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while your frustration might be comprehensible, I can almost certainly assure you that a) they are in fact working on fixing issues and b) they'd rather have released the game in a perfect state. but that is just not how things work.
it'd be smart to wait a couple more days before ranting. not that ranting would help the state of the game, anyway. give them time and let them redeem themselves.
Its sad but I dont have any hope in Neon Giant.
This isnt the 1st time Ive see it happen. Id keep my expectations VERY LOW.
I hate people saying they are a small team, I've played several games with stable multiplayer and such with one person working on it. They started at 8 people, got a grant from EPIC games anywhere between 5k-500k, you can watch them from there grow to 12 people, and buy up merch with their company logo on everything, a long with a bunch of workstations. They partnered with Curve Digital to do distribution, advertising, and PR. Which is why every bug report and user report is going straight to Curve and not Neon Giant. Then they made 5 million+ in sales for a game that is easily proven broke in multiplayer. Does that stop them from advertising a co-op RPG adventure with your friends? No.
Okay, let's give patience, say that's all good. But why is there literal radio silence from their PR team at Curve, or any of their social platforms? Yup, might as well not hurt sales whilst the 'patch' we released a week ago seeming did absolutely nothing for co-op stability. Or I can only assume since I've seen almost every fix listed as unfixed in-game.
But check out their social's both Curve and Neon Giant, both are advertising the game without a single response of how broken co-op is.
Let's compare it to CP77 like everyone likes to do. 2nd day hot patch, 4 days later they public apologize for the games state and sort of offer refunds.
Neon Giant released the game, July 29, first and only patch came a week later. Check their twitter, they've posted meme's for the past 3 days, and only saying they were 'working on improvements' we need fixes, not improvements.
Also you notice how they play that prerecorded clip of multiplayer on the steam store page, and they only recorded a couple hours as to not run into any of the dooming problems?
But yes, even spite all this we should praise these INSANELY funded 'indie' devs. Ok.
Different games and different teams, stop comparing things you CANT compare...
Why CANT you compare them? Please elaborate.
The following summary covers the key areas we have addressed in this new major Patch update for The Ascent on Steam.
This update is now available for The Ascent on Steam, and the same patch will also be landing for Xbox and Windows 10 players shortly.
Our team is continuing to work hard on improving the game and we are very grateful for all the support and feedback from our players.
Performance (PC Steam & Win10 only)
Fixes to improve performance in DX12, also with Ray Tracing.
Note to Players: on first running of the update, there will be a 20-25 second ‘stall’ on loading to Main Menu to allow some caching to happen before you play. This is a one time event.
Ray Tracing is now available to Players on the Windows Store.
Improved loading in of NPCs
CPU performance mode for lower-end PCs
Stability (all platforms)
Numerous instances of ‘one time’ crashes have been fixed in both Single Player & Coop on ALL Platforms. (some other instances remain, we are working hard to resolve these for the next update).
Local Coop fixes where Player 1 and Player 2 have controller focus issues on certain menus.
Numerous other crash-fixes have been made to improve the stability of both local and online Coop, including fixes when disconnecting controllers, issues when 3 Players start a new game, and fixes when the internet connection becomes unstable.
Fixed an issue where in certain circumstances a black screen would appear at the end of Mission 12.
Fixed an issue where sometimes it takes too long to return to the Main Menu after gameplay.
Fixed issues where Area loading is slower for the Client joining the game after the Host is using the Taxi.
Fixed some Weapon replication issues in Online Coop.
Fixed some issues around cross Platform hotjoining where Clients had trouble connecting to the Host.
Save Progress (all platforms)
Introduced a new system to circumvent situations where save files could become corrupted.
Fixes to situations in Coop where the Host leaving the game could cause the Client to lose progress.
Fixes to situations in Coop where Players may experience progression blockers in certain situations.
Fixed the issue where a Client's items would unequip after a Host disconnects.
Fixed an issue where a Client may lose connection when hotjoining a game in progress.
Gameplay (all platforms)
Fixed an Achievement issue where you could unlock Main Mission and Side Mission under incorrect conditions.
Fixed an issue where the mission objective during ‘Go To Grinder’ in Mission 2 would not update.
The issue where multiple bosses could spawn has been fixed. e.g. Papa Feral, Megarachnoid (Spider Boss), Gun-Dolph.
Fixed the Casino Courier Side Missions 1 - 5 where you could sometimes be unable to proceed due to missing NPCs.
Fixed the custom camera for ‘Dark Horse’ Side Mission.
Fixed the custom camera for Bartender in Stimtown.
Fixed the situation where sometimes ‘Dark Horse’ could not be completed due to the NPC remaining in a frightened state.
Fixed an issue where the Volatile Augmentation when used on neutrals had no effect.
Fixed an issue where the Siege Mech in the Prison could despawn after a Player died.
Fixed the issue where the Snooze Dealer’s Journal map icon was a white square.
Fixed damage scaling on the Pocket Mech minigun to make it more powerful as you level up.
Allows the use of certain augmentations while rolling.
Balanced cost/cooldown/efficiency of Life Transfer, Neutron Beam and Overclock
Fixed issues with PLUG Cyberdeck not cracking ICE 1.
Translation (all platforms)
Lots of fixes have been made to address instances where English would appear instead of the correct language.
Further work is continuing to improve the quality of the translations as well as further general bug fixes.
Fixed an issue in Japanese where text overlapped in the intro cut-scene.
Assorted other fixes (all platforms)
Fixed an issue where sometimes in Dreamworld, shooting SFX without enemies being present could be heard.
Fixed an issue where the death-screen replaced the SFX & VO after defeating the Megarachnoid.
Cyberdeck visible in Journal
News now plays in the Taxi
Film Grain toggle added to the Graphics menu
Fixed the Dismemberer shooting SFX that could be missing for Clients.
Fixed previews for Auto Turret and Pocket Mech in Vendors.
Fixed Cluster 13’s Metrolink entrances collision box.
Various UI fixes.
ThE gAmE hAs HaD nO pAtChEs.....
I've witnessed probably about 2/3s of these glitches after patch, so maybe?
could not agree more, still a stuttering mess and no DLSS on the gamepass version. Not touching this game again or anything from this studio.
Sick of having a broken game with a broken early main story mission.
Otherwise any of the glitches I have run into are solved by a reboot to clear my systems memory. The biggest glitch I have encountered is when enemies don't spawn; if you are running around and the maps feel empty reboot your computer.
This game has never crashed to desktop for me; this is a gem compared to releases like Cyberpunk, Marvel Avengers, and Necromunda Underhive wars. Three games I played extensively despite their crash to desktop experience.