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Lazarus

 
Lazarus is DeadSep 12, 2019 - Community AnnouncementsIt's been a wonderful trip but sadly we've shut Lazarus down... forever. Thank you for playing with us over the past 3 years. It means more than you can imagine. The full details are available on our discord here. You can see the archive of the live deathstream on our twitch channel here. Love n Pugs, Spilt Milk StudiosSAD TIMES - LAZARUS IS DEAD.Aug 12, 2019 - Community AnnouncementsHere at Spilt Milk Studios, we love making games. Why? Because we love to make people smile. It’s the greatest feeling. With Lazarus, we had a chance to reach more people (and hopefully make more smiles) than ever before - it was to be a fast paced MMO that genuinely broke new ground. A huge gameworld to romp around in, filled with thousands of enemies and players, all fighting over cool technology and territory. Never before has such a small team attempted something so grandiose. And we came close to realising it. Painfully close! But, sometimes you face challenges that you simply cannot overcome. We spent months and years with a tiny team, exploring the challenges and opportunities of a new design space - persistence, scale, the kinds of things that the cloud can offer - and in the process providing feedback to help our technology partner Improbable improve their tech as well as making Lazarus brilliant fun. and we’re immensely proud of what we achieved. But after a long period of Open Alpha, we’ve made one of the toughest decisions of our careers: we are not going to release Lazarus. So what does this mean? It means we’re shutting Lazarus down. It has been in Open Alpha for nearly 3 years - which has been incredible, and is longer than some much better known MMO’s - and we’ve made some tremendous new friends along the way. But Lazarus is dead. This was a tough decision, but since this was a pre-Early Access Open Alpha, made available free to our community, we hope you’ll understand our decision, and join us in saying goodbye. Spilt Milk Studios is fine though - we’re alive and well, and this won’t affect us moving forward. We’ll mourn the passing of this amazing, ambitious game, and we will move forward stronger for the experience. We’ll leave Lazarus live until Thursday the 12th of September (12/09/2019), at which point the game’s servers will be taken down forever, and a tear will be shed. We’d love to have a farewell stream with the community before then - we’ll announce details about this on our Discord. We’ve put a Q&A below here (as well as on our Discord) so please do read them - but feel free to ask us questions over there and we’ll endeavour to answer them as openly as we can. FAQ Why is Lazarus being shut down? Lazarus is a brilliant game and the people who play it with us are amazing, but it did not reach a point during its alpha that would give us the confidence that it would launch successfully. Running a game has many elements - things like server costs and software licenses, the cost of maintaining, running and updating the game as it grows with new features and content, and the licensing of all of the services we use to run things like player accounts and whatnot. Put simply, if we were to launch Lazarus, the cost of maintaining and expanding the game as we marketed it to more players and worked on our monetisation would put a dangerous financial strain on an independent games studio like ours. We love both Lazarus and the comm...UPDATE 36 – HUNNERDS AND HUNNERDSJun 14, 2019 - Community AnnouncementsThis update is huge, with nearly 100 tickets addressed. We’re super chuffed! https://i.imgur.com/aL7nAb3.gif The game’s massively more performant, far fewer lag related issues, plus tons of cool new stuff as we prepare for Early Access (soon!). Read on for the full deets! NEW: - When you blow up a Drone Fighter, you can see their pilot left behind, drifting in the cold void, regretting their decision to fight you for the last few seconds of their life. Grim? Maybe. Satisfying? You betcha! https://i.imgur.com/aL7nAb3.gif - Shielders now have additional gameplay, whereby their Shields have HP, meaning you can shoot them to wear their shields down, then try to kill them before they power them up again. https://i.imgur.com/DRwBD8V.gif UPDATES/TWEAKS: - We’ve updated the visual effects for Loot crates. They were getting lost in busy screens, plus were only as exciting to look at as any other reward. But they’re the best reward, so we’ve snazzed them up! Rainbows ftw! https://i.imgur.com/TihbXgn.gif - We’ve totally overhauled chat, so now it’s much more clear who’s talking, with colours assigned to usernames, plus the chat system works inside Xenotaphs and on Wipe screens, so you can chat in the safety of the tech screen, or compare loadouts while browsing the Equip screen! Plus you can maximise and minimise the chat window with buttons or by toggling with P https://i.imgur.com/sTiZrPl.gif - We’ve updated the Loot Crate screen, so when you’re rewarded with Systems everything is a bit more, well, snazzy. We like snazz. Icons are visible on both sides of the new and improved coin. https://i.imgur.com/Xp8INNS.gif - We’ve updated the player icon on the map so it’s easier to find yourself out there in the giant world https://i.imgur.com/DOXu0EK.png - The Esc menu is now dressed for launch, because we’ve updated it and gotten rid of the old placeholder assets https://i.imgur.com/Pri093m.png - We’ve snuck a credits screen in, accessible from the Main Menu. If you’re eagle-eyed on our discord, or a contributing member of the community, you’re likely on it! https://i.imgur.com/JQQOclM.jpg - We’ve updated the crosshair so that it more closely fits our aesthetic, plus is easier to keep track of during frenetic play. - Text changed on the Death screen to make the player’s next steps much more obvious. - We’ve made it so that Melee Drones no longer chase Shielders. They’d get locked in eternal fights, leading to all kinds of rubbish gameplay and side effects, so we’ve made them ignore each other. - Edited the map frames on both the maximised and minimised versions to keep the map information clear. - Text changed on the Equip screen to make it clear when you don’t have enough MEV to equip a chosen System. - Reordered MEV in various menus so that it is now consistently referred to in ‘Mass, Energy, Void’ order. Keeps things simpler to read and learn. - Changed wording and presentation of Server Population in the Server Browser. Now reads from Quiet, through Busy and...UPDATE 35 – HAPPY BIRTHDAY TO US!May 2, 2019 - Community AnnouncementsAs you know from reading our Discord, due to a bug introduced to SpatialOS, we had to delay this update, but finally we’re pushing it live! The original post is as follows… - - - - - - - Last week marked our 9th Birthday! That’s 9 years since we left AAA development and went independent. We’re so excited to see what the next 9 years bring! https://i.imgur.com/2V418ks.jpg It didn’t stop us smashing through the bugs in Lazarus, and we’ve got a nice performance-focused update for you, ahead of our new content planned for the near future. Read on for the full deets! NEW: - The player is now invincible for a period of 3 seconds, with an accompanying visual effect, after you undock, to prevent unfair kills. We’re working on getting it for all the rest of your respawns (i.e.: on your first spawn of the session, after you die) as well, and that should be in the next update of course! Only works for your current Ship, so swapping ship will mean it doesn’t happen… but again we’re fixing for the next update. https://i.imgur.com/5w5ilc7.gif - We’ve integrated Discord rich presence, so you can see what everyone’s doing in Lazarus, live! We track and show: - Which server you're connected to (EU or US, etc) - Your location in the game (the Territory name) - If you’re on the Main Menu (stop fiddling with the settings and get stuck in!) - When spawning into game (yeah let’s get going!) - When you’re exploring space/bimbling about (lovely colours) - When you’re in combat (need help?) - When you’re docked in a Xenotaph/pottering in the menus - When you’re undocking from a Xenotaph (get back out there!) - If you’ve just died (oh noes) - When you’re choosing where to respawn (maybe go somewhere a bit less dangerous) https://i.imgur.com/wesBrWL.gif FIXES: - We’ve fixed an issue that meant you could get in a situation where only the SH15 was able to capture Xenotaphs and territory. This was a real pain in the ass to track down, but it has been squashed! - We’ve fixed a main cause of occasional ping spiking. This has been fixed in the past and the fact that it has come back since an update to SpatialOS means that we have to ask you to be on the look out for it! - We’ve addressed stuttering that happened when enemies were spawned in. This is addressed by preloading a lot of the associated assets (meshes, shaders, etc) and we think we’ve got this 100% locked down now. Yay! - We fixed an issue that meant your HP would reset (to 100%) when you crossed a worker boundary in the game. It was handy, but also didn’t do a lot for the game’s balance, so… yeah. It’s fixed. - We also fixed the issue that meant your equipped Systems Hotbar would refresh (with visuals, ceremony and sound effects playing) every time you crossed a worker boundary. This may well have been fixed by the same work as the previous bug 😉 - We fixed an issue that meant you could be shown a respawn map that did not highlight your valid spawning locations, making it hard to get back into the game. - We fixed an ...UPDATE 34 – FIXER UPPERMar 14, 2019 - Community AnnouncementsIf you’re on our discord you already know, but we’ve had a little bit of time on other projects and are finally BACK. That means we’re deploying as many fixes as we sensibly can over this and next week, trying to iron out things broken by the big spatial/unity upgrade that was the basis of Update 33. We’ve fixed most of the horrid issues, so the game’s back to being smooth and fun to play. We’ve managed to sneak some more good stuff in too though, so read on… UPDATES/FIXES: - Fixed the massive stuttering that would happen every 10 or so seconds of play. Lazarus is back to its smooth self! - The texture error is no more! - Chat messages are now displaying properly! - Fixed some of the ‘lag’ type issues around all entities that aren’t the player. - Energy pools for Player Ships are now set to the following: Le Bug - 100 Knuckle - 200 SH15 - 250 Mantis - 350 Scarab - 500 Dragonfly - 600 We’ll be updating the game so that different ships recharge at different rates (and some more nuances) soon. - Repairing a Ship is now driven from our database (it wasn’t before) - We’ve updated Ship Swap costs to be 500 Lazarene all round. This is hugely less than they used to be, so hopefully approaches something a bit more fun/fair. - You can now place waypoints correctly on the map, and have them show up on your radar ring! - Defender Spawn visual effects have been updated to be a bit more snazzy, and will be perfected before the next patch. - Defenders now spawn at the location of the spawn visuals. - The visual effects for pickups have been fixed, as some of the particles were billboarding/stretching the wrong way. - We’ve updated our website with links to our official Wiki in two places! KNOWN ISSUES: - If you swap to a ship with a lower Energy value, then it will display incorrectly until you use some Energy. - Occasionally the server browser will return no servers… but this usually goes away after another attempt. - The player gets a rogue HP bar above them when they’re damaged. This turns off if you quit and come back. - There’s still some annoying ‘lag’ type issues around all entities that aren’t the player. Enemies, asteroids, pickups, the lot. It’s not literal ping as we have that monitored. As mentioned above some of this is sorted in this patch, but it’s an ongoing thing. - There’s some infrequent issues around repairing ships. Sometimes they’re fine, sometimes they report that they never died (so you don’t have to pay money to repair, yay!), and sometimes the repair won’t work even if you’ve got enough Lazarene. - We’re aware of an issue that means the Map gets… WEIRD. Basically, it is to do with the Wipe getting ‘stuck’ and players being let back into a world that had not properly been wiped and repopulated. We’re tracking down the source, and it rarely happens, but seeing as the Wipe is now every 7 days we can damage control until we have a confirmed fix. Just let us know if you see it happen! - Sometimes Asteroids and Enemies will take 0 damage, as...UPDATE 33 – MINOR SLOWDOWNFeb 15, 2019 - Community AnnouncementsSo it’s been about 4 weeks since the last update, and we can only apologise. We’ve been recovering from the Week Of Hell (see the last update), and also a few other things have been happening: - We’ve had to spend some time away from the game to evaluate some other projects. Nothing that affects Lazarus as it stands, but sometimes business opportunities have to be explored and as a small team we’re unable to prevent that stuff from impacting the speed of work on Lazarus. - We’ve had to update a key part of SpatialOS (the cloud tech behind the game) as Improbable (the company who makes it) have a roadmap to stick to. It’s not something we wanted to do, but we did not really have a choice. To do that we had to update Unity… which led to us having to update pretty much every plugin (Playfab, Wwise, etc). This big (huge, actually) chunk of work is now done, and is the basis of this update. There will be things that are broken, we’ve found some that we’re going to work on fixing next, and we need your help (and numbers of players higher than us two testing on the private branch) to be sure nothing else bad has happened, and also to see the extent of some of the problems. They might be down to a bug in a plugin we have, and more seriously (and more likely) there’ll be Unforeseen Consequences (Half-Life 3 pls) of the SpatialOS upgrade. KNOWN ISSUES: - Occasionally the server browser will return no servers… but this usually goes away after another attempt. - The player gets a rogue HP bar above them when they’re damaged. This turns off if you quit and come back. - There are some really bad ‘lag’ type issues around all entities that aren’t the player. Enemies, asteroids, pickups, the lot. It’s not literal ping as we have that monitored, and we’re concerned that this is a deeper issue with the SpatialOS upgrade, but need to know more, so your playtime will help us figure this out. - There is a texture error around the map/minimap that throws errors into the debug window. We think this might be a shader pipeline problem with the latest Unity. - Chat messages are not displaying. - There’s some infrequent issues around repairing ships. Sometimes they’re fine, sometimes they report that they never died (so you don’t have to pay money to repair, yay!), and sometimes the repair won’t work even if you’ve got enough Lazarene. - We’re aware of an issue that means the Map gets… WEIRD. Basically, it is to do with the Wipe getting ‘stuck’ and players being let back into a world that had not properly been wiped and repopulated. We’re tracking down the source, and it rarely happens, but seeing as the Wipe is now every 7 days we can damage control until we have a confirmed fix. Just let us know if you see it happen! - Sometimes Asteroids and Enemies will take 0 damage, as well as sometimes deal 0 damage. We're investigating, and it's very rare. - Asteroid movement can be unpredictable/downright strange when they spawn in after being broken up. They can rubber band backwa...UPDATE 32 - SUPLEXJan 11, 2019 - Community AnnouncementsIt’s been a week. Oh boy it’s been a week. If you’ve no idea, I ask you to google ‘spatialOS’ ‘Improbable’ and ‘Unity’. Tl;dr we were told we’d have to shut the servers down, so we did, but then it turns out we were told wrong, so we brought them back up. Then we decided – screw it. Let’s push out the update we were planning before the whole crapshoot. Suffice to say, if you’ve ever liked what we make, want to support indie games, or want to maybe tip the karmic balance back towards us after so much stress, anxiety, pain, worry, torment, and straight CRAP we’ve had to deal with these past few days then please consider the following: - leaving us a review here on Steam - telling a friend and getting them to join in the fun with us Want to play? Hit up www.playlazarus.com and claim a steam key right now. The servers are live 24/7! Want to chat to us? Hit up discord.gg/spiltmilk and let us know what you want to see in the game! We've filled up our lovely wiki over at https://lazarus.gamepedia.com/Lazarus_Wiki - please do pop in and check it out, help us fill in any gaps, or let us know what it's missing! NEW & TWEAKED! - The Wipe set to 7 days, to begin testing how we want the game to be when live. We’re excited about this because it means longer, harder and more meaningful testing of the servers! - We’ve added a bit of snazzy ceremony around capturing Xenotaphs, to make it more obvious, and more of a reward. https://i.imgur.com/mVZbgFR.gif - We’ve made the Rammer System particles much more cool looking! It was too close to the Shield in look, plus didn’t seem dangerous enough to us. Not to mention a broken asset that has been addressed. https://i.imgur.com/28qOTyu.gif - We’ve tweaked the visuals on the Drone Shielder, to make it more different to the Human equivalent. https://i.imgur.com/3gfmFU2.gif - We’ve tweaked the particle that plays when you get hit by anything, making it much more obvious and hopefully making combat seem more fair/easy to read. - We’ve tweaked the visuals on the Territory Capture Bar to be more vibrant and in line with the rest of the visuals. https://i.imgur.com/wNUF2FB.png - We’ve tweaked the Energy Bar in the bottom right of the player’s HUD. It’s now Yellow rather than blue, and to keep it readable the text is now black. It might look strange initially, but it’s much better now! We also tweaked the colours of the little HP and Energy icons next to the bars as they were a bit pale before. https://i.imgur.com/4gOLm8b.png - We’ve tweaked the values of MEV for Equipping Systems to your Ship. Most of the Core Systems now cost 50 M, E or V. Most Passive are 100, Actives 150 and… you guessed it… Specials are 200. - We’ve tweaked the Progression (this is ongoing) so that things are currently a lot simpler and hopefully clearer. Levelling up (with Lazarene) is the same across all Systems. Between Levels 1-5, it costs 1000 Lazarene, while Levels 6-10 are 2000 each Level. This might be a bit cheap for now, but the intent is set. Ra...UPDATE 31 - FEEL YOUR PRESENTSDec 21, 2018 - Community AnnouncementsIt's nearly Christmas! But we don't stop! We've got one final update for the year, and it's live right now. We've wanted to get beyond server optimisation and big chunky performance issues for ages now, and we've broken the back of them now, so we're filling this week's update with tons of extra bonus additions and tweaks around visuals, combat, movement, difficulty and the like. In 2019 we'll be back to the (roughly) 2 week update cycle, and we can't wait to get this bad boy into Early Access as soon as is sensible. Want to play? Hit up www.playlazarus.com and claim a steam key right now. The servers are live 24/7! Want to chat to us? Hit up discord.gg/spiltmilk and let us know what you want to see in the game! We've filled up our lovely wiki over at https://lazarus.gamepedia.com/Lazarus_Wiki - please do pop in and check it out, help us fill in any gaps, or let us know what it's missing! NEW & TWEAKED! - Updated player Blaster visuals! Compared to last week's WIP update, these are SMASHING it. We made everything more readable, chunky and arcade-y than before, as well as each shot graphic being far more distinct from the other. Basic https://i.imgur.com/UEw5TY2.gif Trident https://i.imgur.com/3Qs9h0c.gif Lance https://i.imgur.com/Jomwcgj.gif Cross https://i.imgur.com/2JydugQ.gif V https://i.imgur.com/vMI5Bge.gif - Updated enemy weapon visuals! We've swapped the Scavenger and Fighter shots around, and made a bunch more changes that you can see below... Fighter https://i.imgur.com/7BCK1Id.gif Scavenger https://i.imgur.com/xqSicG0.gif Carrier https://i.imgur.com/XTnXlEq.gif Shielder https://i.imgur.com/XHRmbfo.gif - We've rebalanced the enemies a little bit to be, generally, more dangerous! Fighters deal 15 damage per shot (up from 7) Shielders deal 10 damage per shot (up from 5) Scavengers deal 5 damage per shot (actually the same as before) Carriers deal 90 damage per shot (the same as before) - We've added 'star dust' and 'rock dust' particle layers back into the game. These help so much to give a sense of speed, travel, and scale to the world. It feels a ton better to just be moving around again! Of course there are also options in the Settings menu to toggle them both off and on individually. - Load Balancing is now IN. This is the end game of all the backend work we've been doing. Basically it wraps up all kinds of work in almost every area of the game, and means the whole gameworld and server (and as a result your client experience of it) is much more smooth, efficient and fun to play. FIXED! - Scavengers now deal damage properly. In fact, we've fixed a related issue that means we are now much more easily able to tweak and balance all enemy damage (as we have done, see above). - Enemies no longer take so long to respond to the player when you get near. This is a HUGE win for us as it really made them feel dumb at best, or the game laggy at worst. Super chuffed with this fix! - We fixed the issue around secondary weapons, so there are no more ...UPDATE 30 - ADVENT(ageous)Dec 13, 2018 - Community AnnouncementsWhilst this update is mostly all about the servers, the backend, the client performance and the multitude of ways in which we've made Lazarus a ton more stable and 'happy' (which all translates to a smoother and more fun experience for ya'll), we couldn't resist adding a few nice new bits and bobs for you. New (proper, chunky) content is coming soon, but when you boot this update up you'll see some big changes to the kinds of things the Drones will shoot at you... Want to play? Hit up www.playlazarus.com and claim a steam key right now. The servers are live 24/7! Want to chat to us? Hit up discord.gg/spiltmilk and let us know what you want to see in the game! We've filled up our lovely wiki over at https://lazarus.gamepedia.com/Lazarus_Wiki - please do pop in and check it out, help us fill in any gaps, or let us know what it's missing! NEW - Every Drone with a gun has a new gun! Wahey! We've long wanted to differentiate the Drones from the Humans, and this is one key way. No doubt we'll tweak plenty before we're done! Fighter https://i.imgur.com/Qbo8av0.gif Shielder Er... it shoots SO rarely, and I didn't want to delay the update just for a gif, so, you'll have to take my word for it! Scavenger https://i.imgur.com/rCDR3GC.gif Carrier https://i.imgur.com/nu7kret.gif - Every Blaster has its own unique bullet graphic! Wahey! Some of them are a little more subtle than others and I'll be tweaking this for the next update to make them all even more different, and even cooler. Basic Blaster: https://i.imgur.com/Km2GqLS.gif V Blaster: https://i.imgur.com/WSTuYzJ.gif Trident: https://i.imgur.com/Mc7VUMN.gif Lance Blaster: https://i.imgur.com/c8rulyP.gif Cross Blaster: https://i.imgur.com/TQweDFA.gif - We've added new particles around repairing Ships and choosing new Ships to pilot! Repair: https://i.imgur.com/oCjObho.gif Pilot: https://i.imgur.com/tybWDlZ.gif - We've added ton more names to the Sector Name generator. Something like 100 or more new words! FIXES - We fixed an issue that meant Melees were not always dealing damage correctly. They are MUCH more dangerous now, as they were always intended to be. - We fixed an issue with HP bars, which now update much more smoothly on the client - this in turn has made combat feel a TON more responsive and satisfying! Yay! - We've addressed a whole raft of issues around 'lossy' performance on the server. Things like the amount of communication going back and forth between Carriers and the enemies it spawns, as well as the Xenotaphs scouring their nearby area for information have been made vastly more efficient. This means better ping for everyone, and fewer lag spikes! - We've updated the Ship screen so that when you're selecting a Ship to repair, it displays its 3D model for you. Makes it a lot clearer what's going on, and to what Ship. - We've fixed an issue that occasionally led to multiple Xenotaphs occupying the same space in the game world. - We've added our own throttling system to the game's server queu...UPDATE 29 - Statistical RelevanceNov 8, 2018 - Community AnnouncementsWe've been a couple of weeks since the last update, but we've been squirreled away in the depths of the code, tweaking, fixing and updating solidly the whole time. We're excited because this week marks the first time in a while that we've had an update behave the entire time. No big surprises, no weird bugs. Just fixes. We've also got a brand spanking new wiki over at https://lazarus.gamepedia.com/Lazarus_Wiki - please do pop in and check it out, help us fill in any gaps, and get it up to snuff. Want to play? Hit up www.playlazarus.com and claim a steam key right now. The servers are live 24/7! Want to chat to us? Hit up discord.gg/spiltmilk and let us know what you want to see in the game! FIXES - We've updated the Ships, so now you'll be seeing different stats for every Ship when you look at their Health and Energy bars. They are still balanced the same way as before, but the numbers better reflect our intent. You can see these below: https://i.imgur.com/vfHMTtR.jpg Ship: Scarab HP: 650 EN: 350 Skin: 'Chewing' https://i.imgur.com/zENQ692.jpg Ship: Sheherazade-15 HP: 400 EN: 250 Skin: 'Humbug' https://i.imgur.com/kq23cGI.jpg Ship: Knuckle HP: 300 EN: 300 Skin: 'Ex Machina' https://i.imgur.com/Uls8Tfx.jpg Ship: Le Bug HP: 200 EN: 600 Skin: 'Dotty' https://i.imgur.com/UxKARuk.jpg Ship: Dragonfly HP: 800 EN: 500 Skin: 'Fresh Prints' https://i.imgur.com/ggMO2I3.jpg Ship: Mantis HP: 525 EN: 400 Skin: 'D15' - All damage output has been tweaked, and every System at every level now outputs whole numbers. Makes it easier to track and learn, plus the game was being awkward about how it displayed .5 and the like. - The Rammer System no longer deflects bullets. It used to, and it was a kinda cool effect, but it wasn't the intent for the System to be used the same way as the Shield. - Enemies all now derive their weaponry from a sheet. This changes them from being hardcoded and makes it easier for us to balance and expand in the future. Some tweaks have been made too, so for example the Fighter does 7 damage, and the Carrier deals 90. - We've fixed Systems Levelling. Specifically, we've fixed a mismatch that was occurring between the Tech screen, the Equip screen, and the performance of a System in-game. Generally, the game would show the Shop as a level behind the System's actual level, Rank complicated it further, and when you upgraded a System you were carrying, that same 'delay' presented itself. Finally, whether you Levelled up with Lazarene or Ranked up with Tokens affected things too. The long and short is that now it's all fixed and everything works as intended; no matter how you Level or Rank up a System, with Tokens or Lazarene, and if you already have it equipped or not, the System will perform as you expect. - We've added more information to the Tech screen so you can see exactly what you're getting when you Level or Rank up your chosen System. - We fixed an issue with Teleporting/Warp Jumping that could lead to you getting negative MEV values. W...UPDATE 28 - TECHNOLOGYOct 9, 2018 - Community AnnouncementsWe're at that point in a project where we're digging deep into the last few gnarly issues, and we are fixing stuff that MOST players won't experience. But we want Lazarus to be great for everyone, so you got's to deal with it! That said we think we're over the hill with this stuff, or close to being, so we snuck in some new bits and bobs too. Want to play? Hit up www.playlazarus.com and claim a steam key right now. The servers are live 24/7! Want to chat to us? Hit up discord.gg/spiltmilk and let us know what you want to see in the game! NEW & TWEAKED! - We've added a Settings menu! This might not initally seem all that exciting, but check out this screenshot for how much we've done. https://i.imgur.com/kRNvdM1.jpg It's not at 100% full on PC Building Simulator levels of customisation yet, but it's definitely a step up and certainly good enough for our upcoming Early Access launch. You can individually switch off Nebulas, Stars and Planets to improve performance. You can change the screen resolution (as long as you're ok with 16:9), and of course you can toggle Fullscreen on/off. You can also choose from a bunch of preset Graphics Quality settings, but we also have options to individually tweak the level of Anti Aliasing, Anistotropic Filtering and V Sync. Happy tweaking! - Speaking of tweaking, we've tweaked MEV despawning times, so now they hang around a few seconds longer. Handy for when you finally smash that Carrier and want all the goodies it drops. - Oh and speaking of Carriers, they now drop 3 Loot Crates FOR SURE when they die. - We have updated the 'Lazarene to XP Token' conversion numbers. During a Wipe, any spare Lazarene you have is automatically converted into XP Tokens, and now the numbers are: 600 Lazarene makes 1, 1200 gets 2, 1800 gets you 3 while 2400 gets you 4. The game basically attempts to award the highest value it can and when it cannot, it attempts the next lowest, and continues like this until you're out of Lazarene. This latest tweak makes the process more valuable to you and more fair. - We have changed all repair costs for all Ships. They're now all 3000 Lazarene instead of varying values, as technically they aren't bigger or better, just different - it felt oddly punishing to vary things if your favourite happened to be more expensive than the others. - When players are browsing the Ships they've unlocked on the Ship screen, we now show them the full 3D model. - You can now back out of (and cancel) all of the screens between the Main Menu and actually being in the game. - We've added a 'pre-alpha' string to all screens in the game. We need to reinforce this message to all the new players, so that you all know how far away from 1.0 we really are! - We've done some work tidying up the Main Menu and various sub menus (alignment, button placement & behaviour etc) FIXED! - We fixed an issue with the Wipe that meant if a player was logged out and missed a Wipe, from then on they'd be shown the Wipe screen every time they ...UPDATE 27 - SMASHED IT.Sep 14, 2018 - Community AnnouncementsWow, this is a big one. Of course we did release a quick hotfix for the Wipe last week, but this update rolls in a TON of new fixes as we step inexorably (and excitedly) towards our Early Access launch! We've focused on getting the Wipe bulletproof again (still/again/forever) and have a backend fix implemented that has definitely taken it from 50% reliable to, like, 98% or something. So we're pretty stoked about that! More details below of course, but we have also taken time to address problems with the FTUE/Tutorial because it's super important to us that new players (and we're seeing a lot more of you now!) are taken care of. And then there's an absolute mountain of fixes around menus, interactions, bugs and general quality of life. We're really excited with the progress we've been making, and feel like we're on a bit of a roll. Long may it continue! WIPE FIXES - We've implemented a new version of the server infrastructure that addresses the big Wipe problems we've been experiencing up to now. After considerable time testing and many many Wipes completed successfully, we're pretty certain this has fixed the biggest issues around the Wipe. Well done everyone! - The Wipe used to mark whatever Ship you were piloting at the moment of the Wipe as 'damaged' during the next world, meaning you had to save up Lazarene to repair it before you could use it. This is no longer the case! This makes it a ton easier to get back into your favourite Ship once the world has reset. - We are now clearing the player's inventory of MEV, Loot Crates and Lazarene - anything they have not banked - on entry into a new universe. This is a key part of the flow. Ya'll need to Bank more! - There was an issue where players who quit the game before a Wipe, and returned after it was over, were doing so with their inventory and Systems intact. This is no longer the case. Whenever a player returns to the game after a Wipe that they didn't 'complete', they will be presented with the Wipe menus and be forced through the Wipe flow to make sure they're all set up correctly for the next period. - There used to be an issue where any equipped Systems on Ships OTHER than the one you're piloting the moment the Wipe happens were not being cleared. Now they are! Blank slates for all! - We've fixed an issue whereby if a player had a small enough amount of Lazarene left over at the Wipe, they were given no Tokens. Now, there is a guaranteed minimum Token amount if the player has even 1 Lazarene spare. - We fixed an issue that meant that the stock information of any Xenotaphs the player visited were 'remembered' between Wipes. Seeing as the whole world is being reset and the stock of Xenotaphs is included in that, this made no sense. - Players in the FTUE/Tutorial process would sometimes not be able to progress through the Wipe screens due to the game not sending them the correct information about 'safe' territories to spawn in. This has now been fixed. MISC - We fixed an issue that meant the ...Update 26! Numbers are your friend!Aug 31, 2018 - Community AnnouncementsFirst up, welcome to all the lovely new players we've seen coming to our wee game as a result of the Caffeine.tv stream we did this week. It was a tremendous amount of fun and we're excited to see what happens as the community grows! If you want to catch us on there, we're at https://www.caffeine.tv/spiltmilkstudio, and we want to give a big shout out to everyone else who streamed with us, we had a great time, they were so funny & friendly! (links to them and their channels are at the bottom of this post!) Secondly, the update was actually pushed on Wednesay due to the aforementioned stream, so these notes are just a little late :P WIPE TROUBLES As any regular player will know, we're battling issues with the Wipe not 'completing' and leaving players on the second Wipe screen, unable to Rebirth into the world. Well, we're actually making really good progress - it definitely went fine during the stream, so that was a relief! Anyway, the current cause we absolutely know about (it may not be the only one, but it's the single biggest reason we can see) has a backend fix incoming - currently there are two potential fixes in test, and the results seem to be positive so far. Sadly though we'll have to manually restart the servers every now and then until we've confirmed the fix and we can push it live. Holler at us in discord and we'll do our best to get to it as soon as we can whenever it happen. Sadly sometimes when you're using new tech you hit issues like this. It's nobody's fault, but it is frustrating because we're reliant on waiting for something outside of our control to fix. Anyway, things are looking good, maybe we'll get it out to you next week? NEW: - We've updated hit effects to include the damage value, displayed as a number, which now fly off of the victim in a direction derived from the attack angle. Of course it's always nice to see more ceremony around core gameplay (shooting stuffs!) but this helps us debug issues, as well as helps you all figure out upgrades, effectiveness, and generally learn about the games systems a bit more naturally. We love it! It applies to all damage incurred, both by enemies and players. Against Asteroids! https://i.imgur.com/DpzKyEc.gif Against Enemies! https://i.imgur.com/U58jioZ.gif Against Shielders so no damage is dealt! https://i.imgur.com/TIQWLJR.gif Against yourself! https://i.imgur.com/Kb05Mqx.gif - We've reworked the Province/Territory naming system. It is now much more varied, funny, and useful for finding friends and locations on the map. All names are prefixed with the grid location (eg: A6) and then a unique name afterwards, generated from our tool. Sometimes it even gets really smart (yeah right) and makes some sense: https://i.imgur.com/d2Olbnu.mp4 - We now show you the stat upgrades for all Systems on the Tech screen. We show you the current stats for the System, and then how those would change if you choose to upgrade them, handily coloured to pick out improvements. This is a really nice bit...UPDATE 25 - WIPE OUT (not literally)Aug 16, 2018 - Community AnnouncementsThis week's work has been mostly Wipe related, with a side of FTUE/Tutorial to keep things varied. We found more ways the Wipe could get stuck, and have fixed them! So this might seem familiar, but rest assured these are new issues that we've fixed: - The game should no longer get stuck wiping the world - Players should no longer get stuck on the wipe screen Game development is often like this. Fixing one bug allows the game to progress just far enough for another one to appear, one that was previously hiding in the shadow of the previous one. The main thrust of this week's udpate is that we've updated the FTUE/Tutorial with all the work we've been doing ahead of Early Access launch. So that work we mentioned last week, that's all in. This is a potentially long set of notes, but I'll do my best to make sure it's readable and understandable. FIXED: - We've added muzzleflash gfx back into the player's blasters, it's been broken for a long time! Each Blaster type has different muzzle locations and facing directions, so each one looks unique and pretty damn cool! The Basic Blaster: https://i.imgur.com/dNW3cDe.gif The Cross Blaster: https://i.imgur.com/hIhfYBu.gif - The player is now always shown the icon of an equipped System in the EQUIP menu. - The player can no longer equip a Passive System over itself, and is no longer charged for trying to do so. - The Death tutorial has been fixed, so it always shows all relevant buttons and steps to respawn. - The player is no longer able to equip multiple Passives in Ships that don't have enough slots. The Systems all now respect the count of the Ship the player is piloting. - Fixed misalignment of the red 'damage flash' graphics - Updated 'damage flash' to show as blue if the player's using the Shield and it takes the hit (ie: they've taken no damage). - The player is no longer shown the 'upgrade' button for Systems they have not yet unlocked. - The shop now allows players to buy the exclusive Phoenix skin, and if they have it already it prevents them from buying it again. This is hidden functionality at the moment. This skin can only be obtained through buying it, it is not part of the loot table ingame. OTHER WIPE FIXES: - Fixed a rare issue whereby the player would sometimes be disconnected when they reached the second Wipe Results screen. - The Wipe Audio sting will no longer be played over the 3,2,1 countdown on joining a game. - The backend would occasionally get stuck in a loop trying to delete an entity during the Wipe, which was one of the reasons the Wipe could sometimes not complete. - Fixed a bug that meant only the default SH15 ship would get shown on the Wipe screens, so if you were piloting anything else, they wouldn't show up. THE NEW TUTORIAL: - The new tutorial is now implemented in Lazarus, and any new player will go through it on their first play. - Please don't restart it, as you'll likely get stuck on the step where Pug gives you Lazarene! - We've addressed every step of the existing tu...Update 24 - WIPE CLEANAug 2, 2018 - Community AnnouncementsThis is a small one. A really small one. With good reason, and it's all good for the game. We've addressed several deep and dastardly problems with the Wipe, which basically amount to the following fixes for you, the wonderful player: CHANGES - The game should no longer get stuck wiping the world - Players should no longer get stuck on the wipe screen We've also done an absolute ton of work on the FTUE regarding the new progression, the Wipe, and everything that touches (believe us when we say it's a LOT of stuff) but because we don't have the FTUE where we want it to be yet, we're not switching it back on... and that means that you won't see any of that work. KNOWN ISSUE (still): When you equip a System to an empty slot, it does not show. It will show up if you swap it into an occupied slot. The slot counter (left of the slots) does not update correctly either. The Systems do actually equip though, and you can use them as normal, it's purely a cosmetic/UI issue. We'll endeavour to fix this asap. Suffice to say the next update will be a lot chunkier, what with basically 2 to 3 weeks of development and fixes in it. We've also been experimenting with some features for the future of the game (no dates yet!), so I thought you'd appreciate a little sneak peek. This is one of several prototypes we've built to figure out just how to shows the Apophis Fighter ingame: https://i.imgur.com/cUMmyih.gif Snazzy, yes? We want to keep the silhouettes of Apophis the same (or very similar) to the Drones so that the learned language of form and function that players have is not thrown away, but at the same time we want them to look cool, creepy and dangerous. Of course in the game's Lore, Apophis somehow grow on (or perhaps mutate out of?) the Drones, but nobody's quite sure why or how. Hopefully were close to nailing their look! In other news, we're planning a big stream with Caffeine.tv on Wednesday the 29th of August (only a few weeks away), plus another Closed Weekend on Steam perhaps as soon as next weekend. Keep an eye out, and come yell at us to work harder in our Discord channel!UPDATE 23 - WIPE YOURSELF DOWNJul 19, 2018 - Community AnnouncementsWe've got tons of fixes around the Wipe, and quality of life changes around progression, shops and upgrading. Get stuck in! SYSTEMS SHOPPING! HUMAN CAPITAL XENOTAPHS are guaranteed to stock one of every System type, as well as making sure that one of them is the Basic Blaster, and have at least one other Core System available. This way, even if humanity is taking a beating, you'll have a decent amount of options to push back with! Look closely on the left hand side and you can see the stock for the Human Capital: https://i.imgur.com/uyXl1cJ.jpg STOCK AT XENOTAPHS is now consistent. Different Xenotaphs have different stock, and some might not even have any of a particular System type... and now there's no way of them going 'out of stock'. Previously, a System had a chance of being removed from the shop if a player equipped it. Not intended... but maybe we bring it back for Hard Mode :D THE MAP now accurately shows the Stock of any Xenotaph you've visited. There were some issues around visiting order, and empty stock slots not being shown correctly if you subsequently visited a Xenotaph with stock of that type. It used to get confused, now it doesn't. -THE WIPE no longer prevents a player from seeing the stock data on the Map if they're still playing in the same session as the Wipe. THE WIPE! WIPE RELIABILITY! We've fixed a whole bunch of errors and weird edge cases that prevented the Wipe from completing for various cases. Sometimes across the whole server, sometimes for individual players. Suffice to say it should be pretty bulletproof and work consistently now (famous last words). If you get stuck in the Wipe screens, let us know! At most the Wipe should take about a minute, but usually is less. THE WIPE TIMER is now visible at all times. We're still making the Wipe happen every 2 hours to ensure we get good data though, just in case there are more edge cases to catch. This may get removed and only displayed in the run up to a Wipe when we release the game, but for now it's super useful. Along the bottom of the screen, just above your equipped Systems: https://i.imgur.com/22MyEgu.jpg ENEMIES that were spawned from Asteroids and Carriers are now cleaned up along with the rest. WIPE RESULTS screens are now 100% accurate. There were a few values that were not behaving, in particular the amount of Lazarene you'd spent. Wipe Screen 1 https://i.imgur.com/ZPzURJ1.jpg Wipe Screen 2 https://i.imgur.com/4ELJKra.jpg UPGRADING SYSTEMS! LAZARENE COUNTS towards the Rank of a System. Every time you upgrade a System's Level, a small amount of it is also applied to that System's Rank. This is to make sure you don't have to rely on getting duplicates to upgrade stuff, and is still being balanced so expect changes! SYSTEM RANK is now shown clearly as separate to System Level. We show the latter as a 'hatched yellow' fill on the bar, while the former is 'solid green'. Note; if you increase the Rank of a System beyond its Level, the Level is increased with it. Take ...UPDATE 22 - WIPE AWAY THOSE TEARSJul 6, 2018 - Community AnnouncementsUpdate 22 is here and it features the single biggest change we've ever made to the game both in terms of the amount of work it has taken, and the amount of impact it has on Lazarus. We've entirely reworked progression (previous weeks have been adding smaller pieces but this is the culmination) and there is a bunch more to do, but this is a really exciting moment for us! THE WIPE - DETAILS: - The Wipe. This is it. We've been talking about it for weeks, and now it's here. Every 2 hrs (for now, to test! Every week-or-so in the full game) the Ourobeans reset the world, before the Apophis arrive and literally destroy reality. What does this mean for you? It means that you get a nice breather, you can tinker with upgrading your tech permanently, and then jump back into a fresh world to fight against the Drones and prepare for the inevitable arrival of the Apophis once again... ...here is what you'll experience: - When the Wipe is near, you'll get a warning and a countdown on the HUD. - At this point you'll have 1 minute before the Ourobeans start rebuilding the world. - Once that minute is over, you'll be taken to a screen that shows your performance since the last Wipe, plus what is being wiped and what is being kept. Also, depending on your performance, you'll get given some bonus Loot Crates to open after the Wipe is done. https://i.imgur.com/6FFGLXt.jpg What is wiped? Mass Energy Void System Upgrades (Don't panic! See below!) Lazarene (Don't panic! See below!) What is kept? New Systems New Ships Loot Crates Skins XP tokens (spend these to increase your System's Rank!) System Ranks & XP (This is what defines the starting Level of a System in the next world!) - You're then able to navigate to the next screen, which shows how long till the new world is ready. - On this screen you're able to tinker. Any Lazarene you didn't spend on upgrades get turned into Tokens (also gained from duplicates, see below): https://i.imgur.com/i2eqjca.jpg ...and you can spend these Tokens on increasing the Rank of any System you own, as I am doing here with my Trident Blaster: https://i.imgur.com/Nkf1Sar.gif - For the final part of the Wipe process, once the new world has been built, the Ourobeans will enable the REBIRTH button and you can jump into the fresh world and start kicking butt once more! This new world will have a brand new layout, and every faction's territory will have been cleared so it's fair game for you or any of the Drone factions. Xenotaphs will have moved, boundaries changed, and different Systems will be in stock in different areas entirely compared to the previous world. NOTE: please be aware that we've switched off the tutorials for now, as they played poorly with the Wipe. We will of course reinstate them when this has been addressed. More on System Ranks: - A System's Rank defines what Level a System starts on in the new world. By default a new System is Rank 0 and Level 0. Should you increase it to Rank 6, then from that point on that System will...UPDATE 21 - TACTICS, CHALLENGE & DIFFICULTYJun 22, 2018 - Community AnnouncementsUpdate 21 is here and it's a BIG one. We're really excited to see what you all think of the honestly really pretty enormous changes we've made since last time. We're laying the groundwork for bringing the much-teased Wipe into the game, read on to find out more... NEW: DOCKING is no longer allowed at Xenotaphs that are not owned by the player faction. Yup, that's right, the game just got a lot more interesting. No more quickly nipping in to an enemy base for a HP top up during a tough fight! https://i.imgur.com/zvcur11.gif LAZARENE is no longer awarded from Loot Crates. This is a big step towards our new progression and flow around the Wipe. A Lazarene pickup is now worth 25 Lazarene and has a good chance (30%) of spawning in multiples from any enemy or asteroid death. Loot Crates now only give you Systems and Skins (and of course duplicates of those). We're aware that this now means there are 'empty' slots in the Lazarene screen, and we'll be fixing that up to be much ncier in the near future. https://i.imgur.com/lgraeBL.gif DRONE SHOTS have been made far more deadly, causing double the damage that they used to. This does not apply to Carriers, but does to every other enemy in the game. Watch out! https://i.imgur.com/8vS3enz.gif GLOB WALLS now deal damage to anything that bumps into them. Less than an Asteroid does, but enough to make them something you have to consider now, rather than just window dressing. CARRIERS now have a chance to drop Lazarene on death. CAMERA ZOOM has been increased, the new maximum zoom is 350 units. It was at 200 before so you can see a lot farther away if you so choose. The old zoom: https://i.imgur.com/rMqvp4E.gif The new zoom: https://i.imgur.com/X1qvjbT.gif TUTORIAL RADAR elements are introduced with a lovely ceremony, so players can't miss all the useful pointers and HUD elements as they experience Lazarus for the first time. https://i.imgur.com/J6ApIXV.gif SYSTEM & SHIP FIXES: The biggest chunk of work this past fortnight has been around the Wipe. but because that's not ready, I bring you the second biggest... the player ships, systems, and all of the combinations of edge cases that we encountered. All of the following has been fixed, and it makes for a much stronger game: - Swapping Ships would sometimes let you equip impossible combinations of Systems. - Player's ship loadouts would be incorrectly saved between sessions under certain circumstances. - Death would sometimes incorrectly set your ship and its loadouts for your next life. - Dying in the default ship whilst any slots other than the Core slot were occupied meant that, until your next death, that slot would think it was occupied (preventing other systems from being equipped to it). - The Main Menu used to get confused as a result of a lot of this, and would shows your last flown ship as the wrong one. - Players are now given the correct error message if they try to equip a System and don't have enough MEV to do so. Previously they'd be told there was ...WEEKLY UPDATE 20 - Lazarene!Jun 7, 2018 - Community AnnouncementsYet more updates for you to enjoy! And the headline this week is quite a big one for us, as it's a strong step towards the progression overhaul we've been working on behind the scenes for weeks and weeks. But first, more livestreams... LIVESTREAMS we're kicking off Season 2 of Squadron 500 tomorrow (Friday 8th June) at 4pm BST/8am PDT/11am EDT over on www.twitch.tv/spiltmilkstudios - come and join us! We're also streaming for 4 days in a row next week, all at that same time; Tuesday, Wednesday, Thursday and Friday! LAZARENE this resource now drops from Asteroids as well as Enemies when you kill them. Pick it up, and then bank it before you die so you get to keep it! We've added a counter to your HUD too but it isn't on the Bank Summary screen yet. Worry not, it still all gets added up properly when you hit that big ol' button. https://i.imgur.com/md8I4OG.gif SHIP SWAPS COST LAZARENE we've made sure choices are more important now - so swapping ships costs Lazarene. There's more Lazarene in the game now thanks to the drops detailed above, so that's something that will need balancing of course. We plan on adding a ‘confirmation’ dialog for the ship swapping, so you can check out each ship’s stats without automatically spending Lazarene, but that’s for another update. DROP RATES have had a balance pass. Enemies and Asteroids now have a 5% chance of spawning a Loot Crate, up from 2%. And then Loot Crates now have a 40% chance to give you a System, up from 10%. we're trying to be more generous, but also keep Loot Crates exciting when they drop, which will stop being cool if we increase things too far. It's a long process getting this stuff right! GENERAL PERFORMANCE we've spent a lot of time working on the game's performance on the backend over the past few weeks. What this means is that there are fewer errors, which means the servers are under less strain, and ultimately you should have a much smoother and less buggy experience playing. THE MAP no longer gets swamped by hundreds of Fleet Routes. We've done a lot of work to make Fleets behave, plus remove themselves under the correct circumstances... not only did it fix the map, it made the game perform better too! https://i.imgur.com/BlH0M7x.jpg THE MAP only shows player icons for territories where players other than your are present. It did get a bit confusing :D THE RADAR is now able to show way more markers for Asteroid, enemies, and the like. No more surprise head-on collisions if you're paying attention! There should be 16 'roid markers on theradar in the image below :D https://i.imgur.com/5Ju6IMC.jpg CARRIER SPAWNING CEREMONY we've added the spawning line vfx, so it's much more obvious which enemies are coming from where! https://i.imgur.com/pAb0tJe.jpg CARRIERS now spawn 3 loot crates on death, and all three count when you pick them up! Yay for rewards! DAMAGE SPARKS now correctly switch off when you dock and get healed up, this was a tiny visual thing that annoyed the crap out of all of us so ...WEEKLY UPDATE 19 - Carriers & Livestreams!May 25, 2018 - Community AnnouncementsA strong week interrupted a bit by GDPR shenanigans means we're not quite as jam packed as we'd have liked, but the improvements we've made are definitely worth your time! LIVESTREAM We're livestreaming the update once more tomorrow at 6pm BST/10am PDT/1pm EDT over on www.twitch.tv/spiltmilkstudios - come and join us! It's the finale of season 1 of our devstreams, stay tuned for more info on our season 2 plans! CLOSED WEEKEND go and get your friends to play with you - they can download Lazarus for free this weekend on Steam! CARRIER KILL REWARDS are now a ton more generous. We give you 3 Loot Crates and all the MEV you could ever want for killing a Carrier now! It used to be just Void... sad times. https://i.imgur.com/d3gL3D5.gif CARRIER HP BAR we've doubled its size to help readability. It used to be the same size as all the other ships, but this would tend to get lost in the madness. DUPLICATE LAZARENE is now increased! If you get a duplicate Common skin you'll get 50 Lazarene. Rare gets you 100, Epic 300, and a Legendary duplicate gets you 500 Lazarene. UN-CAPTURABLE TERRITORIES are a thing of the past (we think!). There was a weird error that caused the territory manager to get confused, and while it's hard to reproduce we think we fixed the root cause. Now you should never come across a territory that's uncapturable. PLAYER MARKER ICONS on the map now only draw when there's another player there. Turrets do not count towards this any more, but we're still fixing it so that you don't, either :D TUTORIAL BUG We fixed a nasty bug that meant when brand new players booted into the game it would sometimes not trigger the tutorial. You'd be left able to fly around and dock, but nothing else at all. It was no fun, so we fixed it! FLEET ROUTES used to draw on the screen when you exited a Xenotaph. Now they don't :D They should only ever draw while you've got them toggled 'on', and only ever on the fullscreen map. TUTORIAL FIX we've done some significant work to ensure that, if players die more than once during the 'territory capture' part of the tutorial, things get easier for them. Basically, we do a more detailed survey of the gameworld and then spawn them close to a territory that contains less of a threat, and ideally next to one that is not already claimed by a Drone factions. KNOWN ISSUES: CARRIER SPAWNING CEREMONY we tried to add a nice line between the Carrier and what it is spawning, but we broke the small warp-in effect in the process. We'll fix that asap! As ever we're still smashing away at the Wipe. Hang in there! Next week should be good too, but Monday is a Bank holiday here in the UK so another slightly less-than-full week lies ahead. Tell us what you think about this week's update - and what you want to see in the next one - over on our Discord! (https://discord.gg/spiltmilk)