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Steam News13 February 20251y ago

New Foundations Update

It's been a few months since the last bit of news but I've been working on a complete overhaul of UltraCook this whole time. I was very unhappy with the overall quality of the initial release.

Full notes

Full UltraCook update

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

What changed

0 fixes3 additions3 changes0 removals
  • Gameplay
  • UI and audio
  • Server
addedIt's been a few months since the last bit of news but I've been working on a complete overhaul of UltraCook this whole time. I was very unhappy with the overall quality of the initial release. So without further ado here is what's new:
addedNew Graphics Textures, models, UI, I've redone it all. It is at a much better state now and I'm personally very happy with it.
changedRedone Multiplayer The multiplayer is now stable and works seamlessly with Steam. Previously the game ran on dedicated servers, now it runs on Steam, which is much better for you and me. No more server being down for maintenance and since it's Steam servers, you can play multiplayer from any region . Overall the multiplayer is greatly optimized, with better netcode.
changedImproved Mechanics & Gameplay I've decided to start from scratch and rethink the gameplay loop, it is still the same arcade style loop, but much more refined for fun and strategy . The game now runs on a system where it get's harder as you go, not the old way where you choose a difficulty and it remains the same for the entire game. Much like a Risk of Rain type system.
addedSubtraction, subtraction, subtraction... The initial philosophy behind the update was subtraction, I wanted to get to the bare bones of the fun, find it and then rebuild around that. There were many things I decided to take out, as when playtesting I found they were getting in the way of the fun rather than adding to it. No more enemy waiters , I know :( many of you may be said to see it go, but it was a choice I made because I felt it was hindering the direction of the game. I hope you understand!
changedThe finer mechanics, such as picking up and putting down ingredients have been optimized too.

UltraCook changes

addedIt's been a few months since the last bit of news but I've been working on a complete overhaul of UltraCook this whole time. I was very unhappy with the overall quality of the initial release. So without further ado here is what's new:
addedNew Graphics Textures, models, UI, I've redone it all. It is at a much better state now and I'm personally very happy with it.
changedRedone Multiplayer The multiplayer is now stable and works seamlessly with Steam. Previously the game ran on dedicated servers, now it runs on Steam, which is much better for you and me. No more server being down for maintenance and since it's Steam servers, you can play multiplayer from any region . Overall the multiplayer is greatly optimized, with better netcode.
changedImproved Mechanics & Gameplay I've decided to start from scratch and rethink the gameplay loop, it is still the same arcade style loop, but much more refined for fun and strategy . The game now runs on a system where it get's harder as you go, not the old way where you choose a difficulty and it remains the same for the entire game. Much like a Risk of Rain type system.
addedSubtraction, subtraction, subtraction... The initial philosophy behind the update was subtraction, I wanted to get to the bare bones of the fun, find it and then rebuild around that. There were many things I decided to take out, as when playtesting I found they were getting in the way of the fun rather than adding to it. No more enemy waiters , I know :( many of you may be said to see it go, but it was a choice I made because I felt it was hindering the direction of the game. I hope you understand!

It's been a few months since the last bit of news but I've been working on a complete overhaul of UltraCook this whole time. I was very unhappy with the overall quality of the initial release. So without further ado here is what's new:

  • New Graphics Textures, models, UI, I've redone it all. It is at a much better state now and I'm personally very happy with it.

  • Redone Multiplayer The multiplayer is now stable and works seamlessly with Steam. Previously the game ran on dedicated servers, now it runs on Steam, which is much better for you and me. No more server being down for maintenance and since it's Steam servers, you can play multiplayer from any region. Overall the multiplayer is greatly optimized, with better netcode.

  • Improved Mechanics & Gameplay I've decided to start from scratch and rethink the gameplay loop, it is still the same arcade style loop, but much more refined for fun and strategy. The game now runs on a system where it get's harder as you go, not the old way where you choose a difficulty and it remains the same for the entire game. Much like a Risk of Rain type system.

  • Subtraction, subtraction, subtraction... The initial philosophy behind the update was subtraction, I wanted to get to the bare bones of the fun, find it and then rebuild around that.

    There were many things I decided to take out, as when playtesting I found they were getting in the way of the fun rather than adding to it. No more enemy waiters, I know :( many of you may be said to see it go, but it was a choice I made because I felt it was hindering the direction of the game. I hope you understand!

  • The finer mechanics, such as picking up and putting down ingredients have been optimized too.

I'd like to thank my friends for playtesting during this overhaul, and thank the community for keeping me on my toes! I won't lie before this overhaul I had lost a little steam and a lot of life stuff happened. But I'm very glad I kept at it.

Source

Steam News / 13 February 2025

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