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Update 44 - The Mysterious Helper

Greetings, Hard Chip players!

The new update comes in hot! This update covers versions 0.0.5.10 to 0.0.5.13. And it's all about usability once more, as a friendly player experience is a do-or-die for any video game. Let's see what's new:

[h2]1. Old/New Shrink Die Mode[/h2]
Trying to have the most compact die possible is one of the four key performance metrics for each puzzle. But it was all manual, required lots of clicks, and needed to be more intuitive. A lot of players didn't even use it, and when it was required, they just stopped their play session there.
To expand the die, nothing is simpler; draw a trace outside the die (any direction, upward included), and it will automatically expand.
To shrink the die, even more simpler; just validate and HC will shrink your die to the smallest size possible with existing blocks.




Other related modifications:
  1. Removing shrink/extend size from the Mode bar and add it as a tool in the Tools bar
  2. Tools now has "Shrink die", "Auto shrink on validate" and "Edit Size"



[h2]2. New Mode Separation Edit/Blueprint/Readout mode[/h2]
It was easy to get mixed up in the mode the player was actually using. Can I add a trace? Can I remove a block? Wait no? But now I can? What's that cursor?
To get everything clearer, the 3 remaining modes (the "Shrink/Expand Die mode" has been deprecated) have been simplified and isolated from each other. "Edit mode" 's actions can't be done in the "Blueprint mode" or the "Readout mode".
And each mode has it's own color to separate it from other modes. Here's what it looks like now:




Other related modifications:
  1. QOL In blueprint you can select and create a blueprint from a modal
  2. QOL Copy/past/cut/delete works now only in edit mode
  3. QOL Mouse detected short and long click for AddMode (was really painful)
  4. QOL Hard/soft escape behavior per mode (escape can deselect before escaping the level)
  5. FIX SetBlocksToAdd vs AddBlocksModeActivated to fix the mode bar selecting the wrong mode
  6. QOL Disable select when in other mode than AddBlocks or Blueprints add
  7. Compact tuto now reflects the new compact/expand die behavior
  8. QOL Force align and up indicator in edit mode only



[h2]3. New "A mysterious helper"[/h2]
In the shape of speech bubbles providing helpful advice. Even if it's a seems a bit weird...




[h2]4. New L Shape Build[/h2]
Instead of drag-clicking twice to form an L shape trace, now just drag-click once, and HC will calculate a fitting L shape. Want to invert the L, just hit Ctrl while doing so!




[h2]5. Update Readouts UX[/h2]
Readouts are really useful, but they can still be cumbersome. Here's an attempt at streamlining the creation/edition process of readouts:




Other related modifications:
  1. QOL Cute and highlighted readout overlay lines to bits
  2. QOL Add readouts UI tweaks
  3. QOL Readouts edit now shows lines from the editor to observed blocks
  4. QOL Readouts bytes in the same order as shownAddlines with colors and thickness



[h2]Quality Of Life, Bug, and Crash fixes:[/h2]
  1. NEW Add block cursor is a ray marched cube
  2. QOL Starting the music immediately in the editor for dramatic effect
  3. QOL Moving the mouse to the edge of the screen moves the camera
  4. QOL Vertical build can be done anywhere on the screen (not only on top of the focused position)
  5. QOL Left click to move forward in FPS phases
  6. QOL change misleading reset icons
  7. QOL Help for IntroMergeMOS, PMOS and NMOS
  8. QOL Up traces rework with help
  9. QOL Buildup feedback indicator
  10. QOL Simplifying the align indicators
  11. FIX cheese UpTracesChallenge;
  12. FIX Freecam;
  13. Fix doubling given input Readouts;
  14. FIX Satistatory typo;
  15. FIX Proper grades for intro challenges
  16. FIX terminal not following screen size
  17. FIX alt-tab broke Challenges map
  18. FIX random crash on blueprint with readout
  19. FIX Shrink could keep readout out of die on save/reload
  20. FIX crash on die resize where voxel could be in an unknown state
  21. FIX Player's Readouts can't override the challenge's ones
  22. FIX Flipflop latch challenge one input two many
  23. FIX Copy past restored
  24. FIX IntroInput no Click Me button
  25. FIX Selected readouts clear out properly from the selection and don't get duplicated


Your feedback, suggestions, and comments are not just important, they're the lifeblood of this game. We value your input and encourage you to join our Discord server to share your thoughts and ideas!

Thank you for playing Hard Chip, and stay tuned for more updates and new features!

Update 43 - New playtest wave, In-world terminals and new Chapter2 begins

Greetings, Hard Chip players!

New update coming in! Iterations number "I-lost-the-count". This update covers versions 0.0.5.6 to 0.0.5.9. Let's see what's new:

[h2]New wave of playtesting![/h2]
A fresh batch of participants who requested access to the Hard Chip Playtest build has now been granted access to test the latest release! Please see if you're one of the lucky individuals selected!

[h2]1. New Chapter 2: 4Bits Register[/h2]
To get into the next stage, now opening the door gets you to an entirely different place from before. The previous place was an ending with a raymarched scifi space station interior. It was cool, but it didn't allow interactions and new puzzles story-wise. Now the opening gets you to a terminal listing the next parts you need to design!


And those next parts are steps to build a 4Bits cpu register (this is still being determined though!)


Challenges SRLatch alternative, MSDLatch, SRBitCell have been removed to simplify things and avoid confusion.

[h2]2. New In-world terminals[/h2]
A video will explain it all:

[previewyoutube][/previewyoutube]
So all interactions and new objectives will come from those terminals. They are meant to be easy and diegetic: get to a machine's terminal, try to make it work, get your next part to build, design this part and then repair the machine through a nice reboot command. The story mode was completely remade to use them.

They could also deliver story bits and tips in the future. They are quite versatile, code-wise.

[h2]2. Update Rendering Touch Ups[/h2]
This is a little, but the metal trace will have less rounded corners to get closer to the actual look of a CPU's circuitry.


For reference concept art here:



[h2]3. Update All challenge inputs are now at the die level[/h2]
This is a big change. Before:


Now:


For a long time, all inputs were stacked on top of each other at the 0,0,0 location. This was ok for 3 or fewer inputs as always 1 and always 0 terminal are always respectively at the 6th and 8th layers leaving layers 0,2 and 4 for those inputs. But more than 3 inputs meant different input positions altogether. Then when you use blueprints with different input positions, it resulted in spaghetti pasta to wire it all. Messy. And in the end, you rework your blueprints to have those inputs a die level anyway.

Now, the rule for challenges will be inputs at the die level on the left, and outputs on the right. Simplifying it all with less friction.

Take note: all your previous savefiles won't work anymore.

[h2]4. New challenges: AOI 22 and OAI 22 gates[/h2]
If you are using advanced patterns to build up circuits (meaning you don't follow the schematics). Those gates will come in handy! You could have built them before, but now you can validate them automatically! Available in the Bonus Stages section!

[h2]Quality Of Life, Bug, and Crash fixes:[/h2]
  1. Escape now unselects/cancels blueprint add/cancels mosfet add, and return to select mode then escape editor;
  2. Challenge name splashed on start (as they can be interesting context clue);
  3. Help modals rework after a playtest session: Hint to compact help; Hint about inputs canceling the validation when touched; Help modal same font pass;You can click outside the help modal to turn the page or to close it; Hint to use lines of blocks instead on clicking one block at a time;
  4. Don't start BlueprintIntro automatically
  5. Build menu show selected block;
  6. Showing grades ranking hints with a (?);
  7. Restart level from scratch button (highly requested);
  8. Adding help command;
  9. Campaign scripts tweaked after playtest session;
  10. Max simulation speed tuned down;
  11. Camera arrow keys control when in starting area;
  12. Fix Door in the main Menu bug;
  13. Fix crash on build up beyond the die limit;
  14. Fix crash on Select on large maps
  15. Fix Camera behavior between level;
  16. Fix Crash fix on no readout in savegame;
  17. Fix "exit" command line exited the game (lol);


As always, your feedback/suggestions/comments are instrumental in making this game. Join our Discord server!

Thank you for playing Hard Chip, and stay tuned for more updates and new features!

Update 42 - New Playtest Group, Grades, Tutos and Improved UX

Greetings, Hard Chip players!

We're excited to share some insights into our recent development updates, focusing on enhancing the gameplay experience and integrating new features into our game. Our journey is filled with iterations, learning, and a constant push toward creating a more intuitive, engaging, and cleaner gaming experience. Let's break down the key updates we've made this time around:


[h3]New wave of playtesting[/h3]
A fresh batch of participants who requested access to the Hard Chip Playtest build has now been granted access to test the latest release! Please see if you're one of the lucky individuals selected!



[h3]1. New Grades for Campaign Challenges[/h3]
Players now receive grades for all campaign challenges, adding an extra layer of achievement and motivation.



This helps indicate to the player if he is doing great following predetermined solutions. Competing with other players' scores could be intimidating. This allows the player to know if his solution is good enough to advance in the game.

Grades are Functional, Satisfactory, Streamlined, Advanced and Masterpiece. The first 3 grades are predetermined, and the last 2 are based on other players' scores.

Here's a masterpiece grade solution (this grade can only be achieve with equal or better solution to the best known one):
[previewyoutube][/previewyoutube]



[h3]2. New Campaign Introduction Challenges and Enhancements[/h3]
We've reduced the text and unnecessary lore in the campaign for a leaner intro experience. Efforts have been put into dedicated challenges to aid the learning of more game mechanics (namely: PMOS, Schematics, Input interactions, Die size and Optimization):



As you can see, the Challenges map's UI has also been revised, with visible locked sections. Also to preserve progress seamlessly, we've enabled autosave upon challenge success.

And you are not required to see the schematics anymore! If you want to create all the way from scratch all by yourself, it is now possible! The hard way!



[h3]3. Smarter Simulation Start and Validation Logic[/h3]
Validation Logic Overhaul: Validation readouts are now created once and cleared once per validation step, ensuring a smoother validation process with dedicated 'ReadOnlyOut' for output management. Each 'ReadOnlyOut' shows the current expected output value with a small check if the condition is met!

Enhanced Building Experience: We've refined the upward build process, preventing multiple blocks from being accidentally added at once. At last!

Simulation Starts on Interaction: The simulation springs to life the moment any input is interacted with. More responsive and more intuitive!

Undo/Redo and Simulation Reset: We've made undoing and redoing resets the simulation/validation, offering a fresh start for experimentation.



Many other small modifications were made, but this post is already too long. Here's a dump of oneliner of every other notable changes:
[h3]Quality Of Life, Bug, and Crash fixes:[/h3]
  1. Minimal Steamworks integration;
  2. Tweak challenges' speeds and show save as blueprint;
  3. Fix EventValidator;
  4. Remove ShortcutHelper window;
  5. Build up tuto help revised;
  6. Filter in all file lists, Library;
  7. HalfBitAdder challenge terminal placement;
  8. Thread safe voxel rebuild (tentative fix);
  9. Allow 3 errors on rebuild voxel loop before crashing;
  10. Don't show the bottom build bar when no permitted block;
  11. End game weird camera behavior fix;
  12. Fix reverted camera, camera handle mouse lock;
  13. Campaign challenge map no border
  14. Fix auto simulation start;
  15. All Intro challenges use a separate help modal window;
  16. None Input Mode with no cursor rendered in 3d
  17. Separate bonus progression from the campaign one;
  18. Starting camera position updated in all tutorial challenges;
  19. Mos vacant indicator command plugged in fix;
  20. Fix mos vacant pin indicator shows 0 and 1 according to pmos and nmos;
  21. Remove not useful anymore states help window;
  22. Key Binding for select/delete segments;
  23. Unable to remove readout fix; Quick readout edit;
  24. No need to reset;
  25. Disable all Mouse and Keyboard when not focused;
  26. Fix Alt+Tab resuming a wrong Mouse and Keyboard state;
  27. Show unlocked schematics in library
  28. New SRLatch alternative, DLatch and MSDLatch challenge.
  29. CCMouse handles buttons the same;
  30. Close the door when campaign not finished on main menu;



As always, your feedback/suggestions/comments are instrumental in making this game. Join our Discord server!

Thank you for playing Hard Chip, and stay tuned for more updates and new features!

Update 41 - Deterministic Runs & Lots of new Challenges!

Greetings, Hard Chip players!

This is an update from version 0.0.5.1 to 0.0.5.3 which is actually live on the playtest branch. There's quite a lot to go through. Let's catch up on all the modifications that were done!



1. New Bonus Challenges: After finishing the campaign you'll now unlock "Bonus Stages" from the main menu. There are 16 new challenges, ranging in difficulty from simple to quite hard.


Those were hidden challenges, but why keep them hidden? Even if they don't follow a linear progression of difficulty, we think hardcore players will welcome them!

Will you try to make an 8-bit multiplier?



2. New Deterministic Simulation and Microseconds resolution for scheduling: The main goal of HC is to build a basic 8-bit processor. The simulation is built around that goal. And running fast is critical for that goal. But it was a bit annoying to see a few differences in runs while designing smaller parts like gates.
[previewyoutube][/previewyoutube]
Note how the "421" tick count in the center of the screen remains the same during multiple runs!

This update allows HC to run smaller circuits deterministically. Each time, the same tick count! Now you can measure how perfect your solution is and lower that sweet sweet tick count!




3. Update Versioned Online Scores: Scores can be separated depending on the HC's build version. Why this is important? Some older HC builds would allow to "cheese". Now we can record scores with the peace of mind that the scores we are compared with are "cheese-free" (at least up to your current version of HC).




4. New signs for Up/Down Terminal, Clock and Output block: Up/Down, 1/0, +/-, Red/Blue, all those terms/colors mean the same pair of things. But it was confusing for new players to have to play with around those different terms.



The Up and Down terminals are now "Always 1 Terminal" and "Always 0 Terminal", respectively with a "1" and "0" sign on them. The clock which was a "0" sign (I know) has now a distinct sign. Same for Input and Output that were too close to each other.



5. New Select/Cut/Past/Delete Whole Segment shortcuts: Now, with a double click you can select an entire segment (continuous chain of trace blocks). Here's a quick demo:
[previewyoutube][/previewyoutube]


Quality Of Life, Bug, and Crash fixes:
  1. Input Output is shown on Intro Trace;
  2. Music stops fix;
  3. Remove MOS with Alt+Double Click : tentative 1;
  4. Selection works when the mouse moves outside the die;
  5. Force initialization of the first validator to have a visual indicator at the proper place;
  6. GateSRLatch 1-0 terminal adjustment;
  7. Small tooltips for readouts;
  8. "Stick" readout icon shows action rather than state;
  9. F2 to Hide/Show UI and/or Readouts.
  10. The camera doesn't move between Alt-Tab
  11. Tentative "Sequence contains no matching element" crash fix
  12. Touching inputs cancel the validation;
  13. Validators weren't waiting for the simulation to settle fix;
  14. Campaign launches in deterministic mode;
  15. Challenge Half adder terminal position;
  16. F2 doesn't bring back objectives when there is none.;
  17. Shorting terminals while next to each other;
  18. Exiting modal sound;
  19. Auto start simulation off when in the Library (demo doesn't work anyway)
  20. Main menu shows new startup area
  21. Adding controls in Keybindings;
  22. Fail-safe index out of range in SceneRenderer, crash fix tentative;
  23. No editor shortcut when on UI (text inputs bug);
  24. Remove selected readouts feature;
  25. Adding music in the editor;
  26. Fix the camera lock when the middle button is pressed while exiting the editor;
  27. BenchMark adapted to conducive gate except the Thingy one though;
  28. Fixing campaign with conducive gate done;
  29. Scores now are properly evaluated with one or more scores.;




As always, your feedback/suggestions/comments are instrumental in making this game. Join our Discord server!

Thank you for playing Hard Chip, and stay tuned for more updates and new features!

Update 40 - Conducive Gates & Playtest on Steam

Greetings, Hard Chip players!

Quite a lot happened since update 39. We have a long list of modifications to go through and a major change of distribution. Let's get through it!



1. New from Itch.io to Steam: The reach Steam has is no secret. In 2 weeks, the new HC's Steam page matched the itch.io one's total visits. HC has been on Itch.io for more than a year now. The difference is staggering!



Consider giving a wishlist away or follow if you want to follow HC's progression on Hard Chip on Steam!

Take a look at the previous version on itch.io



2. New distribution method on Steam: with the Steam page comes all the advantages for release management. Simplified release process and updates are available in minutes. Daily quick fixes are possible. All savegames are kept automatically between updates. It's really fast. We tested a playtest version and it went well.

All HC's new versions will be uploaded to Steam only.

HC already has enough hardcore players giving a lot of feedback (meet them in the HC's discord server!), but nonetheless you could request access to the playtest build if you have good feedback to give!



Note that version 0.0.4.8-legacy will be forever up on Itch.io!



3. New Conducive Gates: before transistors had their gate split in two, each side was isolated from the other. While double gates transistor exists, this was not a proper representation of a simple planar mosfet HC is using. To allow HC to stick to a life-like simulated gate's behavior, the shape of transistors has to change. Introducing dedicated gate blocks:



From the previous shape:



This new shape allows multiple new behaviors! You can short gates now, use them to interconnect each other, connect them from multiple angles, and a lot of other fun tricks I'll let you figure out.

Note that as the shape of the transistor changes, your old saves won't work without an update on your part.



4. Update Online Scores: Online scores have been reset for the new versions of HC (0.0.5.0 and up). A lot of scores could have been made while the simulation allowed strange behavior. With so many scores, it is impossible to triage them properly. So big reset from 0.0.5.0!



Quality Of Life, Bug, and Crash fixes:
1. Instructions are not shown automatically, giving the chance to the player to figure it out by himself
2. Crash fix when creating a blueprint with an empty selection
3. Adding music in the editor, tentative 1!
4. Fix the camera lock when exiting the editor
5. "Remove all readouts" option when selecting blocks

6. Editor shortcuts are disabled when a modal is up
7. Rendering crash fail-safe, tentative fix
8. Key bindings list updated with latest controls (still static)
9. Main menu shows the new starting area (performance greatly improved!)
10. New 30fps refresh rate limits


As always, your feedback/suggestions/comments are instrumental in making this game.

Thank you for playing Hard Chip, and stay tuned for more updates and new features!