We have a small patch this week to address some save data issues as well as fix some problems that were causing black screens for some of you. We've also brought back GSA-002, the 2nd tutorial planet, which includes some more advanced gameplay tips. This planet previously required completion to advance, but is now optional.
We're continuing to work on improving online stability and should have another patch later this month.
Version 1.01 Change log
Fixed bug where client progress data was overwritten with host progress data.
Client changed an option on the pause menu, which was then autosaved.
Changed not to overwrite client data with host data.
Fixed bug where client factory data was overwritten with host factory data.
If the host disconnects for some reason, the host migrates to another person but the original host's data overwrites the new hosts data.
Will display an error message and pause the game when a host disconnect is detected, then back out to the planet select screen when the dialog box is closed.
Fixed bug where game crashed when starting SOOP with a conquest factory
Data saved with a dirt block inside a factory (in item state)
Changed not to crash
Fixed bug where game crashed when resuming SOOP game
Invalid data saved when exiting pause menu
Improved data load
GSA-002 (2nd tutorial) returned, made optional
Other bug fixes
Fixed bug where game did not run properly in Steam offline mode
Fixed bug where game crashed when choosing Control Map on in-game options menuグ
Fixed bug affecting scrolling on leaderboards
Fixed bug where Very Yummy soups were not counting toward Astropins
Fixed bug where conquest factory was loaded when "no factory" option was chosen in SOOP
Well Astroworkers, the time has finally come for you to venture into the expanse of the Galaxy and feed the hungry masses! Nom Nom Galaxy ver. 1.00 is now open for business!
It's been a long journey since we first released on Early Access almost a year and a half ago - even longer if you count our time as PixelJunk Inc when this blog first started. We've learned a lot along the way! Two PAX Prime attendances in the Indie MEGABOOTH, awards at Brazil's Independent Games Festival and GDC China's Independent Game Festival, appearances at SXSW 2015, Gamescom 2014, PSX 2014, BitSummit 2013 & 2014, Indiecade 2014 and EGX 2014... whew! We've been hoping all over letting people sample the soup! Add to that the huge contributions that all of our Early Access players have added and we fell like we've got a soup that's been seasoned by the best Astroworkers on the planet.
The full release of Nom Nom Galaxy adds:
Complete campaign with 27 different worlds to explore
Improved online 4P co-op
Galactic Challenge Mode with rotating challenges that earn you Galactic Gum to use in Conquest and S.O.O.P Sim modes
Steam Trading Cards
Of course, the work for an Astroworker is never done, so we'll be continuing to improve Nom Nom Galaxy over the next few months. There are a lot of things still be requested in the forums that we'd like to address. I don't want to get into details now, but we're hoping to add a few modes to keep the soup flavors just as interesting as the first taste.
Long time no soup, Astroworkers! Massive here to bring you the details on our latest update. We've made a number of big changes, fixed a lot of bugs, and added some features that you in the community have asked for. We're almost ready to go full steam, as it were, and just have a few more things to experiment with. This update is another big one, so get ready!
Four on the Floor In this update we're finally bringing something that you've wanted for a very long time: 4P ONLINE CO-OP!
Now you can attempt to corner the space soup market as a member of a capitalistic quartet, delegating task to those best suited for the job like a BOSS! Explore further, build bigger, fight harder, MAKE THAT MONEY! You can combine 4 individual players or 2 local co-op and 2 other individual players. You can even use the newly added friend invite system to build your team!
This feature is still being improved, so the friends you invite will need to have Nom Nom Galaxy running or they won't automatically join the session. However, this will be streamlined in the future.
Consumer Reports We've also been listening to your feedback and requests in response to the game in general and the 00.99a update in particular, and a number of those are also reflected in this update. The first of these is: you can now choose which gum to chew!
Sugar High Galactic Gum comes in a variety of flavors that do strange, science-type things to Astroworkers, but until know you were completely at the whims of fate as to what you could use and when. This has been changed so you can now choose the best stick of gum to chew when a potentially life threatening or financially explosive situation is impending! Need more defense funding? Gold Rush! Pesky rock wall in the way? Boulder Bash! The power is yours!
A Shocking Display
We moved the DANGER banner! Although the purpose of this display is to warn Astroworkers of impending danger, it was often responsible for its fair share of headaches itself, by obstructing your view of the action. The position has been lowered to avoid this, and the transparency of the banner itself increased. Now YOU are the danger.
Under Construction Corridor parts can now be overwritten with parts of a different shape, costing only the matter difference between the two. This should help with speedy renovations of the factory to better accommodate Astroworker needs.
Garden Variety Previously, plant growth conditions did not carry over into S.O.O.P. mode when starting with a Conquest mode factory, but this has been remedied. Now Astroworkers can continue cultivating their little stretch of land uninterrupted! Also, to make automated gardening more effective, Clarence's harvesting time has been increased to prevent gardens from being destroyed.
There are also a number of smaller usability improvements and bug fixes, which are as follows:
Planet GSA-002 (Tutorial 2) removed
Both control schemes (Controller and Keyboard/Mouse) can now be used in menus, regardless of settings
Added windowed fullscreen as a display option
Increased sprinting oxygen cost
Fixed bug where 1P controller vibrated in place of 2P controller
Fixed bug where girders damaged enemies
Expanded construction trigger radius in tutorial
Fixed bug where player died if riding Hopper EX in water when battery died
Fixed bug where player got stuck in wall if damaged while riding Hopper EX
Fixed bug where sprinting while carrying soup used more oxygen
Fixed bug where memory became insufficient as planets were beaten
Fixed bug that caused Poisonpuffs to die in oxygen
Just wanted to jump in and let everyone know that we're working hard to get drop-in, drop-out online co-op into the next update for Nom Nom Galaxy. There are a number of other small fixes that will arrive with that update, also.
As always, thanks for all the positive comments and constructive feedback! Our community truly is the rue in our jambalaya, the clam in our chowder, nay, the chicken in our noodle soup!
As you've probably noticed, Nom Nom Galaxy was release on PlayStation 4 earlier this month. Since many of you have been down with the Soup King since day one of Early Access, you might be wondering, "Has Robo-Shacho turned his back on us?!?"
Never! For the TL:DR folks, we'll be out of Early Access with the full game in June. It'll have everything the PS4 version has with a few tweaks. And if we have time, perhaps some special things for the folks that have been in the kitchen the longest. For those that want to get into the Five Ws & H, read on!
Nom Nom Galaxy was easily the most ambitious project we've embarked upon (until The Tomorrow Children! ^^). At it's core Nom Nom is a goal-driven sandbox game with a set loop; build a base, discover ingredients to make soup, ship soup to the galactic market, and beat your rivals. I have a ton of respect for other successful sandbox games now, as building a world like this and teaching the player how to successfully navigate it is EXTREMELY difficult. There are so many variables you have to account for, even if you're just talking about the base building aspect of the game. What will happen if the player places a building here? How do we make this intuitive so that they will understand it implicitly? These are design choices that you have to problem solve around and if you've played previous iterations of the game, you can see how we've evolved.
We had a very small team working on the game up until we went into Early Access last March. When we partnered with Double Eleven to bring the game to PlayStation 4, we were fortunate enough to get some of their staff to help. Those extra hands really helped with fleshing out lots of the content in the game and giving us design feedback. We'd probably still be working on it without their assistance, so I want to give a big shout out to everyone at D11.
One of the conditions of making a PS4 version, however, was that we needed to have the game finished by a certain time. This was in our original development plan when we agreed to work with D11 to bring the game over to PS4. We hoped to have both version ready to rocket to the market at the same time. But game development doesn't always go as you think it will and despite our best intentions, we could quite reach 100% market share at the end of the dev day. ;-)
So what is it we're working on? At the moment, we're finishing up a few key areas:
- 4 Player drop-in, dropout online multiplayer! This has always been one of the most requested features for Nom Nom. We're working with D11 to get this working as smoothly as possible on the PC now.
- Galactic Challenges. This mode was developed by D11 and is being brought over to the PC now. In this mode you'll have random challenges that cycle every two days. Earning high scores and times in these challenges will allow you to dominate the global leaderboards and reward you with powerful versions of gum to use in the regular game.
- There's a lot going on in Nom Nom Galaxy so it was tough for us to decide how to introduce all of the elements. The first tutorial give you the basics, then the second one throws the kitchen sink at you. We understand there is some frustration with this and we're going to do our best to update it make it easier to understand and complete.
- We're hard at work on the perks for people who bought into the higher tiers. Yamatron has done and amazing job on the digital art book and the alternative Astroworker costume. The soundtrack is also being mastered for those who purchased that tier.
- There are a couple of tweaks that we're working on now thanks to feedback that we've gotten from Early Access and the PS4 players. For example, navigating through available soup machines will be easier to understand with improvements to the UI. We're also testing out the ability to overwrite parts of your base with other pieces.
- In addition to the tweaks, we are still doing a lot of bug fixing and optimizations.
- Steam achievements (you can actually see them now, but they aren't active)
- Steam leaderboards
- Steam trading cards
- There are other things we want to do for the Steam version, such as adding more creative and competitive modes. If the Soup Gods are on our side we'll have more details about it later.
So when is all going to happen? We hope to roll out updates for testing in June and exit Early Access by the end of June.
We want to thank everyone that's been contributing feedback, submitting bug reports, streaming, making let's plays, tweeting, everything... We appreciate you taking part in the process and we'll have the full course in your hands shortly.