![]() Fixed several seams in meshes throughout the game.Changed some visual UI elements throughout the game.Gamepad horizontal/vertical look speed should feel more consistent now.Fixed some edge cases around inviting and leaving a session just before starting.Selected button behaviour in the menus should now be more intuitive and consistent.Optimized a ton of meshes throughout the game increasing performance.The purple orb pistons should now be retract on both sides in the mirror room.Fixed several desync issues in the mirror room.Added proper controller button images to the menu.Players should no longer be able to jump in or out of a rotating door in the cave while it is rotating to prevent softlocking.Mirror Room paintings should no longer fully rotate when clicked once.Intro animation Wall is now synced properly.Adjustments are directly applied to your system microphone level) (The ‘Microphone level’ slider is set to your system level by default. We would love to hear any feedback regarding the functionality of these settings. Added experimental audio settings – marked in yellow – to test out.This should fix some volume issues with the voice chat. The incoming voice volume is no longer bound to master volume.Skipping a cutscene is now done by a HOLD action.Player who have played before will keep their settings. Added a christmas themed puzzle to the basecamp.We also would like to take the time to thank the community for another awesome year, our partners for their great support and we want to wish you all happy Holidays and hopefully a new year with even more awesomeness for you all. With less than two days of voting left, your support would be greatly appreciated! We’ve also been nominated as one of the top 100 games in the Adventure category on IndieDB. We can’t wait to release We Were Here Together on Xbox One as well in 2020! The inclusion of We Were Here in the ‘Games for Gold’ helped introduce a lot of new players to the series. ![]() Three episodes are live already, and the fourth and final installment will be live on December 30th!Īnother cherished moment was the release of We Were Here and We Were Here Too on Xbox One. To get a peek at how the year was for us developers, take a look at our series of Developer Diaries series: To date we’ve almost sold 100,000 copies of We Were Here Together. This past year was quite an adventure for us at the studio, full of intriguing puzzles and great highlights! One of the most memorable moments for us was the release of We Were Here Together – it was humbling to see our game in the top steam sellers for October 2019. If you succeed, the festivities can begin! Let’s see if you and a friend can figure out where it is, and how to solve it. As befits the holiday season, your Base Camp has been decorated and a new puzzle has appeared… somewhere. The holidays are almost here and we have a number of special Christmas surprises for you explorers. After the voice chat system connects both players in a session, the application volume in the OS is forced to 100%.Audio of the first throne room puzzle no longer overlaps with the cutscene audio.Fixed visual errors with some fog areas.Fixed an issue where the basecamp fuel docks did not load in completely.Fixed visual mismatch of items picked up in the mirror room and the image displayed in the inventory.Fixed a desync issue with the throne room statues puzzle.Fixed an issue with the pipes where the puzzle would not complete after placing the correct pipes.Disabled puzzle item interaction after completing the Greenhouse area preventing players from taking unnecessary items to the next chapter.Rapidly bashing the elevator buttons won’t get visually stuck anymore.DLC Store page languages now match those displayed on the base game store page.Fixed an issue with rejoining your own lobby.Accepting an invite just before entering gameplay from a lobby no longer leaves the other player in the void.Fixed overall missing colliders causing players to fall through the world.Fixed an issue causing the castle entrance puzzle not to start.Players should no longer be able to walk off the left pickaxe elevator.Xbox related objects added to the basecamp.Increased auto-crouch trigger size downstairs after entering the monastery.Animated dots show at the bottom right when the game is busy loading.We have a new update for you today! There are performance improvements, more colliders to prevent those rare moments of falling out of the level, and some desync fixes.
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