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Can't Stop Rory News

Playtest #3 is LIVE! 7-11 August

[p]Hey Farmers![/p][p][/p][p]It has been a long time since our last Playtest... BUT we have a few surprises for you![/p][p][/p]
  1. [p]We're participating in the Debut Festival 2025! Super honoured to be part of this year's roster[/p]
  2. [p]The new Build features a lot of massive improvements, such as: the bunker, new map, visual improvement, variety in the Unfeds...[/p]
[p][/p][p]The gates are open – come test, explore, and leave your mark![/p][p][/p][p]Jump in now:[/p][p][/p][p] 1. Fill out the registration form: https://forms.gle/BVbsEKwrmQT1y5Mq5[/p][p] 2. Redeem your Steam key[/p][p] 3. Install the game & dive in[/p][p] 4. Join our Discord to share your feedback: https://discord.gg/dpsKBp83N2[/p][p][/p][p]Your journey starts today.[/p][p] Day is for building.[/p][p] Night is for surviving.[/p]

Beta 1.0 Dev Log #5

[p]Beta V1.0 - Closed Release

TL;DR: Big milestone update! [/p]
  • [p]Added Bunker Progression & Room Unlocks,[/p]
  • [p]Revamped the Currency & Reputation systems,[/p]
  • [p]Major Zombie fixes & animation improvements,[/p]
  • [p]New Saving/Loading systems for progress & economy,[/p]
  • [p]Lots of UI updates & tutorial improvements,[/p]
  • [p]Performance boosts & visual polish,[/p]
[p] Zombie & Combat Updates [/p]
  • [p]Fixed zombie flickering and standardized animations,[/p]
  • [p]Fixed respawning zombies floating at death locations,[/p]
  • [p]Fixed mini zombies spawning with the wrong mesh,[/p]
  • [p]Fixed mini zombies walking animation,[/p]
  • [p]Fixed Combat Mode saving issues,[/p]
[p] Bunker Progression [/p]
  • [p]Started Foundation to Bunker progression system,[/p]
  • [p]Added Room Unlock cards with placeholder tooltips,[/p]
  • [p]Added Bunker Room name panels,[/p]
  • [p]Added Room Level unlock checks and upgrade button invalid messages,[/p]
  • [p]Set initial Bunker Unlock card data,[/p]
  • [p]Added more graffiti tutorials,[/p]
  • [p]Added and rearranged bunker content for smoother progression,[/p]
  • [p]Fixed Room Unlock card scaling issues,[/p]
  • [p]Fixed saving issues when switching between Farm ↔ Bunker,[/p]
  • [p]Added Loading Screen when changing maps,[/p]
[p] Progression & Economy Systems [/p]
  • [p]Fixed double XP bug,[/p]
  • [p]Added Reputation system linked to bunker rooms,[/p]
  • [p]Revamped Currency system,[/p]
  • [p]Built new Currency Handler,[/p]
  • [p]Fixed conflicts between old and new unlocking systems,[/p]
  • [p]Crop plots now specify crop types,[/p]
  • [p]Activated Economy Saving/Loading,[/p]
  • [p]Fixed economy saving issues,[/p]
  • [p]Fixed incorrect invalid upgrade messages,[/p]
  • [p]Added levels to progression system,[/p]
[p] Visuals & Environment [/p]
  • [p]Added experimental XP visual effect when selling crops,[/p]
  • [p]Added background bushes and improved trees,[/p]
  • [p]Added pre-placed bushes & re-enabled bush spawning,[/p]
  • [p]Added decals for tutorials,[/p]
  • [p]Adjusted daylight visuals,[/p]
  • [p]Removed water bot,[/p]
  • [p]Removed pre-placed plots,[/p]
[p] UI & Gameplay Improvements [/p]
  • [p]Started creating new widgets for menus,[/p]
  • [p]Implemented Bunker Room menus,[/p]
  • [p]Added Room Panel functionality,[/p]
  • [p]Added invalid message for unavailable upgrades,[/p]
  • [p]Fixed earned XP rounding errors,[/p]
  • [p]Project settings adjustments and small tweaks,

    [/p]
[p] Known Issues [/p]
  • [p]Can still upgrade/rebuild walls when balance is below cost,[/p]
  • [p]Economy currently unbalanced,[/p]
  • [p]Moths are stuck (they just flap their wings),[/p]
  • [p]Missing some UI elements for Bunker Unlock cards,[/p]
  • [p]Missing Bunker Room progression models


    [/p]

Dev Update #4

[p]Zombie AI & Combat Updates [/p]
  • [p]Finalized Zombie AI base behavior,[/p]
  • [p]Re-enabled Zombie fire damage [/p]
  • [p]Updated zombie spawn VFX,[/p]
  • [p]Added Zombie SFX,[/p]
  • [p]Fixed zombie spawn animations,[/p]
  • [p]Fixed respawned zombies not taking damage,[/p]
  • [p]Fixed damage numbers showing too early,[/p]
  • [p]Adjusted damage number visuals [/p]
  • [p]Fixed Zombie damage numbers bugs,[/p]
  • [p]Fixed Tall Zombie initialization,[/p]
  • [p]Fixed zombie -> door interaction,[/p]
[p] Bunker & Farm Updates [/p]
  • [p]Almost finalized bunker layout,[/p]
  • [p]Added bunker door to bring play inside,[/p]
  • [p]Added console screen to return to farm [/p]
  • [p]Rearranged farm layout,[/p]
  • [p]Added bunker rooms,[/p]
  • [p]Fixed level saving when entering/exiting bunker [/p]
[p] Systems & Environment [/p]
  • [p]Implemented zombie spawning pools,[/p]
  • [p]Fixed interaction collision on broken walls,[/p]
  • [p]Added SFX to walls breaking,[/p]
  • [p]Restored pre placed walls to the Farm,[/p]
[p] Gameplay & Misc [/p]
  • [p]Fixed XP Orb errors,[/p]
  • [p]Fixed Combat Mode camera bug,[/p]
  • [p]Added Superseed Model (Bunker Currency)[/p]
  • [p]Added Bigbrain Model (Bunker Currency) [/p]
  • [p]Updated Wheat drop model,[/p]
[p] Imported UI for: [/p]
  • [p]Room Console [/p]
  • [p]Dialog Card[/p]

Dev Update #3

[h3]Dev Log Update #3 🛠️[/h3][p][/p][p]What we have been working on since last time!:[/p][hr][/hr][p][/p][h3]🗺️ Bunker & Exploration[/h3][p][/p]
  • [p]Bunker Access: Players can now enter the bunker! 🥳[/p]
  • [p]Expanded Bunker Content: We've added more rooms and details to the bunker areas.[/p]
[hr][/hr][p][/p][h3]🧟 Zombie & AI Systems[/h3][p][/p]
  • [p]Zombie EQS Integration: The Environmental Query System (EQS) for zombies is now functional, though we're still fine-tuning it.[/p]
  • [p]Enhanced Zombie AI: We've done further work to improve zombie AI behavior.[/p]
  • [p]Night Wave Spawns: Zombies now spawn in waves at night and will attack planted plots and walls (if not broken). 🌙[/p]
  • [p]Visual & Audio Effects:[/p]
    • [p]Added zombie spawn animations.[/p]
    • [p]Implemented zombie hit visual effects (VFX) and hit sounds. 💥[/p]
  • [p]UV Lights: UV lights now activate automatically at night.[/p]
  • [p]Navigation & Behavior Adjustments: We've made minor adjustments to the navigation mesh and overall zombie behavior.[/p]
[hr][/hr][p][/p][h3]🏗️ Building & Defense[/h3][p][/p]
  • [p]Wall Upgrades: Wall upgrade functionality has been implemented.[/p]
  • [p]Wall Level Progression: Stage 1, 2, and 3 meshes have been added for wall levels 2 and 3.[/p]
  • [p]Wall Data Table (DT_WallLevels): This data table is now set up to define wall models, health, upgrade costs, and repair costs.[/p]
  • [p]Wall Costs: Cost has been added for wall repair and upgrades.[/p]
  • [p]New Wall Type: Wood walls are now available.[/p]
  • [p]Workbench Icons: Icons have been added for the defense workbench.[/p]
[hr][/hr][p][/p][h3]✨ Fixes & General Improvements[/h3][p][/p]
  • [p]Ivy Model Update: The ivy model and textures have been updated.[/p]
  • [p]Sun Brightness/Temperature: Adjusted sun brightness and temperature settings. ☀️[/p]
  • [p]Edit Mode Arrow Fix: Fixed an issue where edit mode move arrows would get stuck on schematics.[/p]
  • [p]Wall Collision Height: Corrected the collision height for walls.[/p]
  • [p]Combat Mode Exit Fix: Resolved an issue with exiting combat mode.[/p]

Dev Update #2

[h2]🛠️ Dev Log Update[/h2][h3]Everything we've done this week![/h3][hr][/hr][h3]✨ New Features[/h3][p]🎮 Minigame System (NEW!)[/p][p]We’ve introduced a brand-new Minigame mechanic tied to building![/p]
  • [p]Fixed initial blurring issues[/p]
  • [p]Added hammer animation, particle effects, and sound FX[/p]
  • [p]Rory now pauses when the Minigame appears[/p]
  • [p]Player input is locked during the Minigame:[/p]
    • [p]Camera rotation, movement, and scrolling are disabled[/p]
  • [p]ESC now exits the Minigame[/p]
  • [p]Added a Quit Button for clean UI navigation[/p]
[p]🧱 Wall Building in Stages (NEW!)[/p][p]Walls now build progressively through multiple visual stages![/p]
  • [p]Added stage-based wall meshes[/p]
  • [p]Introduced Build Bot to assist with construction[/p]
  • [p]New build sounds and visual effects added for feedback[/p]
  • [p]Wall color options (Blue) and winter materials/VFX introduced[/p]
[hr][/hr][h3]🛠️ Edit Mode & Schematic Improvements[/h3]
  • [p]Began major Edit Mode rework[/p]
    • [p]Redesigned borders and UI layout to better fit early game[/p]
    • [p]Fixed major bugs and overlapping placement issues[/p]
    • [p]Disabled Freeplace temporarily for consistency[/p]
    • [p]Stress tested building logic and made schematic updates[/p]
  • [p]Interactions upgraded:[/p]
    • [p]Only one menu can be opened at a time[/p]
    • [p]Cannot open wall menus while in edit mode[/p]
    • [p]Player must be within range to interact[/p]
  • [p]Added new Move/Rotate menu[/p]
    • [p]Left/Right arrows for rotating active schematics[/p]
    • [p]Visual arrows for move feedback[/p]
    • [p]ESC now exits Edit Mode[/p]
    • [p]Pending schematics are hidden when hovering over Edit options[/p]
  • [p]Improved button sounds and click feedback[/p]
  • [p]Fixed greyed-out checkbox flashing[/p]
[hr][/hr][h3]🛒 New Gameplay Additions[/h3]
  • [p]Decoration Workbench fully implemented[/p]
  • [p]Added Portable Sell Stations with animations[/p]
  • [p]Placed the Bunker Entry model into the world[/p]
  • [p]Robot names are now visible above units[/p]
[hr][/hr][h3]🎨 UI & Visual Enhancements[/h3]
  • [p]Added Wall UI and improved Workbench UI[/p]
  • [p]Removed Left Side Buttons for a cleaner interface[/p]
  • [p]Fixed Close Button scaling[/p]
  • [p]Improved visual clarity across menus[/p]
[hr][/hr][h3]🐞 Bug Fixes[/h3]
  • [p]Fixed new wall health showing as full[/p]
  • [p]Fixed schematics being blocked by built walls[/p]
  • [p]Fixed objects deleting nearby boxes[/p]
  • [p]Addressed multiple bugs related to buildables and interactions[/p]
  • [p]Resolved several minor visual and gameplay glitches[/p]