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Steam News30 April 20188y ago

April Update (EA Monthly #1)

Hey everyone! The first few weeks of Double Turn's Early Access have wrapped up, and I'm starting to switch gears from mostly fixing issues and putting out fires to starting to build new stuff!

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What changed

0 fixes0 additions5 changes0 removals
  • Gameplay
  • Performance
  • Compatibility
changedHey everyone! The first few weeks of Double Turn's Early Access have wrapped up, and I'm starting to switch gears from mostly fixing issues and putting out fires to starting to build new stuff! Obviously there will continue to be issues to fix and feedback to gather but all the high priority post-launch hotfixes have gone out.
changedNew Patch: v0.15.5The latest patch went out, and includes some solo/AI balance issues and crash fixes. You can these, other issues, and previous patches on our roadmap . - Prevent strikes from hitting multiple AI opponents at once - Fix AI getting stuck at ropes - Reduce Battle Royal difficulty by increasing all timers by 5 seconds - Fix memory bloat problems related to the hit vfx causing crashes for some users - Fix periodic crash when leaving online menu state
changedCustom Controls ProgressI'm making good progress on the custom controller bindings and better controller support overall. Right now I have a mostly complete build supporting Steam Controller, and in-game binding configs coming shortly after that. The goal is to have a live build with this update in the next 2-3 weeks in mid-May. I will also likely put this on a beta branch so people can try it before its done, later this week or early next week.
changedCombat balancingThe other update that's planned is some balancing of combat and a few experiments in character-specific "specials" and "passives". Basically the idea is to break the current "all characters play the same" mold with minor differences in play and heat bonuses for certain characters when they do certain things. I had planned on doing something like this, and we've had some discussion on the Discord . Test version of this will also come out on a beta branch in May. This will involve some ongoing testing and balancing so I'll likely stay on a beta branch for a bit, and go live after custom controls comes out.
changedDouble Turn in the Wild!In case you missed it, Chris Denker aka DenkOps made a video playing Double Turn! Even through all the "Day 1" bugs and early access roughness, it was very fun to watch, so I'm super psyched he played it. If you see any other videos or streams, please let us know! And if you want anyone to cover Double Turn also let us know. Thats it for now. If you haven't yet, please join the Discord ! As we grow I'd like to organize some tournaments, and for now at least get people doing some ad-hoc matchmaking. The more we grow the community the better the game gets!

Double Turn changes

changedHey everyone! The first few weeks of Double Turn's Early Access have wrapped up, and I'm starting to switch gears from mostly fixing issues and putting out fires to starting to build new stuff! Obviously there will continue to be issues to fix and feedback to gather but all the high priority post-launch hotfixes have gone out.
changedThe latest patch went out, and includes some solo/AI balance issues and crash fixes. You can these, other issues, and previous patches on our roadmap . - Prevent strikes from hitting multiple AI opponents at once - Fix AI getting stuck at ropes - Reduce Battle Royal difficulty by increasing all timers by 5 seconds - Fix memory bloat problems related to the hit vfx causing crashes for some users - Fix periodic crash when leaving online menu state
changedI'm making good progress on the custom controller bindings and better controller support overall. Right now I have a mostly complete build supporting Steam Controller, and in-game binding configs coming shortly after that. The goal is to have a live build with this update in the next 2-3 weeks in mid-May. I will also likely put this on a beta branch so people can try it before its done, later this week or early next week.
changedThe other update that's planned is some balancing of combat and a few experiments in character-specific "specials" and "passives". Basically the idea is to break the current "all characters play the same" mold with minor differences in play and heat bonuses for certain characters when they do certain things. I had planned on doing something like this, and we've had some discussion on the Discord . Test version of this will also come out on a beta branch in May. This will involve some ongoing testing and balancing so I'll likely stay on a beta branch for a bit, and go live after custom controls comes out.
changedIn case you missed it, Chris Denker aka DenkOps made a video playing Double Turn! Even through all the "Day 1" bugs and early access roughness, it was very fun to watch, so I'm super psyched he played it. If you see any other videos or streams, please let us know! And if you want anyone to cover Double Turn also let us know. Thats it for now. If you haven't yet, please join the Discord ! As we grow I'd like to organize some tournaments, and for now at least get people doing some ad-hoc matchmaking. The more we grow the community the better the game gets!

Hey everyone! The first few weeks of Double Turn's Early Access have wrapped up, and I'm starting to switch gears from mostly fixing issues and putting out fires to starting to build new stuff! Obviously there will continue to be issues to fix and feedback to gather but all the high priority post-launch hotfixes have gone out.

New Patch: v0.15.5

The latest patch went out, and includes some solo/AI balance issues and crash fixes. You can these, other issues, and previous patches on our roadmap. - Prevent strikes from hitting multiple AI opponents at once - Fix AI getting stuck at ropes - Reduce Battle Royal difficulty by increasing all timers by 5 seconds - Fix memory bloat problems related to the hit vfx causing crashes for some users - Fix periodic crash when leaving online menu state

Custom Controls Progress

I'm making good progress on the custom controller bindings and better controller support overall. Right now I have a mostly complete build supporting Steam Controller, and in-game binding configs coming shortly after that. The goal is to have a live build with this update in the next 2-3 weeks in mid-May. I will also likely put this on a beta branch so people can try it before its done, later this week or early next week.

Combat balancing

The other update that's planned is some balancing of combat and a few experiments in character-specific "specials" and "passives". Basically the idea is to break the current "all characters play the same" mold with minor differences in play and heat bonuses for certain characters when they do certain things. I had planned on doing something like this, and we've had some discussion on the Discord. Test version of this will also come out on a beta branch in May. This will involve some ongoing testing and balancing so I'll likely stay on a beta branch for a bit, and go live after custom controls comes out.

Double Turn in the Wild!

In case you missed it, Chris Denker aka DenkOps made a video playing Double Turn! Even through all the "Day 1" bugs and early access roughness, it was very fun to watch, so I'm super psyched he played it. If you see any other videos or streams, please let us know! And if you want anyone to cover Double Turn also let us know. Thats it for now. If you haven't yet, please join the Discord! As we grow I'd like to organize some tournaments, and for now at least get people doing some ad-hoc matchmaking. The more we grow the community the better the game gets!

Source

Steam News / 30 April 2018

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