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Gunsmith News

Notoriety System and a new game Kinetic Edge coming soon!

[h2]Hello Gun$mithers! [/h2]

Notoriety system.


Today we are adding a new feature, the Notoriety system. This new system allows the player to gain reputation with various clients around the world. You can either work your way towards being a businessman or a warlord. These reputations come with some perks if you play it safe. But also some risks if you’re a bad person!




IDC ( indirect death count )


Now has an effect on the game, we have rebalanced this and we have also made it count towards your notoriety so the game should be more interesting now!

We have set up initial values for all of this but in time i'm sure we will polish it with your feedback!



We also have an exciting announcement to make!




Thanks to your help and your support over the last 2 years. We are expanding again as a studio! We are happy to announce that we have another game being made now as well!

It’s called Kinetic Edge and its a fun physics based multiplayer game with multiple game modes where you can have fun with your friends!

If that interests you feel free to hop to the Steam page and drop a wishlist or come to the

Kinetic Edge Discord


Kinetic Edge Discord!


Kinetic Edge Steam Page


Kinetic Edge Steam Page!

More Changes for Gunsmith below!


[h2]Changes;[/h2]

Added a new Notoriety system, one of the many systems we plan on adding to add some consequences to player actions, who they deal with and who they sell to.

You can either pursue positive or negative notoriety, depending on who you deal with and where you spend your money. Both sides have advantages and disadvantages, you chose which path to take.

License requirements and starting reputations change and adapt depending on the starting country.

More implication depending on the country you start on will come in future updates.

Added a Duplicate button for multiple selection which allows players to duplicate selections without having to create a Blueprint.

Updated localization for the following languages: Chinese, Russian, Spanish, French, German and Turkish.

[h2]Bug fixes: [/h2]

Fixed a bug which was causing finished items to be processed in an invalid manner by the intermediate items boxer. It should always return them to inventory.

Fixed a bug with the intermediate items boxer which was causing empty boxes on racks.

Fixed a bug which was causing crafting and output timers for machines to reset after Pausing/Unpausing gameflow.

Fixed a bug with the new orders timer resetting when the gameflow is paused and you accept/reject an order.


[h2]Work in progress:[/h2]

Automation rules for prices to accept decimal values.

Independent boxing per item as well as specific boxes with differ items per box.

Add various sound effects to important game events.

Change the research system to a points system instead of the current budget/day combo. As well as allowing buffs to research speed, multiple research slots, etc

More specific money reports when gaining/spending money.

Thank you all for your continued support for our little studio!

See you soon!

Seacorp Team!

Some Alpha bug fixes

Hi all we have dropped a small patch this evening to fix some bugs people have encountered with the Alpha.

Patch changelogs V40b:
- Fixed an issue with the Order automation UI scaling.
- Fixed various issues related to item processing by machines, in some cases accepting invalid items.
- Fixed a couple issues with intermediate item boxing.
- Fixed the pricing on a couple items to avoid buy/sell exploits
- Fixed some collision with the Explosives Former machine

Also please can we ask you to keep an eye out for a very hard and particular bug that means boxes are not leaving racks when sold. We cant replicate it. We believe it has something to do with entering certain numbers into the system. Please if anyone does find this bug do contact us in Discord so we can try and fix it! It seems it is rare but also very hard to find. Please let us know if you do have it!

Thanks all!

Best

SCT - Gunsmith Team

Gunsmith ALPHA!

After 2 Years of hard work. We are ready to move Gunsmith into its Alpha stage.


[h2]Why do we think now is a good time? [/h2]

Well, on face value when you look at Gunsmith. For a Pre-Alpha, it is advanced, and we feel that really its too advanced to be called a Pre-Alpha now.

We are also now confident we know the road ahead. We have discussed for hours and hours features for our 1.0 Launch. We know what we want to do to the game. We know what you want us to do to the game. We have listened to feedback for 2 years. This update we feel puts the game into a nice position to build our deeper mechanics into.

Let us look back before we talk about that. We launched Gunsmith on the 25th May 2018. We were running out of time and money. We pushed as much as we can to get as much done for release.

This game was very much a success or die story. If the game flopped on launch or received very poor reviews. We had no fuel in the tank to make another game and probably not enough time to rectify that situation.

This is where our feedback and advice from you, the players and also customers were extremely valuable. It helped us refine what was good about the game and what was bad.

So many of you helped us check the game before launch. Played the open test. Gave us feedback. Honestly, there was too much to get through. But it gave us the right direction.

Luckily, we played our cards right and we launched with a game that the vast majority of you enjoy. Sales were good. We have benefited being a Top Seller for the majority of our lifespan. We have also been covered by some great Youtubers.

Some of the play times that we see absolutely blow our minds. 200, 300, 400 hours. We are extremely proud we have bought some people that much entertainment.
Over the last 2 years we have pushed over 40 updates.

It’s kept us in a job and provided us with a stable income to build our studio. In return, we have done our best to make a product you can all enjoy as much as possible.

We are still small, we have grown slightly, but we have an ambitious goal to become a premium indie studio and with a skeleton crew that is a hard task. But we are performing that task and getting better at it.

We have put in a 2-year anniversary item to the game that you can all get by simply playing the game any time in the next 2 weeks. It’s a time limited collectable so make sure you grab it! It’s free and you can put it in your staff room to say you were there!

I know we ask this a lot but if you are enjoying Gunsmith please consider leaving a review as they are the most crucial thing for us as a developer to help get the message across to other players that they should give our game a shot.

All we can say is a massive thank you for everyone joining us on the journey. We will finish Gunsmith. And Gunsmith will be awesome.


Todays update we have done a total rebalance of the game. It is now harder to make money and more thought needs to go into the process.

[h3]We have added two major features to the game. [/h3]

[h3]Intermediate Items[/h3] so you can now create a vast network of interconnecting factories and [h3]The ability to control output and crafting speeds on all machines [/h3]
[h3]We have also updated electrical utilities. [/h3]

[h3]- Fixed a tonne of bugs
- Greatly updated the UI and much more.
- We updated both Chinese and Spanish localization. French, German and Russian will be coming soon. If we find any issues with translation please report it on Discord or the Steam Hub.
- Full changelogs: Here
[/h3]



Now to the future.

What do we want to do now?


The short answer… A lot…

In my mind ( Rich speaking here from a design brainstorm ) I want to expand the game now deeper into its mechanics. I want licences to have a real causation on the game. I want the player to pick a character at the beginning of the game and take that character on a journey through the story.

Acquiring fast cars houses and apartments and secret sites. I want the player to have to deal with clean and dirty money. Hiding large sums of physical money or paying a percentage to launder it.

I also want you to be able to build a network of henchmen around your character that help you with your empire. These people will have trust and loyalty and they will have the ability to betray you.

We want the government to close you down if you are breaking the law. By force with police if needed. I want to expand on the Indirect death count system and how that will change your morals.

All of these things I would like to round off to a moment akin to the end of Scarface where your empire is imploding and what do you do? Run with the money? Go to prison? Say hello to my little friend?
This is what its all about. That is our end game. I hope we can deliver this for you in 2020.

I can’t wait to see how it plays out. Ed (programmer) is going to want to kill me after reading the entire feature list above. But I’m sure he will do it all for you.

Thank you all so much. Cannot wait to drop more updates for you all. See you soon, we are going to be here for some hotfix support. But then… We are going for a short break after this massive update.
Stay Safe and all the best.

SCT Gunsmith Team.

Bridge belts fixes and improvements

Hello all, weve spent the week nailing down some annoying bugs and features. Today we are pushing this update which we are hoping should improve the game greatly!

Changes:


Improved the Machine Log to specifically display what is wrong with invalid items and why they were returned to inventory. Along with the Item Cues Tool, the player should now have all tools necessary to detect any defects in their production lines.

Added an option to the Order Automation rules to make them execute when conditions are NOT met. This offers more freedom to players to setup their specific needs, for example: Reject all orders which do not contain the items they need.
Made the error alert 3D arrow dismiss when it gets clicked.
Added a right click on the red error alert UI element to dismiss all alerts.


Bug fixes:

Fixed a bug where mechanics in certain cases didn’t fix machines if they were at a certain long distance.
Fixed a bug which caused Orders in the Orders panel to flicker and disappear after doing a certain combination of zooming in and out and hovering over machines.
Fixed a bug which prevented leaving the pause menu with the ESC key.
Fixed a bug where placing regular belts under Raise or Decline bridge belts causes item movement to not function properly.
Fixed a bug where Line Control Groups revert back to the Default folder after Powering it On/Off.
Fixed a bug where newly unlocked items didn’t get listed in Order Automation conditions.
Fixed a bug where placed belts and hired staff while the game was paused didn’t properly comply with the current pause.
Fixed a bug where while paused, hiring staff stops working properly after a certain number of hires.
Fixed a bug with Order Automation UI not properly accepting numbers after the thousands.
Fixed a bug with Order Automation UI where editing a rule didn’t properly allow editing quantities.
Fixed a bug where object highlights didn’t get properly reset after moving multiple objects.

Bridge Belts Bug Fixes!

Hello all! We have had a few bugs reported this weekend. Ed has kindly worked over the weekend to fix them for you all! Thank you Ed!

There were a few bugs reported, your game version should now be 39a

If this is not your game version. Please restart steam and update your game!

- Fixed a bug where the item quantities did not properly update in the Orders interface.

- Fixed a bug where staff spawned while paused did not get paused properly.

- Fixed a bug where LC Groups reverted back to the Default folder after getting used (Added/Removed machines, etc)

- Fixed a bug where research and the day still advanced while pausing right after reloading a save.

- Fixed a bug where loading a sandbox save did not properly unlock all next research nodes.

Thanks everyone!

Best

Rich and Ed