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From Glory To Goo News

Demo 1.001b - Hotfixes

Demo 1.001b
  • Fixed ore collection not working if the game saved during a spaceship attack
  • Fixed the horde alarm playing when a game is loaded
  • Increased the minimum range a lost colony can spawn near the colony
  • Improved visual feedback of the save file buttons
  • Fixed incorrect camera control key assignments
  • Fixed units starting outside garrisoned buildings in loaded games
  • Fixed infinite screen-shake while the game is paused

Demo 1.001 - QoL and Hotfixes

Demo 1.001 - Patch Notes
  • Default camera controls changed to WASD, attack-move and stop are now E and F. You can still use the middle mouse/side of screen to control the camera or rebind these controls
  • Increased the number of cycles advanced notice of direction of attack from 2 to 4.
  • Clicking notification images will center the camera on the relevant location
  • Fixed water and thumper grid toggle not remaining if other highlights occur over them
  • Unit control tooltips will display the correct key if controls are changed
  • Fixed scroll sensitivity not impacting the camera

Demo Launched! Here's all the community suggested changes made so far.

The Demo is now out! Thank you to everyone who helped to test it over the past month.

I've been implementing a lot of balance and QoL features suggested by players on our Discord. Feel free to join and offer more suggestions or report bugs.

Community suggested changes implemented so far
  • Added a system to automatically handle shutting down and powering back on buildings if power is lost
  • Buildings can't be attacked until construction starts
  • Added Indicators above units if they are idle for long enough
  • Added Camera scrolling with the middle mouse button
  • Units are now visible behind buildings
  • Added Terrain Tooltips
  • Added Extra keybindings for pausing the game, hiding the GUI and showing health bars
  • Connectors now don't block water gathering
  • All units move slightly faster
  • Reduced the difficulty of horde attacks (Will remain a big focus of ongoing balance)
  • More and better tutorial panels
  • Added Icons if the base is losing water or power
  • Added invalid move markers
  • Added Ability to replay tutorial panels
  • Ongoing changes to the graphics to improve readability and feel
  • Heaps of extra tooltips
  • Heaps of balance changes


You can also leave feedback in our Steam Community Forum.

Don't forget to wishlist and follow the game if you haven't already.

Goood luck!

Alpha Build Update 0.03

As the release of the demo approaches I've been working on QoL features like key rebinding and have been gradually refining the early game.

Procedurally Generated Maps (Experimental)
  • Currently Survival Mode chooses from a pool of manually created maps. The aim has been for them to be procedurally generated with only the campaign containing manually made maps. So far procedural generation is creating decent maps ~50% of the time so I've added it as an option in survival mode. Only available for lush maps and no native alien spawns for now
Key Rebinding
  • You can now set most of the current key bindings to whatever you wish. I want to continue to improve key bindings especially in unit and building creation to accommodate players more familiar with using the keyboard in RTSs
Buildings
  • Laser Tower - Will now gradually spin up and gain attack speed the longer it is firing. Damage and power per shot usage has been reduced marginally to compensate for this
  • Solar Panel - Will now gain 1 base power for each adjacent solar panel. Max 2
  • Deep Mine - Reduced production rate
Units
  • Trooper - Increased range 1->1.3
GUI
  • The GUI has been compressed a bit and the central panel will no longer appear if nothing is selected. This was based on feedback that the GUI was taking up too much screen space
  • Health and experience is now displayed for all units selected
  • Merged thumper and housing menus
Visual
  • Bloom has been toned down and scales more with zoom
  • Some terrain tiles and building graphics improved
  • Shots now have a chance to ricochet if significantly blocked by armour. Visual only
Bug fixes
  • Fixed the game getting stuck if saving or loading fails
  • Scrolling is now more consistent when at the edge of the map
  • Scientist's random research unlock no longer breaks the GUI
  • Units reacting to being attacked no longer allows them to attack flying units regardless of attack type
  • Player's units will now repath if their original route becomes blocked
  • You can no longer build on top of walls when they're under construction
  • Research point discounts now correctly applied and displayed
  • Main menu FPS is now locked
  • Recruitment % sliders should now be hidden when recruitment ends
  • Lots of other minor bugs

Alpha Build Update 0.02

In this patch I've focused on enhancing the rogue lite elements of FromG2G. To do this I've added more units that are only available to certain captains and each spaceship has its own unique modifier.

There are also quite a few graphical improvements and horde pathfinding should feel more satisfying to fight.

Patch Notes

New Units
  1. Android
    • A weaker alternative to the trooper. Robotic, slow firing and can't gain experience but they are much cheaper and can be built faster
  2. Det Drone
    • Single use flying drone that detonates on impact
  3. Commando
    • A mid-game sniper unit that doesn't trigger Goo unburrowing on unthumped tiles
  4. Brute
    • Heavy hitting melee unit with AOE attacks and faster regenerating health

Captain Perks
  1. Admiral
    • Added the Commando as a researchable unlockable
    • All biological units gain experience 20% faster
  2. Engineer
    • Troopers are replaced by Androids
    • Can now build Det Drones at the Roboforge
    • Manufacturing modules produce 50% more effort
  3. Mutant
    • Replaced the cyborg unlockable with Mutant Brutes

Spaceship Modifiers
  1. SFV-Samarkand
    • A chance to gain resources whenever a module is explore
  2. SCF-Raven
    • 30% bonus to marine combat during boarding actions
  3. SFV-Dunhuang
    • A chance to gain resources or cause an alien attack whenever a module is explored
  4. SCF-Phoenix
    • +50 base crew
  5. SCF-Falcon
    • 30% boost to thrusters
  6. SSP-Anvil
    • 20 Bonus research points

AI
  • Made enemy pathfinding improvements that will cause hordes to spread out more as they approach and they will get stuck behind each other less often when going for the same target

Graphics
  • Uplifted the graphics of numerous buildings and units
  • Added particle effect to Spaceship GUI to improve feeling of movement