how rooms and floors are generated and the behaviour of enemies.

Next week we will have an update! Yes, that close to Christmas! But that's because it's a little holiday treat we have in mind for you all. Shhh! It's a surprise.

Please keep playing, please keep giving us feedback and report any bugs you find! We know we're a few months into Early Release and new stuff keeps coming out all the time, but we need you to help us give this game the feel that you want from it!

See you on the boards and hey, watch the Steam holiday sale and maybe rope some friends into playing the game as well!


Update 1.0.6

Added
  • Keybinding!
  • Reactor Core floor added.
  • Specter class enemies added (Not susceptible to ballistic weaponry).
  • Accumulated radiation damage feedback added.
  • Current rad count feedback added.
  • Unique Floor System implemented.
  • Scripted floor generator implemented.
  • Added door data tables to scripted rooms.
  • Additional light scripting (rooms / floors / tile settings).
  • Additional scripted room functionality (flexibility to access data driven content).
  • Trigger volume scripting added.
  • Below zero Player stat death implemented.
  • Special case damage factors for enemies.


Changed
  • Props blocking Line of Sight has been removed.
    (Small props would block visual LOS even though you would clearly be able to have LOS)
  • Hall Tile algorithm adjustment to handle additional configurations around doors.
  • Additional enemy scripting.
  • Idle sound class added to cosmetic prop class.
  • Various new sounds added.
  • Upgraded AI weapon selection.
  • Upgraded AI position selection.


Fixed
  • Dark / dim / blind / tunnel vision visual bug fix.
  • AI guard mode bug fix.
  • Directional sound bug fix (At last! Fingers crossed.)

Touchbase Tuesday: Guns and No Butter

You know it's been a weird few weeks when you're putting up Xmas lights one day, and swapping info with friends about what stores have butter the next.

It's not the end of the world or anything, but if you've followed the BC news recently, we've had a few weather related hits and here are there we can see how it's impacted infrastructure. First world problems, no doubt.

The unique levels system is still coming, though it has been delayed towards the end of this week - just a minor delay. So until we set that live, here's a sneak peak at what's in store;



Hang tight for a few days and if you have any leads on sugar, let me know, I've got Xmas cookies to bake!

Touchbase Tuesday: Updated Monster Manager and Its New Monster To Manage

Hello, Gang!

As mentioned last week, our recent focus was on the Monster Manager, so it's not the biggest update. However, this was important, needed work for moving forward. It takes all the enemies and gives them a better foundation from which to interact with you (AKA stalk you and try and kill you).

We appreciate everybody’s patience, honestly, as we understand that any outward slow-down for players isn't as fun, but inwards we were still moving ahead full-steam.

Currently the Monster Manager has improved the pathfinding of attacking managers, keeping them from stacking up. In the future it will provide support for additional coordination of Enemy actions, making them more context away. Remember when the Velociraptor learned how to work doors in Jurassic Park? Yeah, it’ll be like that. (We said it would have benefits for the game, not for you specifically. Gonna getcha!)

Next week: Mystery Floor! (initial implementation of special floors) For those looking forward to some new environments, buckle up, as this week will be the start of unique, and random, floors going in.

Keep the feedback coming! Keep telling all your friends! Think we should send a particular reviewer or streamer a key? Tell us!


Update 1.0.5

Add
  • Implementation of the monster manager.
  • Initial room customization
  • New story and recipe messages
  • Initial gun reload sounds.


Change
  • Multi-threading optimizations to pathfinding,
  • Multi-threading optimizations to the mini-map.
  • Reduced volume of Enemy Killed sound event.


Fix
  • Antibiotics loading bug fixed.
  • In-game options menu ESC key bug fixed.

Touchbase Tuesday: Monster Manager Part 2

Hello all!

This will be a comparatively brief Touchbase Tuesday as we have pushed back any updating until next week's usual time. The last week has seen a lot of bugs stomped and feedback incorporated, as well as a lot of work into improvements of the games mob management system. So far we are seeing all the improvements we'd hoped for and now there are just a few more things to tie up. Rather than refocus for a few days on an update and hotfix, as we normally do, we wanted the couple of days to put towards finishing that work plan.

That said, the game has had a lot of solid updates since launch and we are as always looking for feedback, feedback, feedback. And then more feedback and some Early Access thumb-ups in the Steam Store, as these help feature the game to players who might be interested. More players means more feedback, and so on and so forth. All reviews at this point are marked Early Access and everybody knows an Early Access game will change, so really all we need is your confirmation that you are dying lots and having fun!

Keep the feedback coming (yes, we can never say it enough), next week we'll be back with our Monster Manager update. And just because we enjoying siccing them on you, we'll be adding some new monsters to stalk you as well.

Have a good week and we'll see you on the boards!