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FACEMINER News

Trading Cards & Community Items Are Live

[p]We are pleased to announce that as part of our Client Retention and Engagement Scheme, community items have been deployed for FACEMINER. This includes six trading cards, badges, and some other points shop artefacts, too.

We hope you enjoy the windfall -- thank you, as always, for playing.[/p]

1.4 Optimization Update + FACEMINER IRL

[p]Hello![/p][p]A few things today:[/p][p][/p][p]Patch Notes[/p][p]
The latest version of FACEMINER is now live, which has the following changes:
[/p]
  • [p]Game size reduction! Through a mixture of optimizing audio/images/model files, and removing some unused assets, the game file size has been reduced by 30-40%, depending on your platform. As well as freeing up some disk space, this should give a little performance boost generally. Thank you to qwertyyyyyyy for kickstarting this and providing a very useful FFmpeg script, among other things.[/p]
  • [p]New FPS limiter option in the settings menu which caps the FPS at 60FPS, for those who the game was already running a little bit too well.[/p]
  • [p]Tweaks to make achievements more robust, including fix for bug where some cats would not trigger the CATMINER achievement. Unacceptable.[/p]
  • [p]Tweaks to tutorial language, based on some IRL playtesting observations (see below)[/p]
  • [p]Other stuff: Fix BSOD text in Japanese version, hopefully fix issue where game would ask for microphone permissions for small percentage of Mac users.[/p][p][/p]
[p]FACEMINER Goes to Develop:Brighton[/p][p][/p][p]In other news, we are freshly back from Develop:Brighton, where we had the opportunity to showcase the game in person for the first time. It was great fun: thank you to Develop:Brighton, and everyone who stopped by! More IRL stuff soon, hopefully. [/p][p][/p][p][/p][p]Speedruns[/p][p]Lastly, I'd like to draw attention to some new speedrun records that have been set over the last few days. Gauntlet thrown. Recommended watching for some state of the art mining tips.[/p][p][/p][p]More updates soon! Both relating to FACEMINER, and another as-yet-unannounced project. There has never been a better time to follow our Steam Developer page.
[/p][p]As always, thank you for playing.[/p]

FACEMINER is 25% off for the Steam Summer Sale

[p]Hello!

FACEMINER has been been hit hard by the Steam Sale that's been going around (-25%), but hope we to recover in short order (about 2 weeks). If you do not have the game yet but are curious about it, this is the lowest price it has been so far. If you do already have the game, I'm sorry you had to see this.


Thank you as always.[/p]

French and Polish Localization Now Live!

[p]Hello![/p][p]A quick globalization strategy update for our international stakeholders: we are excited to announce that FACEMINER is now available to play in French and Polish, which brings us to 9 languages total. After updating, they should now be available to select in the settings menu. The pool of FACEMINER agents grows stronger and more multilingual by the day.[/p][p]Thank you for playing![/p]

1.2.2: Endless Mode Bugfix

Hello,

Patch note regulars will be aware of the persistent multiheaded bug where Endless mode numbers would suddenly explode when loading saved sessions.

Thanks to those who sent their saves over, I've been able to consistently reproduce it and figure out what the problem was.

When players either completed the game or quit via pause menu, then immediately started an Endless mode game, a specific once-per-second interval which calculates the current processing power used would persist from the previous game in the background, bleeding into later sessions. Depending on how the timing landed, this either made no difference, or, if you were unlucky, this legacy interval would constantly overwrite the "current click speed" stat with 0 in your new game, suppressing the true processing power usage stats until the session was quit then loaded up again... causing an otherworldly spike.

This was a tricky one to pin down. I appreciate everyone's patience with it.