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Astronimo 1.0.3 - Patch Notes

Today sees the release of Astronimo 1.0.3. In this update, we've taken a good look at the current tutorial and made improvements where feasible. Additionally, we've also tackled some of the areas where we've received a lot of feedback on. Thank you to those who shared their bugs and feedback with us and we love to hear more and continue engaging with you over on the Steam forums or on Discord. Enjoy the new update!

[h3]Game Changes[/h3]

  • Updated signage in the Tutorial for extra guidance.
  • Changes made to the Acara Subverse to make traversing easier.
  • Removed the gates at The Rocket Garage when leaving Acara for the first time.
  • Increased the size of the Rocket Tutorial signage (leaving the sequence).
  • Updated User Interface art for creating a new player head.
  • Pyro Moon workshops now include a Flight Seat.
  • Improved the 'Turn Back Now' warning at the edge of the universe.
  • Small improvements to localisation.


[h3]Bug Fixes[/h3]

  • Fixed an issue where players could edit their contraption in My First Workshop and become blocked in Edit Workshop.
  • Fixed a crash that could occur when customising player heads in multiplayer and remote play.
  • No longer able to hear the SFX for PRESS START when spamming the button.
  • Altered the bubble tutorial bridge so it is less likely to break to block progression.
  • Fixed an issue where platforms would prevent seats from being placed in the garage in some instances.
  • Fixed several issues concerning how the player rendered while bubbling.
  • Removed the black box hint for Flip Vehicle when the vehicle could not be flipped.
  • Fixed an issue that caused player names to overlap and obscure other names when sharing the same seat.
  • Improved translation of ‘Reload Template’ to match Croc dialogue in cutscene at Up a Flight workshop.
  • Crown sparkle particles improved.
  • Fixed an issue where Crowns would float above a players head when other miscellaneous headwear was equipped underneath it.
  • Taunt icons and Workshop menu icons are no longer cut off at the edges of the menu.
  • Fixed an issue where taunts would continue when tabbing to the HEADS tab.
  • Ice no longer cuts through lava terrain in Zaroth IV’s subverse.
  • PRIZES REMAINING counter at Gumball on Nixnillon is no longer obscured by a tree.
  • Fixed an issue where Thrusters VFX would draw too high when in Space View.
  • Fixed a rare issue that caused shuttle debris at the beginning of Turilia to appear invisible or holographic.
  • Increased the size of map markers at the edge of the screen.
  • Fixed an issue that blocked contraptions from lane swapping in the back lane while in front of a workshop that had an undeployed contraption inside containing intersecting rods and platforms.
  • Fixed an issue where option menu text was not highlighting unless the mouse was hovering over text.


[h3]Community Moons[/h3]

Fixed a variety of assets that had scrambled textures.
Fixed a crash that occurred after deleting Cutscene Nodes.
Fixed an issue that made the default custom world planet mesh unpaintable.
Added a terrain invalid warning when terrain is malformed.
Removed some listed music tracks that were placeholder and do not exist.

[h3]Networking[/h3]

  • Fixed several issues relating to extreme desync where contraptions exploded after extended networking sessions.
  • Fixed a crash that was caused by elements of a contraption not being deleted correctly.
  • Fixed a crash that occurred when grinding ore while closing an online game.
  • Fixed a crash caused by invalid objects after net sync updates.
  • Fixed an issue that made Clients appear out of sync when jumping off rods.
  • Fixed an issue where Clients experienced slingshot movement when grabbing while climbing.
  • Fixed a crash that would occur when a Client was alone with a contraption in a workshop when the Subverse timer ran out.
  • Fixed a rare crash that made Clients crash after the credits played to completion.
  • Fixed a rare crash that occurred when the Host drove a flipped vehicle.
  • Fixed a rare bug that would cause players to fall through the floor when respawning in the Subverse.
  • Improved networking so connections can be made during unexpected high load.
  • Fixed a crash that occurred after placing stickers or customisation and flipping the contraption in build mode.

Patch Notes - Hotfix 1.0.2.1

Build Revision number: 27056

Hello explorers!

We have implemented a small hotfix to fix a potential blocker. Details:

Updates:
  • None


Bug Fixes:
  • Fixed a potential blocker in Nixnillon subversive, players can now recover the bridge if they blow it up.


Happy exploring!

And as always, thank you all for continuing to report bugs and give us feedback on the game.

If you experience any issues, please use the in-game bug reporting feature or feedback form, or you can join the Coatsink Discord Server and use the appropriate reporting channels.

Festive Greetings from all of us!

Hello everyone! Isaac here, Producer on Astronimo. We’re rapidly approaching the end of the year and so we wanted to pass on a Merry Christmas and a Happy New Year to you all, from everyone here on the Astronimo team.

It’s been wonderful seeing you all explore the solar system, we’ve loved seeing the livestreams and we can't wait to see what you all do with the level editor in the new year!


If you have any questions, feedback and bugs - you can submit these in our in game reporting tool and make sure to join our Discord, where we can help you out.

Once again, have a great holiday season and we’ll see you in the new year!
~ Isaac and the Astronimo team!

https://store.steampowered.com/app/1808640/Astronimo/

Astronimo 1.0.2 - Patch Notes

[h3]Updates:[/h3]
  • Minimum spec warning added to our Bug Reporter Tool.
  • No longer able to upload saved vehicles in tutorial workshops.
  • Removed an old music track present on Acara.

[h3]Bug Fixes:[/h3]
  • Fixed a potential blocker in the Double Ramp Workshop.
  • Fixed an issue where players could Crash during a Croc cutscene.
  • Fixed an issue where the input inversion is inconsistent for Clients.
  • Fixed the custom head UI to now display Vitiligo when applied.
  • Fixed an issue where the Reward UI would be visible on the main menu if players
    paused and exited quickly after receiving a reward.
  • Menu settings now fully highlight when using the mouse.
  • Fixed an issue where Bubbled players would go inside Destructible terrain instead of being pushed in front of it.
  • Fixed an issue where Bubbled players would pop against workshops where players where inside them.
  • Fixed the Workshop title text displaying over components in front of workshops.
  • Fixed an issue where the boxing glove would switch hands while the game was paused.

Developer Blog #12 - The Festive Making of Yule Moon

Hello again, Designer Michael here!

Happy Holidays to one and all, to celebrate this festive season I am going to share with you a
brief making of Yule Moon. This moon is one of the Mini Moons you will discover far out in the
Solar Map. It's a winter wonderland full of hidden ice caves, windy paths, ice slides and
surrounded by festive decorations.

Biome: Ice Climate: Windy Size: Mini Moon



FUN FACT 1: Yule Moon used to be called Cool Moon!

[h3]Making a Moon[/h3]
As you may have read from my last post Developer Blog #8 - Community Moons, I spoke about
the process I used for making a world for the game. Before I sketched up any ideas for Yule
Moon, this Mini Moon actually started off as a testing template for the game’s ice and wind
physics, it was then decided to be used and changed into Yule Moon. Due in part to the fun
challenges that were used to test out the ice and wind.

So with Yule Moon, I had blockouts and a few Challenges floating around already. So I had to
rearrange and change the Moon’s layout and make it flow better gameplay wise rather than
being a set of specific testing areas. This is where sketching out ideas and plans came into play.
To help me get ideas out of my head and on to paper to start creating.

With blockouts and challenges put into place, then began play testing, with our amazing QA
team. We even had sessions where the whole team would have a go. From there I would
receive bugs and gather feedback from forms to help address and identify any issues and areas
that could benefit from improvements.



FUN FACT 2: Yule Moon was once going to be orbiting Zaroth IV.

[h3]Tis the season for Challenges
[/h3]
Like all the Mini Moons, Yule Moon also contains Challenges that offer fun trails that reward
Players with Solar Safes and Ore. Some of the Challenges will require Contraptions to be made
in their related Workshops. While other Challenges require Players to platform and explore
every nook and cranny of the Mini Moon.

For the purpose of this post and to keep some surprises on Yule Moon a secret, I am going to
talk about the first Challenge that was made, that being “Sleigh Ride Slides”.
As mentioned above, in “Making a Moon”. Yule Moon was once used to test out the ice and
wind physics, while special areas were made to test them out, “Sleigh Ride Slides” was the first
testing challenge to see what we could do more with ice slides. With this I was able to tweak
and play around with how Players react to ice slides and because of that we were able to have
special Design rules for the ice slides. Which meant they would behave differently to ice ground
or ice slopes.

When it came to using Yule Moon as an actual Mini Moon for the game, the Idea of “Sleigh Ride
Slides” was changed slightly to fit a more gameplay friendly experience rather than a debug
testing style. Though the idea of ice slides never left.

This Challenge had a few iterations, from being a simple slide to jump over a large lava pit, to
being a couple of ice slide loops. In the end though the Challenge became bigger, using up
nearly half of the Moon’s side. Which impacted the Moon's look and placement of everything
going forward. The Challenge became about using ice slides to jump over lava pits and avoid
the wind areas that could lift you up or push you down into lava.

This Challenge may not be the easiest, but it is one that tests your knowledge of the game’s
Workshop component parts and Yule Moon’s Ice and Wind physics.



FUN FACT 3: The Challenge “Sleigh Ride Slides”, was originally named “Be Cool!”, it was changed to
match the new holiday vibe of Yule Moon.

[h3]Let's Decorate[/h3]

We have talented artists who dress the worlds and place art assets around, that follow the art
style, look and feel of Astronimo. With Yule Moon the theme and visual style is clearly snow, ice
and festive decorations, with an Astronimo twist. You will see blue Christmas trees, candy
canes, presents, snowmen and a giant skeleton reindeer serpent!

All of this is from the creative minds of our artists!



Check out Astronimo today, discover Worlds collect rewards. From myself, the team of
Astronimo and Captain Croc. Happy holidays and we wish you all well for an exciting New Year!
Join the Coatsink Discord Server
Follow Astronimo on Twitter.

https://store.steampowered.com/app/1808640/Astronimo/