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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!

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 nowĀ hasĀ "Shrink die",Ā "Auto shrink onĀ validate" and "EditĀ 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!