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Pile Up! News

V0.7.0 Optimization Update

Hi, hello, it's been a long time. We were hard at work for Pile Up!’s 1.0 release and for this new update.

This update will include important things like a lot of optimization fixes, bug fixes and quality of life changes. But please keep in mind that we are keeping new gameplay content for the 1.0 release.

Also, we will talk about 1.0 in our next State of The Game post. So make sure to tune in for it. It’s not that far away.

[h2]First Off:[/h2]
Optimization is greatly improved all around the game. There are still a couple of things we want to improve more but even currently you should feel the difference a lot.

[h2]Gameplay Fixes & Changes:[/h2]
  • Scrap rewards are increased.
  • Factories not giving enough buildings problem is fixed.
  • Watchmaker added back into the game.
  • Factory warnings don't come up every second anymore.
  • Support factory is reworked so it can give the same amount of support whenever you play it.


[h2]Clarity & Quality of Life Changes:[/h2]
  • A new UI added for you to check special building countdowns in-game.
  • UI is reworked here and there.
  • A couple missing translations for languages other than English are added.
  • Night time color scheme is changed for better readability.
  • You can load saved games smoother now.
  • In-Game menus are active while making a selection now.
  • Factories have a more clear description.
  • Blueprint doesn’t automatically open after a game now.
  • You can right click on a building in the blueprint to open that building’s page.
  • You can right click to the roadmap in a game to open that island’s page.
  • Steam roadmap is updated, we only have 1.0 on our sights now. (Other than more fixes.)
  • FMOD is updated. (Which is important for the game’s sound.)
  • Now you can see how leveling up effects that special building’s effect in description.
  • In-game roadmap is color coded now, just like the book.


[h2]Bug Fixes:[/h2]
  • Important bugs like buildings flying after an explosion and buildings being stuck red are fixed.
  • UI getting bugged after a reroll is fixed.
  • Factories waiting 1 more cooldown after draining bug is fixed.
  • Blueprint arc showcase effect bug is fixed.
  • Linked words no longer stay on screen after getting clicked on.
  • Starting a new game after an economical crisis no longer ends the new game at the start.
  • You can no longer get 2 action factories from a jail selection by spamming.
  • Sandbox getting hard locked after playing a jail is fixed.
  • Mission UIs don’t intertwine anymore.
  • Economical crisis countdown is fixed.
  • Gas Tanks now in fact explode just like how they should.


[h2]What about these?[/h2]
  • 1.0: You might hear more about this at the start of the summer.
  • Any new game content?: Sadly, no. We are keeping the good stuff for the -not so far away- 1.0 release.
  • Undo Button: Even though we can not make an undo button since what can happen with a building is too complex, we still have an idea which might help you adjust your misclicked buildings.
  • Island Mission Problem: We know there is a problem with them but it is really hard to recreate it. So whenever you encounter a bug please report in game using F8 and then write your report code here so we can try to find the cause together. We will update the game as soon as we fix it.
  • Save Problems?: Again, hard to recreate. We fixed those bugs we could find but there still might be problems loading up not finished games. We promise to fix these problems for the 1.0. But in the meantime if you encounter a problem please contact us via Discord. Also, keep in mind to exit the game after a new turn has begun and the save icon appears -and then disappears- to ensure the least amount of problems.

V0.6.30 Update

Hi everyone! Since the Steam Winter Festival is here we wanted to release one more update before the 1.0 release which will happen next year.

We had normally planned the update before this to be the last but we really thought one more update is needed to fix more bugs and improve QoL.

Here is the list of improvements. See you in the next State of the Game post which we will release in February to show you a sneak peak of full release content.

Also a note: Since Discord is banned in Turkiye since October 9th we are having problems communicating via our server. So it would be better if you use our Steam Discussions.

[h2]Gameplay Fixes:[/h2]
  • Cafe now gives random supports just as written.
  • Cafe doesn’t give a Support if there are no houses available in hand anymore.
  • Cafe doesn’t destroy one additional house on hand while the house number in hand is odd.
  • Leader’s Seal is fixed, now it works as intended.
  • Factories no longer wait one more cooldown cycle to count as drained after giving all buildings now.
  • The different islands in Farland won’t cause slight height differences anymore.
  • Jackpot population is now shown correctly.
  • Toy Store now gives the correct amount of buildings.
  • You can no longer interact with the blueprint menu while there is an unresulted game.


[h2]Clarity & Quality of Life Changes:[/h2]
  • All UI’s have been scaled down.
  • You can open multiple in-game information menus now.
  • Factoling counter in the factory info tab has been fixed. Also the building counters also update based on your number of factolings now.
  • Now unlocked buildings refresh faster in the book. So you don’t see your buildings still looking locked even after you’ve unlocked them.
  • Selections are confirmed when you let go of the mouse button now. So if you select the wrong choice you can just drag your mouse to a blank space without letting the button go and the selection will be canceled.
  • Factory menu will now warn you with colors if there aren’t many house and action buildings left in your factories.
  • Economical crisis has a caution UI just like the happiness now showing you how many buildings you have left when the count drops low.
  • In game factory menu icons are updated.
  • You can see which arch unlocks which seal in the blueprint menu even after you’ve unlocked them.
  • Mausoleum model is changed.
  • Water tanks now modularly combine when placed on top of each other.
  • Tutorial text backgrounds are changed to make the text more readable.
  • Game will ask you for confirmation when you try to quit.
  • Currency logos are added in the blueprint.
  • A little surprise awaits you in the book when no results are found based on the filters.


[h2]Book Changes:[/h2]
  • Now you can also check which buildings are locked from the keywords page.
  • Now you can click to the building icons from the keywords page to go to that building’s page.
  • Island page roadmaps are all color coded and will show how many buildings will be given when the player reaches that milestone now.
  • A new building arch filter has been added.


[h2]Bug Fixes:[/h2]
  • A visual bug which happens when you unlock a building and right click it at the same time is fixed.
  • Equipped seals’ infoboxes don't go out of screen bounds anymore.
  • Freeze Day Cycle setting bugs have been fixed.
  • The caution UI will no longer come up in the first round of the game if the last game is resulted with a loss.
  • Roadmaps no longer trigger once more after a game is continued.
  • Camera doesn’t drag differently based on FPS anymore.
  • Happiness menu face icon is now relevant to what’s happening.
  • Caution counter no longer continues from where it is left off when happiness drops below the threshold multiple times.
  • Overall save fixes.
  • Founder’s Seal’s level 5 description is added.
  • Fixed the bug where factories without any buildings not being considered as drained and preventing the game from ending.
  • Fixed the bug in which some texts still stay after you go to another building within the book via a link.

40% Discount continues with Turn-Based Carnival & Bundle with Toy Shire

Hi everyone,

November will be a busy time for Pile Up! as we will be taking part in numerous events, and running a 40% discount starting today! The discount will run from November 6 to November 20 to cover the events below!

From November 6 to November 9, Pile Up! will be featured in Land of the Crescent, along with many other games from Türkiye.

From November 7 to November 14, our co-publisher IndieArk will be running a publisher sale featuring their games, with Pile Up! among them.

From November 13 to November 20, we will be taking part in #TurnBasedCarnival, hosted by Acram Digital. If you like turn-based games, make sure to check out all the great games in the event with this link! https://store.steampowered.com/developer/Acram/sale/turn-basedcarnival2024




We're also launching a bundle with Pile Up! and Toy Shire, that will feature a 10% discount. Together with the event discounts, now is a great time to grab both games!

https://store.steampowered.com/bundle/46979/Pile_Up__Toy_Shire/

Stay updated for more news from the links below!

0.6.26 Update!

Hi everyone! The update which we talked about in the last State of the Game post is here! This update will consist of many bug fixes, QoL changes and clarity improvements!

We might hotfix the game a couple more times before we fully go on full release so please keep this in mind and report any bug you encounter via the in game feedback system. F8 is the shortcut.

What have we done for this update?

[h3]Handbook:[/h3]
-Island page UI changes for cohereance.
-Island roadmaps are now color coded by milestone type and show the count of buildings given when hovered.
-Related buildings page is fixed.
-Now you can see the progress of building tasks.
-Locked buildings are looking more faded now.
-You can also open the handbook by right clicking a building in the blueprint. You could and still can do the same thing in-game, for a couple updates now btw.
-New page icons.

[h3]Tutorial:[/h3]
-Forfeit button is removed from the tutorial. It was pointless afterall.
-In-game menus are fixed.
-Text UI is improved for visibility.
-Now placing buildings in tutorial no more advences that building's task.

[h3]Blueprint & Seals:[/h3]
-Blueprint info-box offset is changed so now you can still see your cursor even while hovering buildings.
-UI bug fixes.
-Now hovering a building arch highlights each building from that arch.
-Seal UI now only shows up after you get seals to prevent new players from confusing.

[h3]Bug Fixes:[/h3]
-Island mission info UI bug is fixed.
-Flying buildings no more, we hope.
-Game soft-lock fixes.
-Games starting from the wrong island bug is fixed.
-Camera is not teleporting to the other side when you try to look at the island from above anymore.
-Some building selection UI bug fixes.
-An island being a bit higher in Farland is fixed.
-Shift and the other forms of animation speed increase are not speeding up input movement anymore.
-Music bug which the sountrack still plays very quietly even though you muted the game is fixed. You were not crazy.
-Sound bug which the bird and explosion sound effects still play even though you muted the sounds is fixed. You were not crazy either.

[h3]Others:[/h3]
-Some font and UI cohereance changes.
-Lot's of visual model fixes in-game.
-Camera focused key-bindings are removed. They were useless since we updated the camera system.
-Pointless scroll bars are removed.
-Camera control scheme warning is now removed, it's been quite some time after the update so it became a bit annoying. You can still change your camera scheme from the settings.
-You won't see a "Highest Population" countdown on the islands you haven't unlocked yet anymore.
-Missclick risk is reduced while selecting a building as soon as the animation starts.
-New sfxs for some UIs.
-Game opening sequence has been updated.

[h3]Gameplay:[/h3]
-Buildings & Seals are balanced slightly, you might expect more balancing in the hotfixes.
-All islands' milestones are now changed into the new factory selection system.

Thank you for the interest in Pile Up! We already began working for the full release and we will keep working hard until the game gets completed. Take care!

State of The Game - Fall 2024

Hello hello! Since summer is gone and another season is right before us it is time for a new State of The Game post. We will talk about what we’ve done since the last major update and what is the plan for the 1.0 release.

[h3]What we’ve done?[/h3]
Well it was summer, so half of the time we were on holiday and fixed the game and improved quality of life for the other half. Which means an improvement update is on its way.

We focused on fixing and improving the game because this next update will be the last before Pile Up!’s 1.0 release. Which means we won’t be able to patch the game afterwards. That’s why we wanted to keep the game in a nice state until the full release.

Please keep in mind that this update is nothing major and doesn’t have any new mechanics within. We are keeping the good stuff for the 1.0. :)

With this in mind I can say a lot of fixes and changes are in this update. Also the update is releasing upcoming week. Have fun!


[h3]What are the plans for the future?[/h3]
Well, the full release is getting closer every day so we will work on the game. But of course we will keep you posted in the process.

1- We plan on posting new updates every two weeks on our discord as well as updating our pinned Steam discussion post.
2- There will be another state of the game post in winter, showing off some new things which will be released with the 1.0 update.
3- Our social media posts will be showing off new things as well as a release window.

Other than these, we might be a bit silent in the process. Let us cook. Still, if you want to ask us something or just chat you can write on our Steam Discussions page or Discord server.

This is all for now. More will be revealed in the next State of The Game post and the last update of the Early Access is coming pretty soon. See ya!