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Steel Century Groove News

Update 1.5 and Steam Deck Verified!

[p]A big, new update for Steel Century Groove is out now! [/p][p][/p][p]This patch contains a bunch of quality of life UI improvements, particularly focused on custom music. Some of the highlights are: enabling/disabling individual built-in tracks, mixing/matching custom music with built in music, a custom music menu UX redesign, a new universal setting to make battles last until the end of the song, and an option to hide your replica Tenzerks. [/p][p][/p][p]It also adjusts the UI to make sure the text is all big enough on big screens and the Steam Deck, meaning that the game is now officially Steam Deck Verified![/p][p][/p][p]Thank you to everyone who's played the game and left feedback or reported bugs! And especially those who helped test this update on the beta branch. I'm currently hard at work on the next update, 1.6, which will add an Arcade Mode that lets you jump directly into the rhythm game without playing through the story. Look out for that on the beta branch in a few weeks.[/p][p][/p][p]Here's the full patch notes for version 1.5:[/p][p][/p][h3]Gameplay[/h3]
  • [p]Added a "No Gameplay" Win Condition for Freeplay/Rematch battles where you can just watch the Tenzerks dance without needing to hit any notes.[/p]
  • [p]Added a overall option in the settings to make battles last until the end of the song. This will also allow you to fill up a second bar after you win, and to press a button to end the battle early after winning.[/p]
  • [p]Made it more clear where to go next to get to the endgame content in Haus Infinity after completing the game post-credits.[/p]
  • [p]When repeating a challenge level you've already beaten in Endless mode, a random song will now be picked rather than using a consistent song for that level.[/p]
  • [p]Ms. Magnets now automatically engages the player.[/p]
  • [p]Slightly increased the brightness of dark cave areas.[/p]
[h3]UI[/h3]
  • [p]Added a description box to explain the options on the Freeplay/Rematch menu.[/p]
  • [p]Added a new user interface design for the custom music menu and music selection menu, with pagination and better performance on large music libraries.[/p]
  • [p]Added a prompt to let you know that you can cancel the custom music menu's scan folder operation[/p]
  • [p]Added new shuffle options for custom music only or built-in music only to the music selection menu.[/p]
  • [p]Added options for mouse & keyboard users to sort tracks by columns to the custom music menu and music selection menu.[/p]
  • [p]Added the ability to enable and disable built-in tracks in the custom music menu. By default, battles will now shuffle a mix of custom and built-in music, but you can return to the old behavior by turning off all built-in songs in the custom music menu.[/p]
  • [p]Improved the speed of the custom music menu's refresh/scan folders operation.[/p]
  • [p]Increased the font size on some menus to make them more readable on the Steam Deck[/p]
  • [p]On the steam deck, the default custom music folder will not be used anymore (the one in AppData), since it's confusing to find. If you were using this folder, you can add it back using "Add Folder".[/p]
  • [p]Renamed the "Paints" menu to "Styles" and added a "Hide Replicas" option (specified on your lead Tenzerk)[/p]
  • [p]The custom music menu now ignores hidden files (files ending with mp3/ogg/wav but starting with a period)[/p]
  • [p]Updated the image for the "Official Lover" achievement (this applies to all branches/versions of the game) [/p]
  • [p]Tweaked the size of icons on the opponent upcoming moves list[/p]
  • [p]Added a better default location for the Add Folder button on the Steam Deck or Linux/Proton. Unfortunately, there are still some issues with navigating this emulated file widget, and it's best to use the sidebar for navigation.[/p]
[h3]Bug Fixes[/h3]
  • [p]Fixed an issue where players could get stuck if they opened the menu and saved while on the Upgrade Chip menu in Haus Infinity (during the New District City story). If you have a broken save, this update will also allow you to proceed.[/p]
  • [p]Fixed an issue where endgame paragon levels could sometimes fail to save.[/p]
  • [p]Fixed an issue where the endgame Tenzerk purchase menu would charge you Simchips even if you declined the confirmation popup.[/p]
  • [p]Custom music tracks that fail to generate any notes from the analysis process will now be deselected and marked as failed in the menu.[/p]
  • [p]Fixed a crash when try to analyze custom music on a system with certain python global environment variables set.[/p]
  • [p]Fixed a rare crash when leaving a battle.[/p]
  • [p]Fixed an issue in the custom music menu where enable/disable all wouldn't work properly when a folder had invalid custom tracks.[/p]
  • [p]Fixed an issue where sometimes beat pips wouldn't show up for the Aedonix Tenzerk when the song had very few non-beat notes.[/p]
  • [p]Fixed an issue where the save/safe travel buttons would be temporarily disabled after returning from the options or custom music menu.[/p]
  • [p]Fixed collision issues with the spotlights in Haus Infinity and with mushrooms in the cave areas.[/p]
  • [p]Fixed issues where gamepad input could fail when using multiple gamepads [/p]
  • [p]Fixed an issue where the music selection screen would display incorrect text when the track had no artist [/p]
  • [p]Fixed an issue where pressing and holding B on in the in-game menu would cause it open and close rapidly. [/p]

Update 1.5 Public Beta Testing

[p]I'm currently in the testing phase for the next update for Steel Century Groove and I wanted to open it up to players to try out before it goes live.

This update contains a bunch of quality of life UI improvements, particularly focused on custom music. Some of the highlights are: enabling/disabling individual built-in tracks, mixing/matching custom music with built in music, a custom music menu UX redesign, a new universal setting to make battles last until the end of the song, and an option to hide your replica Tenzerks.

To opt-in to the beta branch, find the game in your library, right click or select the gear icon, choose "Properties...", select "Game Versions & Betas", then choose the option "public_beta". [/p][p]The full patch notes and more instructions can be found on this forum thread. Give it a try and let me know if you find any issues!
[/p]

Minor Update 1.4.4

[p]Thanks for playing and leaving your feedback and bug reports! I hope everyone is enjoying the game so far. This build focuses on fixes and UI/UX improvements to the calibration section of the options menu. More work on this, and other music related QoL improvements are still in the works![/p][p][/p]
  • [p]Fixed an issue where the Audio Latency option would be not be respected in some cases. Because this issue could cause some players to have calibrated excessively high values, this build will reset your calibration values and you will need to set them up again. Very sorry for the inconvenience and for this bug![/p]
  • [p]The calibration menu now allows selecting any number for latency, including negatives.[/p]
  • [p]Number pickers in Calibration and Custom Music Fine Tuning can now be pressed and held to speed them up. I'm hoping to add keyboard typing input to these in the future, but hopefully this will make it easier for now.[/p]
  • [p]The calibration menu now shows your current hit offset in milliseconds for the session if no calibration settings had been applied.[/p]
  • [p]Added additional instructions to the calibration menu and renamed some of the auto-configure options[/p]
  • [p]The Auto Calibrate Video tester now takes less input to return a value and includes a progress bar.[/p]
  • [p]Hit sounds now automatically turn off if the audio latency is above 150ms.[/p]
  • [p]Battle music is now loaded in full rather than streamed, which may help some systems with sync issues at the cost of a little bit more memory usage.[/p]

Minor Update 1.4.3

[p]Thanks for playing and leaving your feedback and bug reports! I hope everyone is enjoying the game so far.[/p][p][/p]
  • [p]Fixed an issue where the rewards popup after re-completing an Endless Mode challenge level with repeatable rewards would reference the highest completed level instead of the currently completed level.[/p]
  • [p]Fixed an issue where cargo containers from Sub Francisco could spawn at the entrance to Rainica Park if you ran back to Rainica Park from Sub Francisco during a single session.[/p]
  • [p]Fixed a spot where players could get stuck by the elevated kiosks in New District City.[/p]
  • [p]Fixed a spot where players could get stuck by First Pilot Timmie in the cave in Rainica Park.[/p]
  • [p]Fixed an issue where the camera could clip into the ceiling when battling Rhymery Star Justin on the Tricoastal Express.[/p]

Minor Update 1.4.2

[p]Thanks for playing and leaving your feedback and bug reports! I hope everyone is enjoying the game so far.[/p][p][/p]
  • [p]Fixed an issue where completing an endless mode level with repeatable rewards (30+) could reset your progress back down to that level. Please note: there is still a known issue where the popup on re-completing a challenge past level 30 displays the wrong number for which challenge mode level you have just completed. [/p]
  • [p]Fixed an issue where you could fall in a hole in the Mall of Records car park.[/p]
  • [p]Fixed two spots in Rainica Park where the player could escape from the world bounds. One by the train station and the other by the large Novox skull.[/p]
  • [p]Fixed an issue where you could fall off one of the moving platforms around the cave off the side of the Pacific Seawall.[/p]
  • [p]Fixed a rare issue where Love Miwa or other bosses' disruptors could not be destroyed.[/p]
  • [p]Fixed an issue where chests would not count as opened if you entered a battle immediately after opening them.[/p]
  • [p]Added Special Interact 1 & 2 to the keybindings menu and renamed some keybinds to be more clear whether they are for Battle or World gameplay. Special Interact 1 & 2 are used for the Magnoomba minigame and for rematching Pilots.[/p]
  • [p]Added written clues to the statue puzzle in Luna Marin Paradise for when Lavatch is not available to give them.[/p]
  • [p]Fixed a typo in the conversation with Professor Varma in Luna Marin Paradise.[/p]
  • [p]Fixed an issue where the minigame HUD could become stuck on screen after exiting to the main menu from the carnival minigames in Rainica Park. Please note: there is still a known issue where the tickets UI can sometimes become stuck up or read as X when exiting to the main menu during this section of the game. You can fix this by fully exiting and relaunching the game.[/p]
  • [p]Fixed an issue where a Novox battle could become stuck if the music ended without having won or lost the battle.[/p]
  • [p]Small tweaks to color temperature in some social capture scenes.[/p]
  • [p]Fixed camera blurriness on the elevator cutscene traveling between New District City and the Mall of Records.[/p]
  • [p]Increased the cooldown of the Adagion replica Tenzerk's Slomo move to 40 turns. The level 2 bonus now gives 40% Crit Rate rather than setting your Crit Rate to 100%. The level 5 bonus cooldown reduction is reduced from 8 to 5 turns. (Sorry to release this now if you have been enjoying the more powerful Adagion. This change was queued up but just barely missed the launch day.)[/p]