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Hotel Galactic News

Patch Notes 0.5.7

[p]Hi Travelers!

Another update packed with important fixes, plus a look at the issues we’re currently investigating or working on.[/p][p]As always, I invite you to read Summary #3 of our Repair Roadmap to see how things are progressing with fixing Hotel Galactic. We are not slowing down. [/p][p][/p][h2]New Features & Content[/h2]
  • [p]Tutorials: Added tutorial videos and in-game hints to help new players get started with quests.[/p]
  • [p]New Animations: Characters now feature new animations for dialogues, diseases, and sleeping on the ground, adding more life to your hotel.[/p]
[h2]Gameplay & Balancing[/h2][h3]Building & Demolition[/h3]
  • [p]You can now cancel a room demolition after starting it.[/p]
  • [p]Fixed numerous demolition bugs to prevent issues like disappearing walls, tools getting stuck, or demolishing rooms with guests still inside.[/p]
[h3]Diseases & Medicine[/h3]
  • [p]Rebalanced diseases: ill guests now show a new visual effect to make them easier to spot.[/p]
  • [p]Adjusted the chance of puddles appearing from sick guests.[/p]
  • [p]Reduced resource costs and crafting times for potions.[/p]
  • [p]Updated recipes for red and green potions to use more accessible ingredients.[/p]
  • [p]Adjusted material costs for the First Aid Clinic and Space Medicine Room.[/p][p][/p]
[h3]Research & Crafting[/h3]
  • [p]Master Builder and Master Tools technologies are now available for research.[/p]
  • [p]The Kitchen Order Board is now unlocked via the Kitchens research node.[/p]
  • [p]Adjusted crafting costs for various Kitchen items.[/p]
  • [p]Updated the Birthday Cake recipe.[/p]
[h3]Guest & Character AI[/h3]
  • [p]Hotel day now starts at 8 AM; guests check out at that time.[/p]
  • [p]Guests about to leave on the ship can no longer be kicked out.[/p]
  • [p]Fixed a major issue where guests could get stuck on the guest ship, preventing it from leaving.[/p]
[h3]Item Placement[/h3]
  • [p]DownwardTrumpetSketch and LadderStorage items can now be placed in any type of room.[/p]
[h2]Quests[/h2]
  • [p]Added several new main story quests: Sparn’s Birthday, Tukyuk’s Ailment, and The Island’s Heart.[/p]
  • [p]Farm Empire: Fixed Turneep’s reward; now gives the correct Skyberry Spire seeds. Reduced the number of fruits required for harvesting.[/p]
  • [p]Simple Life: Fixed quest description in the final stage; correct WillowgrapeVineSeeds are now rewarded.[/p]
  • [p]Harvest Moon: Fixed a major bug that prevented quest completion.[/p]
  • [p]Homeless Species: Added quest rewards and updated required task items.[/p]
  • [p]Added an “await further adventures” objective to The Island’s Heart to clarify the end of the current story act.[/p]
  • [p]Fixed an issue where some quests could accidentally be started more than once.[/p]
[h2]Bug Fixes & Improvements[/h2][h3]Performance[/h3]
  • [p]Fixed a critical bug that caused severe performance drops and made the ESC menu unusable when cancelling orders at the order board.[/p]
  • [p]Addressed several potential crashes and errors related to character actions, laundry tasks, and item handling.[/p]
[h3]Laundry[/h3]
  • [p]Fixed numerous bugs:[/p]
    • [p]Wet clothes no longer fall through the floor.[/p]
    • [p]Counters will not show negative numbers.[/p]
    • [p]Cleaning tasks now work reliably after loading a save.[/p]
[h3]Characters & Guests[/h3]
  • [p]Fixed an issue where characters would sometimes sleep on the floor instead of their bed.[/p]
  • [p]Fixed a bug where newly arriving guests would immediately leave the ship after loading a game.[/p]
[h3]Items & Rooms[/h3]
  • [p]Fixed an issue where equipped backpacks could be packed into crates during room demolition.[/p]
  • [p]Crates can no longer be packed inside other crates when demolishing rooms.[/p]
  • [p]The building board will no longer remain visible when it shouldn’t.[/p]
  • [p]Trash in rooms is now always cleanable.[/p]
  • [p]Martian Mucus puddles will no longer block item placement.[/p]
  • [p]Fixed crafting and placement issues with the Nocturne item set.[/p]
[h3]UI & Visuals[/h3]
  • [p]Fixed issues with cooking, autosave, and notification displays.[/p]
  • [p]Food items now appear brighter and more visible at night.[/p]
  • [p]Fixed an issue where unlocked items in the research panel appeared in the wrong order.[/p]
[h3]Audio[/h3]
  • [p]Fixed issues with the music system. [/p]
[h2][/h2][h3]Known Issues[/h3]
  • [p]Some items going out of bounds cannot be picked up,[/p]
  • [p]Workers getting stuck to the cursor (reloading fixes it),[/p]
  • [p]Some items cannot be put into crates,[/p]
  • [p]Various balance issues (prices, resource costs, etc.),[/p]
  • [p]Various icons are placeholders or missing,[/p]
  • [p]Sell zone not working,[/p]
  • [p]Spa not working,[/p]
  • [p]Various optimization issues,[/p]
  • [p]Broken furniture on the crafting island is not usable after being repaired,[/p]
  • [p]Worker AI and behavior issues,[/p]
  • [p]Some missing language strings,[/p]
  • [p]The game in sandbox mode is not stable,[/p]
  • [p]Various issues while interacting with items in occupied rooms,[/p]
  • [p]Performance issues when Antialiasing quality is set to x8[/p]

Summary #2 + Early Access Appreciation Gift

[p][/p][p]Hi there, Travelers![/p][p]Week 2 of our fixing roadmap is behind us, with numerous fixes delivered. Not going to lie, the last two weeks were exhausting, but we’re still far from being truly satisfied. And as much as we appreciate your help and all the issue reports… I, myself, would love for you to message us only to say Look how amazing my hotel is! :) That’s my wish for the next summary, to finally say the issues have been mostly exterminated![/p][p][/p][p]Okay, but I came here with some updates, right? So here’s a quick summary of what happened this week.[/p][p][/p][p]Our internal changes are mostly done. New leads for the teams have been selected, including a new COO to guide us. We also hired additional QA testers, people who already worked with us and know the project well, which should make testing much more efficient. There's a lot of new content planned, and their help will be crucial to avoid repeating the Early Access launch state. To be honest, we needed this kind of reset and reorganization.[/p][p][/p][h3]We also promised you a small gift to say thank you for your support. Hope you remember that! So, here are the concept arts for the paintings and a hat we designed for you.[/h3][p][/p][p]They’ll be added in one of the upcoming updates :) Available to everyone who owns Early Access 🙂[/p][p]Now let’s check the numbers for this week. 2 new updates, and tons of fixes. Our changelogs were 57 positions long this time. Dozens of issues have been solved, and we’re getting closer every day.[/p][p][/p][p]Among many things we’ve done this time, we fixed the stucking ships, farming bedding issues, and reimplemented Tip Jar (works now). Those who noticed that Lightbulbs were hard to get… fret not, now it’s available in the research tree, where it belongs! But there are more, check out the patch notes for all improvements and fixes.[/p][p]This week, some new quests were reimplemented too. You can’t access them just yet, but now we, together with our expanded QA team, will dive into playtesting to make them ready for you, hopefully next week :)[/p][p][/p][p]And here you can check both patches from week 2 of making Hotel Galactic flawless :)[/p][p]
0.5.5[/p][p][dynamiclink][/dynamiclink]
0.5.6[/p][p][dynamiclink][/dynamiclink][/p][p]Stay Stellar!
Ancient Forge
[/p]

Patch Notes 0.5.6

[p]Hello!

Another patch notes time. Here is the list of new fixes launched with 0.5.6 patch.

[/p][h3]Quests & Cinematics[/h3]
  • [p]Harvest Moon quest: fixed default plant rotation in bedding and tightened up the final logic.[/p]
  • [p]Fixed a couple issues related to Simple Life.[/p]
  • [p]Repositioned certain tablets in Ghost in the Past

    [/p]
[h3]NPC & Guest Behavior[/h3]
  • [p]Disabled “Retire/Dismiss” for ship crew and blocked guest assignment when the hotel is closed.[/p]
  • [p]Forced guest ships to depart on hotel closure and prevented crews from getting stuck at docks.[/p]
  • [p]Fixed some issues with Greta’s sleeping actions.[/p]
  • [p]Fixed a few issues with turneep animations and fixed their missing hat slot on load.[/p]
  • [p]Corrected the shower trigger so hygiene now actually increases.

    [/p]
[h3]Task System & Validation[/h3]
  • [p]Added a few more continuous save-load validation checks for ghost tasks and ghost items in save files.[/p]
  • [p]Added a save-load validation for broken Move To SellZone tasks, bento positioning, and check-in routines.[/p]
  • [p]Tweaked the elevator-shaft navmesh collider to stop Gustav from getting stuck.

    [/p]
[h3]Cooking, Crafting & Items[/h3]
  • [p]Simplified cooking-task naming logic and added a save-load validator to prevent name collisions.[/p]
  • [p]Added Tip Jar.[/p]
  • [p]Added the Lightbulb Blueprint unlock at Crafting-202 research.[/p]
  • [p]Added infinite-position validation for out-of-bounds items.[/p]
  • [p]Added display-category slots to various processable items.[/p]
  • [p]Excluded a few problematic items from merchant inventory.[/p]
[h3]Other[/h3]
  • [p]Added a confirmation dialog on hotel open/close; ESC now closes the action wheel and nested-scroll is fixed.[/p]
  • [p]Added requested items to the Arcade Room.[/p]
  • [p]Fixed a few issues related to supply-list markers.[/p]
  • [p]Fixed helper transforms for the Weaving Machine and Tools Station.[/p]
  • [p]Fixed the frontyard stone collider and expanded the blocking helper collider so items won’t fall through.[/p]
  • [p]Fixed the guest accommodation UI showing incorrect values sometimes.[/p]
[p][/p][h3]Known Issues[/h3]
  • [p]Cutscene after open hotel action make the game unresponsive and requires to restart the game - Fix is ready and will be uploaded shortly
    [/p]

Patch Notes 0.5.5

[p]Hello Travelers!

We're starting this new week with another (and quite big) update! Many issues from the weekend, and some loading issues were solved by now.

If you encountered missing object while catching the Farming Island, or reported some of the cooking issues, most of them should be covered for you with this patch 0.5.5.

We also replaced some leftover demo plants with new ones, and fixed Harmony Fountain blue flare showing on the screen - again! :)

Most of all, your saves should work better and better, and we eliminated some causes of the crashes you encountered.

Still a lot to do, but with every day we see the progress. Let us know if you can see it too! [/p][p]

Quests & Cinematics[/p]
  • [p]Fixed duplicated Catch Farming Island tasks.,[/p]
  • [p]Fixed Catching the Island quest part not being able to end properly in some cases.,[/p]
  • [p]Fixed the quest objective wording in Law is Law.,[/p]
  • [p]Reworked the Green Guardians bench objective to better support multiple Toravi counting.,[/p]
  • [p]Added lighting in some dialogues.,[/p]
  • [p]Dragon Tree quest changes.,[/p]
  • [p]Added a retroactive objective check for players that already unlocked the blueprint for Cook's Attire through research.,[/p]
[p] [/p][p] Bug fixes & Tweaks[/p]
  • [p]Improved 1-tile wide room save validation.,[/p]
  • [p]Fixed a game breaking issue with crushers.,[/p]
  • [p]Fixed multiple issues with loading save files.,[/p]
  • [p]Fixed a number of cooking issues - most should be solvable now by discarding stuck orders manually.,[/p]
  • [p]Fixed a rare situation where no order exists, but guest sits and wait for it anyway, without any possibility to make him go away.,[/p]
  • [p]Fixed the Spa massage beds.,[/p]
  • [p]Fixed a luggage issue.,[/p]
  • [p]Fixed an issue with being able to keep unloading all items from the Sell Zone even with no items inside.,[/p]
  • [p]Fixed an error with supply list markers that contained many elements.,[/p]
  • [p]Fixed an issue with broken move items action.,[/p]
  • [p]Fixed an issue with room linking.,[/p]
  • [p]Fixed a bug related to animation loops.,[/p]
  • [p]Tweaked the behaviour of crates unloaded from the Sell Zone.,[/p]
  • [p]Fixed crafting station processing cost being overwritten by another recipe.,[/p]
  • [p]Fixed the dragon tree, chimes and other items being purchasable from the merchant.,[/p]
  • [p]Fixed a bug with door blocking items after door replacement.,[/p]
  • [p]Fixed Kick Out interaction showing up when guest is at the checkout.,[/p]
  • [p]Removed a crashing exception in some cases on reload.,[/p]
  • [p]Added Deposit management feature unlocked at start in the story mode. Players now can cancel depositing select supplies.,[/p]
  • [p]Added save validation to replace old demo plants with the proper versions.,[/p]
  • [p]Disabled auto-storing for the artifact item.,[/p][p][/p]
[p]UI, Assets & VFX [/p]
  • [p]Added the sky berry icon.,[/p]
  • [p]Fixed naming & placement for the Goldstar wall cupboard.,[/p]
  • [p]Added the missing Wash Hands End animation for derrets.,[/p]
  • [p]Fixed an issue with Harmony Fountain and Echo Weaver wild bloom.,[/p]
  • [p]Improved Greta's material.,[/p]
  • [p]Added visual models to dropped liquid ingredients.


    And if you've missed our summary last Friday, take a loof at all the updates of the last week, and check what we were and are working on!

    As always, we're waiting for your reports on Discord or via [email protected]

    [dynamiclink][/dynamiclink]

    Have a great week, Travelers!

    Ancient Forge Team[/p]

First Week Summary

[p][/p][p]Hey travelers,[/p][p]It’s been a long, full week since Hotel Galactic launched in Early Access. As promised, we’re kicking off a new format: production updates, to summarize what was done and what is still to be done. If you like this way of keeping up with development, we’ll keep them coming later on as well, but for now, we want you to be aware of the fixing progress.[/p][p]This first week passed like crazy. We shipped:[/p]
  • [p]4 patches (0.5.1 to 0.5.4) in just 7 days,[/p]
  • [p]fixing and improving over 90 different things across quests, systems, visuals, saves, and AI behaviour, [/p]
  • [p]and we’re still deep in the Repair Roadmap, but we’ve also started internal planning for future production content too, to deliver our Early Access content roadmap as planned.[/p]
[p]Cooking and Loading - Top priorities of the week![/p][p][/p][p]Internally, a lot is happening. New hands on deck joined us to help us fix, optimize, and look at the game from a different perspective. Reworked planning and production processes are following our roadmap, and our team is now working like a Swiss clock. Multiple changes, not only in the game, were required, and we are staying very optimistic about those changes. Hopefully, you will notice them soon too.[/p][p]A huge thank you to everyone sending us save files and player.logs through Discord and email ([/p][p][email protected]). Many of the bugs fixed this week were possible thanks to your reports. Please keep them coming. infinite loading screens and cooking issues. We’re also addressing balance, performance, and edge cases that can break player flow. Farming, guest orders, kitchen systems, research, AI - everything is under the microscope and sometimes gets a full rework if needed.[/p][p][/p][h3]Highlights from this week[/h3]
  • [p]Guests no longer get stuck during orders if daybreak happens[/p]
  • [p]Farming tasks can now be cancelled properly (seeds, fertilizer)[/p]
  • [p]Safe validations added for broken dish delivery and farming tasks[/p]
  • [p]Greta no longer gets stuck on benches[/p]
  • [p]Workers don’t drop luggage if dismissal is cancelled mid-task[/p]
  • [p]The Crusher station works again[/p]
  • [p]Guests won’t spam new orders without clearing the old ones[/p]
  • [p]Autosave now triggers after cutscenes, dialogue, quest steps, and phase changes[/p]
  • [p]Guest ship population and kitchen orders now have hard caps[/p]
  • [p]Research tree softlocks and Sell Zone bugs fixed[/p]
  • [p]Textures restored across Raven Lobby, farming island, arcade rooms, and research zone[/p]
  • [p]UI and controls improved in the research tree[/p]
  • [p]Quest guides added for research objectives [/p]
[p][/p][h3]Quests updated[/h3][p]We made multiple improvements to the multiple quests, like:[/p]
  • [p]Simple Life[/p]
  • [p]Sleeping Dragon[/p]
  • [p]Farm Empire[/p]
  • [p]Sparn’s Birthday[/p]
  • [p]Law is Law[/p]
  • [p]and many more. [/p]
[p]These now flow better, reward correctly, guide the player, and behave more reliably across saves.[/p][p][/p][h3]Current Goals[/h3]
  • [p]Further elimination of loading screen issues based on delivered cases[/p]
  • [p]Polish all quest interactions further into Act I[/p]
  • [p]Improve stability in longer play sessions[/p]
  • [p]Continue improving rendering performance

    [/p]
[p]We’ll keep pushing hotfixes as frequently as possible, and we’re already preparing the ground for what comes next.
 [/p][p]Thanks again for all your support, and let’s make this hotel a 5-star experience together.[/p][p]Thank you,
Ancient Forge
[/p][p]
[/p][p]Patch Notes of this week:

0.5.1[/p][p][dynamiclink][/dynamiclink] 0.5.2[/p][p][dynamiclink][/dynamiclink] 0.5.3 [/p][p][dynamiclink][/dynamiclink] 0.5.4[/p][p][dynamiclink][/dynamiclink][/p][p][/p][p]
[/p][p]
[/p]