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Next Fest Wrap-Up: Survey Results, Plans for EA

Hey everyone! With Steam Next Fest wrapped up, we're now full steam ahead, working toward our Early Access release. From the bottom of our hearts, we want to thank everyone, especially our amazing community, for participating in the Demo!

We loved playing with your different worlds and meeting new players and veterans alike. The creativity on display is genuinely beyond our imaginations! Seriously, thank you. We love this community❤️!

In this post, we talk about our NextFest experience, the survey, feedback, and our plans to launch Early access in July.

Read more on the Development Blog!

Demo Patch Including Improvements and Bugfixes

PATCH ALERT! CHAOS MODE ENABLED

We have activated the server browser for part 2 of this demo. Enjoy.

Making your server public is probably a bad idea if you want to build in peace. Abuse of the server list results in an immediate ban with no appeals process.

There's also a potential fix for players becoming undamageable due to threading issues with the physics, while the hit registration is still half baked, it should feel much better now!

Next Fest Demo Extended!

The lord has spoken and so it shall be! We are go for ROUND 2!

(You may have to restart your Steam client for it to update)

Demo Patch Including Improvements and Bugfixes

Got a few new things for you today! We just deployed a patch that adds a couple new things and fixes many of the common issues you've reported, and includes changes we forgot to post on Steam (sorry about that!)

Improvement
- When creating a new world, it will directly take you to an unsaved environment, rather than forcing you to save an unnecessary empty world first
- Audio component pitch range is greatly extended to 0.1 - 10
- Improved the volume level of component music by APX
- Added a railroad wheel entity
- Added a console command Bricks.DrawDebugColliders 1 to see what the collision shapes of your creations look like
- Added ability to interact in third person
- Added interaction prompts
- Added special crosshair for interactive and grabbable objects
- Added mechanic to un-flip your vehicle with spacebar
- Updated Game of Live world
- Added ability to hide the hover icon and label for interaction.
- Don't display the label in first person unless the user wrote custom label text.


Bugs
- Fixed crash loading world that has a minigame with default loadout configured
- Fixed crash saving world if you had previously resized a brick beyond a chunk border
- Fixed crash on receiving network update for already destroyed physics object out of order
- Fixed being unable to follow your friends loading a new world due to the invite code changing
- Fixed being unable to remove a saved minigame from a world once created
- Fixed being able to set volume of sounds and brightness of lights beyond sensible values with wires
- Speculative fix for a crash on leaving world
- Speculative fix for a crash on having certain input devices connected
- Fixed rail wheels spamming physics sounds
- Fixed wrong colorable sections on "Cut" hair
- Fixed interact widget being left behind if visible before character death
- Reconnect joints when their orientation is changed.

Demo Patch Addressing Bugs & Feedback Survey

Got two things for you today! We just deployed a patch that adds a couple new things and fixes many of the common issues you've reported.

We've also put up the feedback survey for the demo here, please fill it out if you have a few moments: https://forms.gle/g43Xd36ChvhaRdjz9

We'll be giving away five game keys for the Early Access release to randomly selected people who finish the survey. It will remain open until the end of the Next Fest and you can edit your responses at any time.

Read on for the changelog of the patch:

Worlds
- Added a world showcasing board games made with a lot of wires
- Added a small world showing you how to use logic gates
- Added two more small worlds
- Updated office world

Improvement
- Wheel joints now automatically orient correctly when connected to engine
- Flipping your vehicle no longer puts your camera in the ground
- Improved performance of physics sound a bit
- Added UI hint for how to enter/exit the seats
- Added button to wishlist the game
- Grabbing objects is less overpowered
- Clamped all user inputs going into physics to reduce crashes
- Disabled point light shadows on shadow quality levels below ultra to improve performance
- Can now get into vehicle seats while in third person
- Can now click buttons with free cursor while in third person

Bugs
- Fixed parkour challenge being impossible due to incorrectly moving platforms
- Fixed timer and edge detect gates not saving correctly
- Fixed camera breaking when other players enter/exit the same vehicle as you
- Fixed DLSS stuck enabled on first launch
- Fixed unable to dismiss hint after switching tool
- Fixed being able to grab the car you are driving
- Fixed ambient sound not applying when loading world
- Fixed small engine model pointing wrong way
- Fixed enormous log spam if EOS disconnects
- Fixed crash if character is teleported outside world bounds
- Fixed crash when spawning bots in a minigame
- Fixed being able to crash server by sending nan values through RPC
- Minor UI fixes

And yesterday's hotfixes:

Hotfix 1
- Crash when using Builder tool
- Crash when taking damage
- Missing permission for clients to edit bricks in sample worlds
- Potential fix for running the game on older hardware supporting AVX but not AVX2/BMI
- Fix getting stuck in depth of field mode
- Disabled HDR as it renders corrupted

Hotfix 2
- Another crash when using Builder tool
- Another fix for running the game on older hardware supporting AVX but not AVX2/BMI
- Fix for some people not being able to connect to each other
- Fix obstacles in parkour challenge moving at wrong speed
- Speculative fixes for crash updating brick meshes

Hotfix 3
- Speculative fix for people crashing as soon as any bricks render
- Fix for crash when saving world while using simple graphics mode