- Bugtoberfest - Oct 2024 patch - 7 October 2024
This is a smaller bugfix update, with the biggest issue fixed being Mac-specific. - Unity engine update: Slipways now runs on the latest long-term-support version of Unity, which should help with some compatibility problems and enable maintenance/development in the future. - Ranked menu hang (Apple): On Apple Silicon, some of the time, the ranked mode menu would hang when moving from the map screen to the race select screen. This should no longer happen. - Isolated sector crash: A very specific way of playing with Vattori would result in there being no valid tasks for the "new tasks available" screen. This should no longer be possible, via slightly different logic for the "build a specific lab" task. - Ingame menu crash: There was a rare crash triggered by a weird interaction between controller support code and how the "abandon run" button works. This should no longer happen. This updat…
- Spring is the time for bugs... and fixes - 14 March 2024
As in nature, so in Slipways: with winter slowly receding into the past and spring waking up in the northern hemisphere, bugs are coming out of hibernation. This patch fixes two severe bugs on Apple platforms, and one logic bug: - Game startup fails (Apple): Occasionally, the Steam integration library has a hard time starting up on Apple Silicon machines. This used to hang Slipways during startup. Now, we give Steam a few seconds and if it's not able to get its act together, we start without it. - Game startup fails (Apple): Slipways used to defer initializing some Unity services until they are first needed. However, initializing them when they are first needed could hang the whole application on Apple Silicon machines. We now initialize these services earlier to avoid the issue, in exchange for a few milliseconds more of initial startup time. - Crash/hang: Using a project or other mean…
- An apple a day sends the patch away - 2 January 2024
This small update mostly concerns players on Apple devices - no significant changes should be present on other platforms. - Mac: Slipways is now a universal app, which means it no longer needs to run under emulation on your new-fangled Apple Silicon machine - anything with Apple M1 or up. This makes the game run smoother and more battery efficient, but also fixes any problems caused by the emulation layer itself. Speaking of which... - Mac: On Mac OS Sonoma 14.2.1, something changed in Apple's emulation layer, causing Slipways to no longer register clicks in windowed mode. This should no longer be the case with the new version. - Steam: The Steam SDK Slipways uses has been updated to 1.57, which fixes a few glitches around mods/Steam workshop use. This update brings the version numbers up to v1.3 (b1113) on Windows and v1.3 (b1114) on Mac.
- Getting the fix in for October - 5 October 2023
This one is another small bugfix patch, fixing a few bug reports that have accumulated over time. - Endless: Since a few versions, retired endless runs would not save properly into the statistics tab. This should no longer be the case. - Campaign: A mission completed with exactly 0 score would not count as complete for the purposes of progression. The game should now properly let you through with no additional gatekeeping. - Seed selection: If you went into ranked mode, then back to main menu, then into standard, and if the sector type for that week's ranked was not unlocked for standard play, you'd *sometimes* get in a weird state where the game would auto-select a locked sector type for you, which would result in a confusing UI experience. Possibly even more confusing than this bug description. This patch brings the version numbers up to "v1.3 (b1109)" on Windows and "v1.3 (b1110)" on…
- New Year's fixings - 8 January 2023
Happy new year, Slipways players! Slipways welcomes 2023 with a small bugfix patch, addressing the following issues: - Void Synthesizer: a previous patch broke the functionality of this technology, causing it to misbehave when it was supposed to deliver two copies of the same resource to different planets. It should now hopefully work correctly, and it's now in my personal top 5 of "rude technologies that have caused multiple bugfixes". - Loading/Ranked: when a savefile was loaded, some sector quirks would not be properly taken into account when an early "empire state update" would happen. One of the consequences of this bug were incorrect run previews on this week's ranked leaderboard, showing higher scores than the leaderboard itself. The issue should now be fixed for both the ranked previews and in general. - Statistics: The "best runs by perk" tab had weird display bugs for runs wit…
- Thursday tiny patch - 17 November 2022
This is a small bugfix patch addressing the following issues: - Campaign - Greener pastures: Some savefiles in which the construction of the fargate has been started would crash the game upon loading. This should no longer happen. - Campaign - Ghost in the Machine: The completion event would reappear after reloading a savefile where the megastructure was already reactivated. This should no longer happen. - Visual: The "smudges" in the sector select screen background should no longer be visible. The galaxy is fine, please don't worry - these artifacts were actually part of the menu background which was dimly visible behind the galaxy. This patch brings the version numbers up to "v1.3 (b1103)" on Windows and "v1.3 (b1104)" on Mac.
- November patch of pumpkins - 4 November 2022
Long time no bugfix! A collection of smaller issues has accumulated over time. This is a patch addressing most of the currently known issues: - Crash: Mass Reactors used in combination with Energy-Driven Industry and some planet types could cause a "product list sync discarded exported product" crash. This should no longer happen. - Campaign: A combination of using undo, saving and restoring at the exact worst time, and Jupiter being in retrograde would prevent the completion event from popping up for the Forebear Archive and Forebear Megastructure. The events should now show up consistently, and if you have a broken save where they failed to fire, reloading should fix it. - Upgrade: Planets would fail to upgrade to successful if they only had one native export, but they had an unexportable resource such as science or happiness added through a tech or project. Only exportable resources…
- Sunday small patch - 31 July 2022
This is a small bugfix patch addressing the following issues: - Campaign - Hard Truths: Losing a council member while having a tech upgrade that is both made available by them and also in some other way (like Infraspace available through Silthid Mass Lensing, but also through Slipstream Relay) would cause weird problems with the upgrade, including a way to trigger a crash. It should now behave reasonably. - Endless: The "maximum achieved" stats in the Miscellaneous Stats tab weren't display correctly in some cases. This patch brings the version numbers up to "v1.3 (b1092)" on Windows and "v1.3 (b1093)" on Mac.
- Tuesday touch - 12 July 2022
This patch is a small batch of bugfixes targetting ranked and campaign: - Ranked preview: When viewing a ranked run played by another person, their settings would "bleed through" for a second, causing weird effects during loading - including resolution changes and even crashes, in some cases. This should no longer happen. This fix should also help with other issues you might be having if you're sharing saves played on different machines. - Campaign: Ghost in the Machine: Established planets would be so eager to help that they would redirect their income towards the reactivation effort even before they actually had anything to contribute. They should now restrain themselves until they reach "successful" and can actually help. - Campaign: Through the Looking Glass: Xenostudies is now usable inside rifts, as an alternate vessel-based version. This was intended from the start, but the relev…
- Patch Notes (Jun 26 - July 9) - 9 July 2022
Today's patch is a tiny one, really fixing only one issue: - Crash: In some circumstances, the inactive, experimental gamepad support code could wake up and cause a crash. Maybe as vengeance for being turned off. In any case, it should no longer be able to do that (at least not in that specific way). The current version of the game after the batch is v1.3(b1083) on Windows and v1.3(b1084) on Mac. --- In addition to that, due to a weird quirk of the Steam interface that I can't really talk about, I've had to remove several of the previous patch note events. To ensure that no information gets lost, I'm including the patch notes for several previous patches in the last two weeks below. Archived patch notes July 6, v1.3(b1080): - Port in the Storm vs rewinding time: Rewinding time using a ruins event, then undoing this was a bit too much for the spacetime continuum in this mission, resultin…
- The somewhat colder hotfixes on the second day - 25 June 2022
Here's another day of post-release hotfixes, fixing the following issues: - Dendr mission: The mission goal failed to trigger if you were at the exact required amount of genes or culture. You no longer need 103% effort to complete the mission. - Vattori mission: Some connections to phase shifters were incorrectly disallowed as crossing a rift. - Vattori mission: The connection preview between planets did not take rift edges into account. - Dendr mission: Pinned colonization options failed to disappear when a vault was built on a planet, causing all sorts of problems. - Run records: Some campaign resource icons failed to display correctly in run records. After these hotfixes, the version numbers should be up to v1.3(b1050) on Windows and v1.3(b1051) on Mac.
- The hottest fixes this side of a neutron star - 24 June 2022
If you've been paying attention, you might have noticed that the game has updated quite a few times since the release of the third update. This was due to various hotfixes being applied, as usual, to fix various small bugs discovered shortly after release. Nothing like hundreds of people playing the game to shake things out! Here is a list of things fixed so far: - Ranked: There was a problem that prevented scores from uploading for about 10 hours after release. This is now fixed, and if you reopen ranked, your scores should reupload without any additional trouble. - Crash: Building a Ba'qar hubworld in their campaign mission resulted in a crash because the wormhole was missing and this confused the poor hubworld. - Crash: Some very old saves made with previous versions of the game failed to load with a full crash. They no longer do that. - Wormhole: Speaking about wormholes, it used to…
- The final update is here! - 23 June 2022
I can't believe it: it's here! 😱 The final update to Slipways is now available! Enjoy the third act of the campaign and the newly added techs and perks, and when you have the time and inclination, dig into the brand new modding feature. To celebrate this release, Slipways is going on a 30% sale for two weeks across all the stores. The update itself is free and available to all existing and new players of the game. Now, with the preliminaries out of the way, let's dig into the new stuff! The final act of the campaign! This one includes five brand new missions, in which each council member tackles the oncoming cataclysm alone. Each race has a unique way to approach the problem, and the missions highlight their philosophical outlooks, their strengths and their unfortunate weaknesses. They also happen to be tons of fun! Modding support! This one is a doozy and I can't wait to see how it go…
- Final update available on June 23! - 10 June 2022
Hey everyone, I'm thrilled to announce: the third and final big update for Slipways is coming out on June 23rd, just in time for a nice sale happening across all the stores. If you've been waiting to pick up a copy for yourself or a friend, this will be the best and cheapest opportunity to grab one! If you already own the game, I hope you're as excited as I am! May this new update bring you joy during these coming months, be it on vacation or after a hot day at work. What's in it? Let me refer you to the previous post, which has a nice buletted list of things planned for the update. Things have been going well and I'm happy to tell you that all five campaign missions are done and are now going through internal tests. I might be biased, but I feel this batch is the best one yet in terms of variety and gameplay. The modding support is also coming along nicely. I just finalized Steam Works…
- Saturday spruce-up #2 - 14 May 2022
This is a bugfix update fixing the following issues: - Xenotourism vs Englightenment: These technologies now interact properly, so your Enlightened zen tourist retreat will now immediately become successful. Prosperous will still require three different imports. - Building structures: Ghost lines would sometimes appear in the connection preview, showing linking to ghosts of other structures that you cancelled in the past. These ghosts are now exorcised and removed. - Campaign Stats: The "best score by mission" tab was erroneously limited to 4 scores (from back when there was just act 1). It should now display all missions. - Ranked: The address for the server Slipways communicates with was changed in preparation for some future stuff. This update brings the version numbers up to v1.2(b938) on Windows and v1.2(b939) on Mac.
- Final update coming soon! - 6 May 2022
Good news, everyone! While a combination of factors has made work on the game in 2022 a bit slower than I'd like, I wanted to let you all know that the third and final update is well underway and expected to ship by the end of June. Thank you all for your patience - I'm making good progress now and working hard to make this update worth the wait! To clear up any confusion: this update is still not DLC and will be available for free to all existing and new players of the game. What's in the update? Here's a brief list: The third act of the campaign, in which we'll conclude the story and see how each of the races approaches the looming crisis Other gameplay additions, including new technologies, sector quirks, events and council tasks Modding support, allowing you to use the same tools I'm using to make your own stuff: from small mods adding a few technologies to big ones introducing a wh…
- Saturday spruce-up - 2 April 2022
This is a bugfix update fixing the following issues: - Campaign - Hard Truths: If you completed consecutive stages of the archive year after year, the event moving the story forward would not trigger correctly. This is no longer the case. - Savefiles: An obsolete trade route that was undone would sometimes get saved to the savefile, especially in endless games, causing the save to no longer load. This should no longer be the case. - Mac: Pressing caps lock during the game would break UI due to how weirdly Macs implement caps lock and a few strange decisions on Unity's part. This has been worked around so pressing caps lock is safe for the universe again. - Tech - Economic zones: This technology used to not work correctly with information and izzium as a resource. It should be okay now. - Tech - Void synthesizer: If you connected the synthesizer first, and only then upgraded a planet wit…
- Humanitarian aid for Ukraine - 25 February 2022
For the next seven days (February 25 to March 3, midnight PST), 100% of Beetlewing's profit from sales of Slipways will be decidated to supporting the Ukrainian people. At the end of next week, this money will be donated to the Polish Red Cross #naPomocUkrainie fund ("help Ukraine fund"). The Polish Red Cross will use this money to secure food, medical supplies and other necessities for the victims of the war in Ukraine, in coordination with the Ukrainian Red Cross. Slipways paints a world free of war and military conflict, and I sincerely hope that one day our descendants can live in such a world. We're unfortunately not there yet, so all we can do is try to alleviate some of the horror of war and help those affected by it. This is the intent behind my decision. Please remain respectful here on Steam and refrain from incendiary comments on this topic. Thank you. Sincerely, -- Jakub Was…
- Thursday tune-up, Wednesday edition (again) - 16 February 2022
Wouldn't you know, this is another bugfix update that has traveled through time from Thursday to arrive today. Maybe I should start calling them "Wednesday somethings"? No good word for "fix" that starts with a "w" comes to mind, though, so we'd have to lose the alliterative title. This one fixes the following issues: - Crash: Culture: There is an edge case with Culture Exchange and Culture Hubs when building the hub causes the last produced unit of people to disappear from the planet, turning off Culture Exchange. This is a problem if the culture was already used, causing a crash. There is no good way to fix this while being 100% consistent with the rules as stated, but it no longer crashes. Instead, Culture Exchange and similar technologies now also work with planets that "used to" make people, even if they no longer do. So there you go, a useful trick just for reading the patch notes…
- Thursday tune-up, Wednesday edition - 9 February 2022
This is the usual Thursday patch with a couple of small bugfixes, but on Wednesday. Hey, it's probably Thursday already somewhere, right? - Campaign: Bending Spacetime: The izzium farm technology had a buggy interaction with a fix in the trade system. This interaction would cause a crash when you upgraded it to prosperous. - Crash: Undoing during animations that create a new structure (eg. when a planet was collapsed into a protostar) could cause crashes due to the game animating things that aren't there. No more. - Trading system: Undoing a manual resource allocation could sometimes result in manual allocation for the product no longer being possible. The trade system should no longer confuse itself in this one specific manner, though I'm sure it'll find other ways to do so. This patch brings the version numbers up to v1.2(b926) on Windows and v1.2(b927) on Mac.