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Tango Fiesta News

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Development Update

Hiya!

One of our lovely fans reminded us that we've been quiet since the launch and the first patch, but that we'd mentioned a pretty chunky update we were expecting to land in January. It's now a few months since January, so we owe you an update.

Basically, we got a bunch of paid work (both through clients and government funding on Waterways: http://spiltmilkstudios.tumblr.com/waterways) so our plans got put on hold. That's the first thing that happened - despite us having done a ton of work towards the Big Update, it just made no sense to turn down the money we were offered (without it we wouldn't be around to release ANY updates for Tango at all) so we just paused the active development until after that work was complete. That's just around the corner now.

Then, another cool thing happened - totally related to Tango Fiesta this time, but something we're not able to talk about yet. Rest assured if you're a fan of Tango you'll be excited, and it will happen this year (sooner rather than later) but it means that again it makes no sense for us to work on the planned update, and that the sensible move is to keep it on hold.

None of this means anything other than we'll be updating Tango Fiesta soon, with new features, polish & bug fixes, just probably not quite the ones we had initially planned and certainly not in the original imagined timeframe.

Anyway, we're sorry for being so quiet, sorry for missing the planned update, but we can't wait to talk about what it this mysterious stuff is :D

Development Update

Hiya!

One of our lovely fans reminded us that we've been quiet since the launch and the first patch, but that we'd mentioned a pretty chunky update we were expecting to land in January. It's now a few months since January, so we owe you an update.

Basically, we got a bunch of paid work (both through clients and government funding on Waterways: http://spiltmilkstudios.tumblr.com/waterways) so our plans got put on hold. That's the first thing that happened - despite us having done a ton of work towards the Big Update, it just made no sense to turn down the money we were offered (without it we wouldn't be around to release ANY updates for Tango at all) so we just paused the active development until after that work was complete. That's just around the corner now.

Then, another cool thing happened - totally related to Tango Fiesta this time, but something we're not able to talk about yet. Rest assured if you're a fan of Tango you'll be excited, and it will happen this year (sooner rather than later) but it means that again it makes no sense for us to work on the planned update, and that the sensible move is to keep it on hold.

None of this means anything other than we'll be updating Tango Fiesta soon, with new features, polish & bug fixes, just probably not quite the ones we had initially planned and certainly not in the original imagined timeframe.

Anyway, we're sorry for being so quiet, sorry for missing the planned update, but we can't wait to talk about what it this mysterious stuff is :D

TANGO FIESTA - post EGX launch mini patch

We've basically been at EGX since launch, but we wanted to get some fixes to bugs we spotted out to you as soon as possible:

- The default control pad labels for 'Shoot' and 'Melee' on the loading screen were mixed up. Now they're correct.

- If the player completed a mission whilst under the influence of something that slows them down (water, bushes or cobweb) then the game would set that as their new max speed. This no longer happens.

- We've reduced the slow down effect o players running through bushes in Jungle (world 2).

- We've rebalanced both Ghoul Squad & Bionic Cop (worlds 4 and 5) for slightly lower enemy numbers in co-op.It was getting a bit much for players during EGX. We may well tweak again if it seems too easy.


We're still planning our major update, but until then expect more, smaller patches to keep things ticking over nicely!

TANGO FIESTA - post EGX launch mini patch

We've basically been at EGX since launch, but we wanted to get some fixes to bugs we spotted out to you as soon as possible:

- The default control pad labels for 'Shoot' and 'Melee' on the loading screen were mixed up. Now they're correct.

- If the player completed a mission whilst under the influence of something that slows them down (water, bushes or cobweb) then the game would set that as their new max speed. This no longer happens.

- We've reduced the slow down effect o players running through bushes in Jungle (world 2).

- We've rebalanced both Ghoul Squad & Bionic Cop (worlds 4 and 5) for slightly lower enemy numbers in co-op.It was getting a bit much for players during EGX. We may well tweak again if it seems too easy.


We're still planning our major update, but until then expect more, smaller patches to keep things ticking over nicely!