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Steam News10 March 20263mo ago

Post Next Fest Update

Recently I made multiple updates both to demo version on Steam and itch.io and test version on itch.io. Those test versions are already disabled, because I'm not going to keep them updated.

Full notes

Full Celestial Drift update

Read the full published notes in a cleaner layout. The original post stays linked below.

What changed

1 fix4 additions1 change2 removals
  • Gameplay
  • Compatibility
  • UI and audio
  • Server
  • Fixes
removedRecently I made multiple updates both to demo version on Steam and itch.io and test version on itch.io. Those test versions are already disabled, because I'm not going to keep them updated.
removedNow because I'm approaching my release date, here are few information on what you can expect from released game. First in demo version the multiplayer will be disabled. But demo itself will be still playable in singleplayer. The release build is already in review pipeline and I'm waiting for approval. I plan on providing servers for Linux on x86 and Arm64 platforms on Steam once I get grasp on how to do it properly here, if it's even applicable.
addedSo those were information for release. Now what changed in game itself? Not much, only small fixes and tweaks. There was bug in singleplayer allowing game to unpause when player pressed Esc key while in settings menu. I moved jumpgates bellow playing plane, because they were giving me headaches with constantly stuck spawned mobs. And I inverted mouse scrolling, because I got multiple feedbacks, that scroll/zoom direction is not very optimal solution. Another feedbacks were about unclear location of looted items, so I added prompts in overview screen where game asks player if they want to unload all mineral or all salvage or all general containers.
addedAnd last few words about multiple updates. For Steam review I had to have available server to verify online multiplayer. But hardware intended for release version was running demo server at that time. And me having not much experience with server applications, I saw the only solution in swapping connection info between (at that time) test server and demo server inside code. So my old test server, which is my old trusty Lenovo G510, had to became demo server. Then original demo server could finally assume its intended future role as release server and now temporal test server. I downloaded all saved player positions from old demo server and then I uploaded them to new demo server. I set builds to live and then I could resume work on updates which I delivered today. But of course I could just run another game instance from different folder listening on different ports. Next time I will know better.
addedThis new build contains these new game updates, history of all project changes is available on my discord server ( https://discord.gg/4x8489reYV) in changelog channel for Celestial Drift:
changedChanged weapon types/effects for some mobs

Recently I made multiple updates both to demo version on Steam and itch.io and test version on itch.io. Those test versions are already disabled, because I'm not going to keep them updated.

Now because I'm approaching my release date, here are few information on what you can expect from released game. First in demo version the multiplayer will be disabled. But demo itself will be still playable in singleplayer. The release build is already in review pipeline and I'm waiting for approval. I plan on providing servers for Linux on x86 and Arm64 platforms on Steam once I get grasp on how to do it properly here, if it's even applicable.

So those were information for release. Now what changed in game itself? Not much, only small fixes and tweaks. There was bug in singleplayer allowing game to unpause when player pressed Esc key while in settings menu. I moved jumpgates bellow playing plane, because they were giving me headaches with constantly stuck spawned mobs. And I inverted mouse scrolling, because I got multiple feedbacks, that scroll/zoom direction is not very optimal solution. Another feedbacks were about unclear location of looted items, so I added prompts in overview screen where game asks player if they want to unload all mineral or all salvage or all general containers.

And last few words about multiple updates. For Steam review I had to have available server to verify online multiplayer. But hardware intended for release version was running demo server at that time. And me having not much experience with server applications, I saw the only solution in swapping connection info between (at that time) test server and demo server inside code. So my old test server, which is my old trusty Lenovo G510, had to became demo server. Then original demo server could finally assume its intended future role as release server and now temporal test server. I downloaded all saved player positions from old demo server and then I uploaded them to new demo server. I set builds to live and then I could resume work on updates which I delivered today. But of course I could just run another game instance from different folder listening on different ports. Next time I will know better.

This new build contains these new game updates, history of all project changes is available on my discord server (https://discord.gg/4x8489reYV) in changelog channel for Celestial Drift:

  • Changed weapon types/effects for some mobs

  • Fixed bug allowing game unpause on pressing Esc key when in settings in singleplayer

  • Jump gate mesh got vertical offset to not interfere with navigation

  • Inverted mouse wheel scrolling direction for zooming

  • Added simple prompts for cargo unload to overview screen

Source

Steam News / 10 March 2026

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