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Steam News25 May 201511y ago

Soup for Steam

Loyal Early Access Astroworkers, As you've probably noticed, Nom Nom Galaxy was release on PlayStation 4 earlier this month.

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Full PixelJunk™ Nom Nom Galaxy update

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addedLoyal Early Access Astroworkers, As you've probably noticed, Nom Nom Galaxy was release on PlayStation 4 earlier this month. Since many of you have been down with the Soup King since day one of Early Access, you might be wondering, "Has Robo-Shacho turned his back on us?!?" Never! For the TL:DR folks, we'll be out of Early Access with the full game in June. It'll have everything the PS4 version has with a few tweaks. And if we have time, perhaps some special things for the folks that have been in the kitchen the longest. For those that want to get into the Five Ws & H, read on! Nom Nom Galaxy was easily the most ambitious project we've embarked upon (until The Tomorrow Children! ^^). At it's core Nom Nom is a goal-driven sandbox game with a set loop; build a base, discover ingredients to make soup, ship soup to the galactic market, and beat your rivals. I have a ton of respect for other successful sandbox games now, as building a world like this and teaching the player how to successfully navigate it is EXTREMELY difficult. There are so many variables you have to account for, even if you're just talking about the base building aspect of the game. What will happen if the player places a building here? How do we make this intuitive so that they will understand it implicitly? These are design choices that you have to problem solve around and if you've played previous iterations of the game, you can see how we've evolved. We had a very small team working on the game up until we went into Early Access last March. When we partnered with Double Eleven to bring the game to PlayStation 4, we were fortunate enough to get some of their staff to help. Those extra hands really helped with fleshing out lots of the content in the game and giving us design feedback. We'd probably still be working on it without their assistance, so I want to give a big shout out to everyone at D11. One of the conditions of making a PS4 version, however, was that we needed to have the game finished by a certain time. This was in our original development plan when we agreed to work with D11 to bring the game over to PS4. We hoped to have both version ready to rocket to the market at the same time. But game development doesn't always go as you think it will and despite our best intentions, we could quite reach 100% market share at the end of the dev day. ;-) So what is it we're working on? At the moment, we're finishing up a few key areas: - 4 Player drop-in, dropout online multiplayer! This has always been one of the most requested features for Nom Nom. We're working with D11 to get this working as smoothly as possible on the PC now. - Galactic Challenges. This mode was developed by D11 and is being brought over to the PC now. In this mode you'll have random challenges that cycle every two days. Earning high scores and times in these challenges will allow you to dominate the global leaderboards and reward you with powerful versions of gum to use in the regular game. - There's a lot going on in Nom Nom Galaxy so it was tough for us to decide how to introduce all of the elements. The first tutorial give you the basics, then the second one throws the kitchen sink at you. We understand there is some frustration with this and we're going to do our best to update it make it easier to understand and complete. - We're hard at work on the perks for people who bought into the higher tiers. Yamatron has done and amazing job on the digital art book and the alternative Astroworker costume. The soundtrack is also being mastered for those who purchased that tier. - There are a couple of tweaks that we're working on now thanks to feedback that we've gotten from Early Access and the PS4 players. For example, navigating through available soup machines will be easier to understand with improvements to the UI. We're also testing out the ability to overwrite parts of your base with other pieces. - In addition to the tweaks, we are still doing a lot of bug fixing and optimizations. - Steam achievements (you can actually see them now, but they aren't active) - Steam leaderboards - Steam trading cards - There are other things we want to do for the Steam version, such as adding more creative and competitive modes. If the Soup Gods are on our side we'll have more details about it later. So when is all going to happen? We hope to roll out updates for testing in June and exit Early Access by the end of June. We want to thank everyone that's been contributing feedback, submitting bug reports, streaming, making let's plays, tweeting, everything... We appreciate you taking part in the process and we'll have the full course in your hands shortly.

PixelJunk™ Nom Nom Galaxy changes

addedLoyal Early Access Astroworkers, As you've probably noticed, Nom Nom Galaxy was release on PlayStation 4 earlier this month. Since many of you have been down with the Soup King since day one of Early Access, you might be wondering, "Has Robo-Shacho turned his back on us?!?" Never! For the TL:DR folks, we'll be out of Early Access with the full game in June. It'll have everything the PS4 version has with a few tweaks. And if we have time, perhaps some special things for the folks that have been in the kitchen the longest. For those that want to get into the Five Ws & H, read on! Nom Nom Galaxy was easily the most ambitious project we've embarked upon (until The Tomorrow Children! ^^). At it's core Nom Nom is a goal-driven sandbox game with a set loop; build a base, discover ingredients to make soup, ship soup to the galactic market, and beat your rivals. I have a ton of respect for other successful sandbox games now, as building a world like this and teaching the player how to successfully navigate it is EXTREMELY difficult. There are so many variables you have to account for, even if you're just talking about the base building aspect of the game. What will happen if the player places a building here? How do we make this intuitive so that they will understand it implicitly? These are design choices that you have to problem solve around and if you've played previous iterations of the game, you can see how we've evolved. We had a very small team working on the game up until we went into Early Access last March. When we partnered with Double Eleven to bring the game to PlayStation 4, we were fortunate enough to get some of their staff to help. Those extra hands really helped with fleshing out lots of the content in the game and giving us design feedback. We'd probably still be working on it without their assistance, so I want to give a big shout out to everyone at D11. One of the conditions of making a PS4 version, however, was that we needed to have the game finished by a certain time. This was in our original development plan when we agreed to work with D11 to bring the game over to PS4. We hoped to have both version ready to rocket to the market at the same time. But game development doesn't always go as you think it will and despite our best intentions, we could quite reach 100% market share at the end of the dev day. ;-) So what is it we're working on? At the moment, we're finishing up a few key areas: - 4 Player drop-in, dropout online multiplayer! This has always been one of the most requested features for Nom Nom. We're working with D11 to get this working as smoothly as possible on the PC now. - Galactic Challenges. This mode was developed by D11 and is being brought over to the PC now. In this mode you'll have random challenges that cycle every two days. Earning high scores and times in these challenges will allow you to dominate the global leaderboards and reward you with powerful versions of gum to use in the regular game. - There's a lot going on in Nom Nom Galaxy so it was tough for us to decide how to introduce all of the elements. The first tutorial give you the basics, then the second one throws the kitchen sink at you. We understand there is some frustration with this and we're going to do our best to update it make it easier to understand and complete. - We're hard at work on the perks for people who bought into the higher tiers. Yamatron has done and amazing job on the digital art book and the alternative Astroworker costume. The soundtrack is also being mastered for those who purchased that tier. - There are a couple of tweaks that we're working on now thanks to feedback that we've gotten from Early Access and the PS4 players. For example, navigating through available soup machines will be easier to understand with improvements to the UI. We're also testing out the ability to overwrite parts of your base with other pieces. - In addition to the tweaks, we are still doing a lot of bug fixing and optimizations. - Steam achievements (you can actually see them now, but they aren't active) - Steam leaderboards - Steam trading cards - There are other things we want to do for the Steam version, such as adding more creative and competitive modes. If the Soup Gods are on our side we'll have more details about it later. So when is all going to happen? We hope to roll out updates for testing in June and exit Early Access by the end of June. We want to thank everyone that's been contributing feedback, submitting bug reports, streaming, making let's plays, tweeting, everything... We appreciate you taking part in the process and we'll have the full course in your hands shortly.

Loyal Early Access Astroworkers, As you've probably noticed, Nom Nom Galaxy was release on PlayStation 4 earlier this month. Since many of you have been down with the Soup King since day one of Early Access, you might be wondering, "Has Robo-Shacho turned his back on us?!?" Never! For the TL:DR folks, we'll be out of Early Access with the full game in June. It'll have everything the PS4 version has with a few tweaks. And if we have time, perhaps some special things for the folks that have been in the kitchen the longest. For those that want to get into the Five Ws & H, read on! Nom Nom Galaxy was easily the most ambitious project we've embarked upon (until The Tomorrow Children! ^^). At it's core Nom Nom is a goal-driven sandbox game with a set loop; build a base, discover ingredients to make soup, ship soup to the galactic market, and beat your rivals. I have a ton of respect for other successful sandbox games now, as building a world like this and teaching the player how to successfully navigate it is EXTREMELY difficult. There are so many variables you have to account for, even if you're just talking about the base building aspect of the game. What will happen if the player places a building here? How do we make this intuitive so that they will understand it implicitly? These are design choices that you have to problem solve around and if you've played previous iterations of the game, you can see how we've evolved. We had a very small team working on the game up until we went into Early Access last March. When we partnered with Double Eleven to bring the game to PlayStation 4, we were fortunate enough to get some of their staff to help. Those extra hands really helped with fleshing out lots of the content in the game and giving us design feedback. We'd probably still be working on it without their assistance, so I want to give a big shout out to everyone at D11. One of the conditions of making a PS4 version, however, was that we needed to have the game finished by a certain time. This was in our original development plan when we agreed to work with D11 to bring the game over to PS4. We hoped to have both version ready to rocket to the market at the same time. But game development doesn't always go as you think it will and despite our best intentions, we could quite reach 100% market share at the end of the dev day. ;-) So what is it we're working on? At the moment, we're finishing up a few key areas: - 4 Player drop-in, dropout online multiplayer! This has always been one of the most requested features for Nom Nom. We're working with D11 to get this working as smoothly as possible on the PC now. - Galactic Challenges. This mode was developed by D11 and is being brought over to the PC now. In this mode you'll have random challenges that cycle every two days. Earning high scores and times in these challenges will allow you to dominate the global leaderboards and reward you with powerful versions of gum to use in the regular game. - There's a lot going on in Nom Nom Galaxy so it was tough for us to decide how to introduce all of the elements. The first tutorial give you the basics, then the second one throws the kitchen sink at you. We understand there is some frustration with this and we're going to do our best to update it make it easier to understand and complete. - We're hard at work on the perks for people who bought into the higher tiers. Yamatron has done and amazing job on the digital art book and the alternative Astroworker costume. The soundtrack is also being mastered for those who purchased that tier. - There are a couple of tweaks that we're working on now thanks to feedback that we've gotten from Early Access and the PS4 players. For example, navigating through available soup machines will be easier to understand with improvements to the UI. We're also testing out the ability to overwrite parts of your base with other pieces. - In addition to the tweaks, we are still doing a lot of bug fixing and optimizations. - Steam achievements (you can actually see them now, but they aren't active) - Steam leaderboards - Steam trading cards - There are other things we want to do for the Steam version, such as adding more creative and competitive modes. If the Soup Gods are on our side we'll have more details about it later. So when is all going to happen? We hope to roll out updates for testing in June and exit Early Access by the end of June. We want to thank everyone that's been contributing feedback, submitting bug reports, streaming, making let's plays, tweeting, everything... We appreciate you taking part in the process and we'll have the full course in your hands shortly.

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Steam News / 25 May 2015

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