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Minor hot fix fix to the recent patch

For the full patch notes, check here:
https://store.steampowered.com/news/app/262390/view/3687935862193994867

This hot fix is just addressing a spelling miss in a skin unlock text.
If you know any other spelling mistakes, or translation issues, please let us know.

Thanks!

Quality Patch + Yet another new skin

This will be the final patch, for now. We made 2 more than initially anticipated, but there is no harm in more stuff!

[h2]New Feature[/h2]
This patch improves various crash issues in the editor and two in the game as well, it also adds some new features to the custom levels menu. One of the more significant ones being the ability to see if there are new updates to levels, new levels, or even if you have lost one of your top spots on a levels leaderboard. All straight from the main menu.

If the marker is:
  • Blue, it means there are subscribed levels with updates on them.
  • Green, means there are newly updated levels you have yet to subscribe to. (The levels are newer than the last time you opened the subscribe menu.)
  • Orange, means you have gone down a position on a leaderboard on a level where you previously had a top position when you viewed or played it last time.
    Top positions means top 3, but if there are many entries on the leaderboard, what is counted as the top will gradually increase to include the top 10 positions if at 50 entries.
  • Purple, means you have made good progress in the main game, like beating an ending, and you have yet to check out or open the custom levels menu. Just a small nudge to help players remember there is fun to be had in here too. Will never come back once you have opened the menu.


This will hopefully make it easier to know when there are new things to play, and help players who try to stay on top of the leaderboards be aware of changes without having to individually check a hundred different levels.

[h2]Viewing Levels[/h2]
There is also one more thing to help find the hard competition/popular levels; being able to sort levels based on the number of entries they have in the leaderboards. In fact, this will be the default sorting mode, if you have yet to beat 3 custom levels. We figured that when you haven't played much, it doesn't really matter what level was updated recently, so instead of sorting by update date, we try to show you what might be the most interesting content for you to check out first.


On that topic, we also added a new subscription option, that just gets all the levels with the tutorial tag on them. Wehope this will help players struggling with the hard content, and help them get better at the game in various ways.

[h2]Skin[/h2]
Last but not least, the newly added skin is meant to encourage players experimenting a bit, and will be rewarded to those who play non curated levels and rate them. This willhopefully help creators unlock the creator related skins easier as well.
(The skin in the picture is one of the other new skins, the new new skin is still locked here)

[h2]Fixes[/h2]
When it comes to bug fixes, there are a few.
  • Finishing a Rush Mode no longer brings you to the hospital room, it takes you back to the main menu, where you came from.
  • Some looping sounds that had fade-outs on them, like the slide sound, didn't get handled correctly in the recent resource reuse optimization. That should now be fixed.
  • There was an issue where if you placed a checkpoint down, then took a regular checkpoint and went back to take up the placed checkpoint, it caused a bug. You can no longer pick up an old peaceable checkpoint when you have taken another checkpoint. Just like if you place one checkpoint after placing another. It should be more consistent, and without bugs now.
  • Fixed some issues where local data for your interactions with custom levels didn't save properly.
  • A minor access bug which caused a crash on access of some custom levels is now fixed.
  • Another level index bug causing crashes on reloading custom levels is now fixed.
  • Fixed various crash issues in the level editor, and fixed texture filtering as well.


There might be a few more fixes, but this should be most of it, or at least all the significant stuff.

Hope you enjoy it! ːdeboostː

Hot Fixes + One More Skin Again

This is a followup patch on the other recent one here:
https://steamcommunity.com/games/262390/announcements/detail/3645149672588709938

This is just some hot fixes, patching some bugs in the editor that could cause various crashes.
Some other minor tweaks were made for improved stability, and we also fixed support for more through logging, with options to help future debugging.

Finally, the skin menu was arranged a bit, and one addition community levels related skin was added :) So in total there are two new skins now.

Two New Unlockable Skins & Patches

EDIT: We followed up this update with some hot fixes, and yet another skin. Check the link at the bottom of the post for more details.

We made another update sooner than we had though!
This one includes various bug and performance fixes, which players so very kindly have been reporting to us.
As an additional bonus, we added a new skin with this update! This skin is unlocked by playing custom levels, so we hope you all will enjoy this extra incentive to have some fun with each other's creations!
(I will try to create and update a new level in the coming days too! I'm excited to create a level with the Survival tag! ːcbhunterː )

I'm tempted to show the new skin here, but I'll leave that as a surprise for when you unlock it ːdeboostː

Here is a rundown of all the patch notes:
Skins:
  • Changed the skin that required your custom level to have a 100 clears, to only require 50 clears.
  • Added a new skin for playing and rating custom levels. (Should hopefully also make the other skin easier to obtain)


Fixes:
  • Added support for detecting discrete NVidia GPUs, and prioritize the NVidia GPU when an integrated GPU is present.
  • Adjusted the Defiance level "Desire" to have 3 fewer enemies in the non competitive mode, as some of them were just a bit too mean, and in the middle of already challenging sections. I also adjusted one of the checkpoint pickup challenges, to be a little less distracting from the main path ahead.
  • Performance fixes on bomb lobbers and drop mines, and mines. Mostly related to sound playback, but also minimizing unnecessary processing, and spreading out some processing to lead to less strong performance spikes when a lot of bomb lobbers were synchronized.


Bugs:
  • Fixed a few sound bugs. Most notable an issue where sound streams were reused improperly, leading top new instances stopping existing instances, resulting in strange pops or missing sounds. This also lead to pitch change issues which now is resolved too.
  • Fixed a bug with VO in the room not stopping when VO was played back on the log menu.
  • Fixed a bug with subtitles and audio de-sync.
  • Fixed a place where the toggle challenge mode prompt was displayed incorrectly in the level select menu.
  • Fixed various issues caused by likely making too many Steam API calls too frequently, leading to many of them failing. Which manifested as unresponsive custom levels menus, skin unlocks, and slow or missing leader boards.
  • Fixed a bug where custom levels data for last play time and last time opened could be lost between game sessions.
  • Fixed a material which was using incompatible vertex and fragment shaders, leading to crashes on some integrated Intel GPUs.


Thanks for checking out the update!

Followup patch notes:
https://store.steampowered.com/news/app/262390/view/3645151121724033187

Smaller Update/Hot Fixes

I have been doing some hot fixes and minor patches over the last two weeks, so this is just a small summary of these for anyone curious to stay up to date.

Here is the rundown:
  • Fixed a crash that happened after clearing some of the defiance levels for the first time due to a miss in how the cut scenes animates their lights.
  • Fixed a miss where where the "ghost" form of Demi would speak during the intro level like if it was a normal level. Ruining the mood. This was due to how the sound updates were multi threaded with this previous update.
  • Fixed an issue with the VSync settings would not save and load properly when restarting the game, as it could not read the "off" setting correctly.
  • Adjusted some texture settings to fix an issue where Japanese fonts disappearing when using the low texture quality setting.
  • Fixed a crash that could happen when running in to mine lobbers and running the game at higher than 60 fps. There were an issue with how the physics command buffering was handled in those instances. This system also sometimes lead to the mines not spawning, but that is also fixed.
  • Fixed a miss in the sound update optimization, causing very noticeable pops in audio for one off sounds that were triggered on a far distance. The update cost of sound has increased with this slightly, but as it is on a separate thread, in most cases this is unnoticeable. But in a few rare frames here and there, where the sound processing already was slow, and if you run at very high frame rates, it might have a minor impact.
  • Improved sound resource management and overlap checks for some effects. Including bullet bounce sounds on enemy shields, pulse fields and gates. Lobbers firing sound, and the lobber impact sounds. These sounds also now does a simple distance check to not even attempt to trigger when well outside hearing range. The overlap checks both improves the sound clarity, and processing, as especially lobbers and bullet bounces could be very very frequent at times, causing the sounds to clip or almost distort.
    Some of the scripts used to trigger these sound effects were also retired, and integrated directly in the source code. Making it a bit faster and saving a bit of memory.
  • Drone hive shields now also has a sound effect when bouncing bullets.
  • Sound pitch distortion fix. Some sound effects used a randomized or shifted pitch, and due to how sound resources were reused with this update, and how this pitch value was sampled, it could distort over time and cause very strange sounds or even make some sounds disappear. Most notably on Arachtoids foot step sounds.
  • Minor text rendering optimization and stability fix.
  • Level editor crash fix when adding assets.
  • Fixed a potential hang in the localization manager/the loading of localized text.


I think that should be about it. At the very least all issues introduced in the performance patch should be addressed, and think pretty much all know issues should be fixed with this.