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Update 46 - The Fest, the camera, everything, all at once

Greetings, Hard Chip players!

We are now covering the modifications done in versions 0.0.5.17 to 0.0.5.27! It has been 3 weeks since the last update, so I might have accumulated lots of small tweaks here and there. Let's dig in:


1. Hard Chip on Steam Next Fest

This was the main focus of the last 3 weeks at least. Mainly it was:
  • Demo: creating, tweaking & ironing bugs out for a larger audience (public access people don't want to play an unstable build), and finally, setting up the demo with Steam.
  • During the event: bug fix, streaming (a lot), and engaging with/responding to players.
  • Post: beginning to work on the pain points from that demo.

Result? Success... but with constructive feedback! First, let's look at some numbers: 2029 demo played, 972 hours played, 209 hours of streaming, 42251 viewers with a peak of 520 concurrent viewers, 3 Twitch/YouTube streams from streamers, 17 topics opened on Steam's forums with 55 replies, 45 new users on Discord (countless messages here as well).

This is great! Not only that, but the wishlist count is also excellent for such a niche game! (Hard Chip is not suitable for all audiences for sure)


Now, the main points from the event were those:
  • Camera controls are s**t,
  • Vertical build mode and alignment were a chore/awful
  • Linux support
  • UX frictions, stuck with incorrect instructions.
  • (to be honest, a lot of feedback, a lot, which was hard to track for one person!)

Those points will be the main focus for the following weeks! Except for Linux, I lack the proper knowledge to estimate how long it would take.

THANK YOU! Overall, this was a stressful experience, but it was extremely valuable. I read every feedback, every single one. I tried to answer them all.


Other related stuff:
Nice test from a streamer, very entertaining:
[previewyoutube][/previewyoutube]

One live with 465 viewers:



2. UPDATE Camera controls

Oh well, this one still needs to be finished. In some cases, the camera could be stuck outside the playing field, and from there, it would behave weirdly, locking and hitting invisible walls.

Rules about how the camera is moving are simplified now. Making it more predictable. But remember, SPACEBAR will solve your camera problem everytime you hit it :D!

Other related modifications:

    QOL Better camera placement: bounded camera target instead of camera itself;
    QOL camera smooth move to start position in Editor (used in wall challenge);



3. UPDATE Vertical build mode is back on the SHIFT key

Oh well, this one still needs to be finished (too). The previous attempt to make this easier was a step back for most people. So now, build-up is bound to Shift, and if you are among the few who like the normal-based build-up, you can switch to it in the settings.

Other related modifications:

    QOL Tuto using Shift key to build up;
    QOL Normal based vs Shift based build up mode settings;
    QOL up/down on place indicator for Add block mode;



4. NEW Broken mos indicator

Many people wondered how to plug/merge MOS. A damaged MOS wasn't obvious at first; you mostly had to launch the validation or play with the input to see that it wasn't working anymore.
Now this should help:




[h2]Quality Of Life, Bug, and Crash fixes:[/h2]
Sorry this is quite a list, not much fun to read, here for reference only!
  • NEW NOR Schematic;
  • MI Dedicated BitAdder challenge map for the demo;
  • MI Soft reset online scores (everyone is back to 0 now!);
  • MI Steam links in the main menu and Steam compliance;
  • QOL Unlocking bonus when the 4bits adder is done;
  • QOL added a pale color to the gates to differentiate them;
  • QOL Adjustments on P/NMOS and merge intros;
  • QOL Bonus doesn't blink or gray out;
  • QOL can go back on HelpModal and Glitchy;
  • QOL Changing wording and simplifying the NMOS challenge;
  • QOL Dynamic limits indicator shows when you expand or not and how much;
  • QOL Erase level unselect everything;
  • QOL explains how outputs behave when shrinking the die;
  • QOL Fixed window DPI scale;
  • QOL Gate rendering now shows a clear cut to avoid thinking it is connected at layer 0;
  • QOL Glitchy helps in Blueprint, schematics and compact tutos;
  • QOL Help Icon blinks every 30s;
  • QOL Hint players to remove blocks in CompactChallenge;
  • QOL Inverter challenge start camera pos tweaks;
  • QOL less colors in the truth table;
  • QOL Missed goal when task not fulfilled;
  • QOL Perf report explaining its metrics; Removing OptimalInverterChallenge; Grades touch ups for BitAdder,
  • QOL Redoing AND/NAND schematics to match 01 terminals icons;
  • QOL simpler looking the wall challenge;
  • QOL slightly larger camera movement;
  • QOL Warning sound on building outside;
  • SX "Air lock" to "Safety Door";
  • SX Hints for workstation added;
  • SX less cryptic intro of the helper;
  • UX End of demo modal;
  • UX Links revamp in the main menu;
  • UX Showing "demo" in the main title;
  • UX toolbox and die operation tooltips;
  • UX Hinting players that input clicking are for test, not for solution;
  • UX helper says how to use up/down or one plane build;
  • UX Grades doesn't use a metric not shown in the report (tutos);
  • FIX auto shrink height;
  • FIX BEPU tentative crash fix;
  • FIX BitAdder Map stuck at Blueprint;
  • FIX Campaign sounds respect sound settings;
  • FIX Compact challenge not exiting after success;
  • FIX Crash on exit game;
  • FIX crash when getting back from edit blueprint from the campaign;
  • FIX Clipped "unlock next" in Bits Adder challenge map;
  • FIX Die Limits indicator not updating on reset;
  • FIX empty demo name box when no save on main screen;
  • FIX Ensuring clear color;
  • FIX erasing inputs while building outside the die;
  • FIX gate/trace not connecting on malformed MOS;
  • FIX Grade could fall into advanced for intro levels;
  • FIX import from clipboard;
  • FIX Input/Mos merge exploit;
  • FIX Limits no showing properly;
  • FIX manual die operation window not showing, wrong state on edit when coming back from it;
  • FIX Merger challenge cheese;
  • FIX reset level, remove existing player's Readouts;
  • FIX solition typos and grammar;
  • FIX try catch to avoid crash maybe on block HTTP request;



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!

Steam Next Fest Live Stream

Hard Chip participates in Steam's Next Fest

Dive into the fascinating world of semiconductor puzzles during the Steam Next Fest! šŸŽ®

Join us for one of the two exclusive gameplay streams, during which we'll unveil some of Hard Chip's challenges and brain-teasing mechanics.

Immerse yourself in the electrifying universe of Hard Chip, where every connection counts.

Set a reminder (in this very event) to not miss it!

See you there! ⚔

Steam Next Fest Live Second Stream

Hard Chip participates in Steam's Next Fest

Dive into the fascinating world of semiconductor puzzles during the Steam Next Fest! šŸŽ®

Join us for one of the two exclusive gameplay streams, during which we'll unveil some of Hard Chip's challenges and brain-teasing mechanics.

Immerse yourself in the electrifying universe of Hard Chip, where every connection counts.

Set a reminder (in this very event) to not miss it!

See you there! ⚔

Steam Next Fest Live Stream

[h2]Hard Chip participates in Steam's Next Fest[/h2]

Dive into the fascinating world of semiconductor puzzles during the Steam Next Fest! šŸŽ®

Join us for one of the two exclusive gameplay streams, during which we'll unveil some of Hard Chip's challenges and brain-teasing mechanics.

Immerse yourself in the electrifying universe of Hard Chip, where every connection counts.

Set a reminder (in this very event) to not miss it!

See you there! ⚔

Update 45 - Easier to read and use! + 3 new challenges

Greetings, Hard Chip players!

We are now covering the modifications done in versions 0.0.5.14 to 0.0.5.16! All about usability (again?), let's dive in:


[h2]1. NEW Truth Table![/h2]
One of the main issues players had during playtest sessions was reading Objectives. Almost every time, they found them too complicated to read, and they were surprised to find out that the solution was, in fact, simple. So something had to change! Here's our try at improving it based on the tried and true Truth Table form:

[previewyoutube][/previewyoutube]
Much more easier to read! Not only that but it allows larger validation too! Here's a test one:



Other related modifications:

    IMPORTANT: QOL Renaming neutral from X toĀ _, and short to X!
    Reworked objectives control;
    Dedicated Truth Table window;
    The truth table is detachable;
    Truth table sizeĀ reacts to large or numerous validators;
    Selectable validation steps! Stay in the activeĀ Step so you can build validating one specificĀ Step;
    QOL Reset ValidationĀ vs Reset Level button inĀ a separate bar;
    QOL Validate button indicate briefly theĀ step-by-step mode;



[h2]2. UPDATED Build Mode[/h2]
Once more, building upward was more of a friction with players. After a while, you can adapt to it, of course. But at first, it could erode the fun enough to want to close HC and then compensate with chocolate or cheese.
We replaced the old build-up mode with a new one. Here's our attempt to make it smoother!



No keyboard is involved! Only the mouse placement on the target block determines the direction of the next traces!



[h2]3. NEW Decoder Challenges[/h2]
There is a divide among players: those struggling with the early game and those who want to go harder, faster, and stronger. Here are the new challenges:



You will love to do better than the schematics provided!


[h2]Quality Of Life, Bug, and Crash fixes:[/h2]
  1. PERF Benchmark discarding empty sim frames as they only indicate the precision of scheduling, not actual perf;
  2. NEW Grade visible from the challenge maps;
  3. NEW Splash title rather than class name for Challenges; Naming input/output; Pass QA on gate challenges
  4. FIX Race conditions in ReadOutsManager;
  5. FIX Inputs now cancel the validation;
  6. FIX ReadonlyOut updates with Step by step mode;
  7. FIX can now exit demos;
  8. PERF Lazy load world in camera captured when showing the Bit Adder challenge map;
  9. QOL Erase button on the minimal bar;
  10. FIX align read-only readout to the right, regression;
  11. QOL Expected readout shows now value;
  12. QOL Validations events based instead of simulation loop-based;
  13. FIX Tentative fix Bekfast's IntroLevel key press bug;
  14. FIX trace BuildIndicator respect Y layer shape;
  15. QOL Bonus stages screen revamped from draft state to something a bit better and showing all challenges;



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!