Keep hope alive on your adventure to the mythical Forever Star! Gather survivors, repair and build out your starship, brave black holes, and fend off attacks, all while managing the daily soap opera of your colorful crew.
Hi Spacefarers,
If you haven’t yet learned of the unfortunate news, we suggest you head over to our [url=https://store.steampowered.com/news/app/1893820/view/3855706911138672799]recent Development Update[/url] posted by Trent. And definitely check out our [url=https://steamcommunity.com/app/1893820/discussions/0/4031347929690205259/]FAQ[/url] as well, which is pinned in Steam Discussions.
The TL:DR of it is that we’re in the unfortunate position of having to put Jumplight Odyssey’s development on pause indefinitely. Armello and Solium Infernum will continue unimpeded, but we simply don’t have the funding to continue with JLO, as much as we really want to.
So it’s with a truly heavy heart that we deliver your final (for now?) Jumplight Odyssey patch.
This patch is mostly bug fixes and any finishing adjustments the team could squeeze in before development paused. There are some really, really big wins in here -- wins that the community has fought hard to see (civilians can finally be assigned divisions, as just one example!). There are also other improvements that we hope will delight you as you enjoy JLO into the future!
This patch also has some parting gifts from JLO's development team. We wanted to cram way more in, as well as fix way more bugs, but we had limited runway and didn't want to risk JLO being any more unstable than it needed to be. So this patch is what we have delivered!
The best bit..
[h1]Big Wins[/h1]
[list]
[*] While it’s not the grand ending we had planned, you can now COMPLETE the game by reaching the Forever Star! We won’t spoil what it looks like… But definitely hop in and try to find out!
[*] Civillians can now be assigned Divisions! We had originally intended to create a Buildable called a Training Room, but have settled on allowing you to bring them into your crew more simply. Hooray for useful civilians.
[*] We've added a new Biome called Neutron Star! It's got a highhh volume of Salvage Opportunities in it… because it's highly irradiated, crew should wear sunscreen on Away Missions. The original vision included other biomes in the future, but we found ourselves short on time.
[*] THREE NEW BUILDABLES! We’ve got a Mag-Ring Reactor, it’s a small scale passive power generator, not very efficient but useful to carry some base load power supply; A Decontamination Pod, specialised medical equipment used to remove Irradiated status from crew who get too much… radiation exposure; And a Biomass Recycler for you to utilise on your ship to recycle… umm… bodies.
[*] You can now play in Creative Mode! This mode allows resource-free building with no construction time, yeehaw! Perfect for the interior decorators among you all.
[*] There's a cool mechanic introduced, the ‘Emergency Reboot’ Procedure, that in dire circumstances, hotwires your Jumplight Core to inject Power into your energy Grid, just be aware that it wipes any and all Jumplight you may have calibrated. It's been introduced as part of Officer Advice
[*] We've added an option to have the Jumplight Odyssey development team's name and likeness as part of your crew.
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One upside of this shitty situation we’ve found ourselves in is that we can’t get fired for writing simply unhinged patch notes so buckle up these are going to be the best ones yet...
[h2]Interstitials[/h2]
We’ve added some interstitials (aka; in-game cutscenes), including:
[list]
[*] “Hope Lost” endgame interstitial
[*] “Princess Death” endgame interstitial
[*] “Jumplight Core Destroyed” endgame interstitial
[*] “Reaching the Forever Star” endgame interstitial
[/list]
And, for you geeks out there, we’ve also updated the warp jump interstitial to include a Star Wars-esque wipe transition
[h2]Gameplay[/h2]
[list]
[*] An important addition: crew now get nakey before jumping into the Medigel Tank.
[*] We’ve implemented “bad news” PiPs for “Failure” and “Left Behind”, as well as the Zutopan Boarding Party arrival.
[*] Officers will now choose each other as social targets when walking in hallways. Game respects game.
[*] We’ve introduced a new mechanic through Officer Advice! If a player hits 0 power and remains there for a full power cycle, the Officer will give the option for an “Emergency Power Reboot” at the cost of all Jumplight.
[*] There is now a CREATIVE MODE! You can toggle this on while in game. Creative Mode enables instant, no-cost building. God. This really is the future.
[*] Crew will no longer attempt to flee the deck when moving to equip a spacesuit/helmet after entering rooms with low or no O2.
[*] Beware! Engineering have advised us that the Large Observation Windows are now breakable again. They can also be repaired. They’ve even got some juicy new visual effects. Asteroids are scary again, folks.
[*] There is a NEW Chapter and we’ve updated the Custom Games layout. This has reduced starting content to give a more streamlined starting set up. A bigger challenge for bolder Captains.
[*] We’ve also introduced some minor re-balancing of resource systems and a MAJOR refactor of AI, to clean-up inconsistencies with On Duty / Off Duty states. Now, Crew will now only see to their Needs while Off Duty, never On Duty. This should result in the crew feeling more responsive to the player’s commands (Alert Levels, Orders etc.)
[*] Crew will no longer gain rest benefits from sitting in seats, but will use them to queue when waiting for “Needs Objects” – "Crew waiting to use objects in this room can sit here while they wait”.
[*] A Big Note: We’ve made some changes toward a balance shift that encourages Captains to be more intentional with looking after their crew. Previously, the game would “take care of itself”. Now, effective use of your crew will require intentional design and pre-planning from the Captain. The goal here is to encourage your crew to act more like people, not mindless robots doing their overlord’s bidding!
[*] From this update, only Off Duty crew replenish their Needs, unless they’re ordered to Go Off Duty or Seek Treatment in Medbay. (Note: Civilians are always Off Duty, the lucky bastards). ((Double Note: The Captain is always On Duty and so is exempt from this restriction, unless the ship is in Red/Magenta Alert)).
[*] We’ve added a timeout for the Captain’s Chair to give the Captain a proper cadence in visiting the Bridge and patrolling/visiting their Royal Chambers.
[*] We’ve added preconditions to Orders Processing + Power Generation to ensure that all standard checks apply (On Duty, the room has gravity, etc.)
[*] There’s now an extended delay time on forced sleep and forced fainting… You know, in case they’re working on life-saving procedures.
[*] A MASSIVE WIN! Civilians can now be transferred into Divisions! Now there’s no escaping Capitalism, baybee! (Worth noting that this will cause them to lose the +50% morale recovery buff they enjoy as civilians, decisions,… decisions,… decisions,… ) (Kindofsquishy note: normally I’d take the capitalism jab out of Chan’s patch notes. But…. y'know….)
[*] We’ve made some improvements to Zero G: including an adjusted spacesuit speed, and updated “locomotion animation”. (Come on, baby. Do the locomotion! Sorry. Had to.)
[*] A bug has been fixed where spacecraft destroyed on missions would create rubble in the hangar. Now I’m reading this back, it sounds like a conspiracy… Oh well!
[*] We’ve resolved an issue where the PiP for spacecraft being destroyed had not one, but two close buttons.
[*] Fixed a bug where “daydreaming” crew can become stuck walking in place. I personally consider this a feature, not a bug, and it should be renamed “ADHD”.
[*] Thank God, we’ve fixed an issue where Tea and Coffee crops would not visually grow. Considering Euphora runs entirely on caffeine, this is a bigger win than it seems.
[*] Fixed issue where Claustrophobic crew members can get stuck in the airlock while trying to vent themselves. The joke writes itself with this one. Grim.
[*] As a tribute and thanks from us to you for loving Jumplight Odyssey as much as we have, the entire development team’s name and likeness have been added into the game as crew members. Please protect Dewald at all costs.
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[img]{STEAM_CLAN_IMAGE}/43221983/f3d9d766b727444fce9ee93b2aea59c012487eb8.png[/img]
Please enjoy the inevitable shenanigans, and don’t forget to tag us and JLO’s dev team in the tomfoolery on socials! We really would love to see it. You can access the Dev Team as a crew option from the main menu here:
[img]{STEAM_CLAN_IMAGE}/43221983/c4e387b2c35a39d11156e9f92d619450f30f9583.png[/img]
[h2]Big Brain Stuff:[/h2]
[list]
[*] We’ve refactored the input system to properly support input device pairing
[*] Players are now able to use any device plugged in depending on the input scheme chosen in settings (Playing on Gamepad, allows people to pick up any controller that is plugged in)
[*] The above fix has solved the issue where a random controller would be the “active” controller when switching to gamepad.
[*] Steamdeck now supports external controllers
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[h2]For Away Missions:[/h2]
[list]
[*] We’ve run a balance pass on speed differences that appeared to be missing
[*] We’ve also tweaked some of the buffs associated with Spacecraft Classes
[*] We’ve introduced some new flavours of Salvage Opportunities, each with different yields and distribution
[*] New Biome! We’ve got a NEUTRON STAR! You’ll find a high volume of Salvage Opportunities here (as well as a risk of your crew returning back Irradiated but y’know swings and roundabouts)
[*] New Crew Status! Irradiated. This adversely affects health, hunger, thirst and rest.
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[h2]Build Mode[/h2]
[list]
[*] At times, Storage Rack XL would result in a build validation error when being placed in a corner. This is now resolved. You can now put [strike]baby[/strike] Storage Rack XL in a corner.
[*] We made improvements to pathfinding issues with objects touching a disconnected pathfinding area. This, in particular, includes hauling from Metal Extractors in corners
[*] The whole room is now ~ illuminated ~ in red during Build Mode if you’ve got validation errors
[*] While editing a room in build mode with no tool active, hovering another room will cause it to highlight and clicking it will cause build mode to switch to editing that room instead
[*] After confirming a full-room deletion, the tool now exits the current room selection. So intuitive!
[*] Fixed an issue where wall lights on new rooms would float way too high. It’s really hard to not make a too high joke here
[*] Fixed issue where objects, both planned for deletion and under deconstruction, would render their footprints.
[*] We’ve fixed a problem where perimeter objects would unnecessarily be flagged as build validation errors when the object actually blocking access has its own interaction point.
[*] We resolved a small bug where attempting to build a room over fires would present build validation errors. Fires are no longer invulnerable.
[*] We polished the construction tarps so they should now render at the correct heights.
[*] Fixed issue where footprints would sometimes disappear when placing objects in build mode
[*] If a construction has consumed its resources and is deleted, we now place a deconstruction tent for the placeable (where previously we were simply deleting it)!
[*] We also now specify the costs balance for the change when we make the build task, so that (at the point of confirmation) the game can determine and apply a higher reimbursement, when deconstructing something that was never fully built!
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[h2]Save Load[/h2]
[list]
[*] At times, Ham broke the matrix (and the game) with the “Find Ham” event. We’ve got him under control – somewhat.
[*] The Zutopan attack event sometimes broke the multiverse and didn’t save progress. Again, this shouldn’t happen anymore!
[*] Saves will now display your Play Time duration
[*] Saves will now display a snazzy screenshot of the current game state when saving
[*] There’s been a general visual pass on the Load Screen
[*] Fixed an issue where saving early in a run, then continuing the run from the main menu would result in mass fires, loss of hope and mass casualties.
[*] Fixed some instances which could result in Error Code 5 from occurring in save files
[*] We’ve fixed the issue where “serving since” day would not properly serialise, the service start date and the origin star is now properly recorded!
[*] Fixed issue where Turrets would visually stop working when saving and reloading while they are actively firing. They now should fire when ready!
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Localisation
[list]
[*] The Flight Deck “upgrade slots” have now been labelled as “Build Spacecraft” slots
[*] We fixed up some typos in the credits list
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[h2]Animation[/h2]
[list]
[*] Come and get your PiP improvements, we’ve got a whole bunch!
[*] Polish pass on hallway animation PiP
[*] Polish pass on Determined and Salute animations PiP
[*] Polish pass on Morbid animation PiP
[*] Updated animation for Entertainment Display interaction
[*] Polish pass on Talk At Social animation PiP
[*] Polish pass on Distressed animation PiP
[*] Polish pass on generic failure animation PiP
[*] Polish pass on thinking animation PiP
[*] Polish pass on fire animation PiP
[*] New Robot animation to get therapy treatment (YESSSS ROBOT THERAPY)
[/list]
[h2]UI/UX[/h2]
[list]
[*] Fixed up ratio scaling of manifest profile pictures to be 4:3
[*] Fixed issue where objects can be highlighted while navigating drop down lists in the pause menu
[*] Fixed issue in build mode where an object will get placed when clicking on the “Manage Plan” button while holding onto it.
[*] While actively adjusting (moving around) an object, the refund value is no longer added to the build cost plan
[*] Visual polish on the Alert level panel
[*] Visual polish on all toggle UI elements for better padding
[*] General visual pass on readability across UI
[*] Visual polish pass on the Officer assignment screen
[*] Fixed issue where the Alert Level button would disappear after assigning a new Officer
[*] Fixed issue where actioning a PiPs during the Away Mission flow blocks keyboard inputs and selecting objects
[*] Quickly moving the mouse over rooms in build mode would cause the room highlighting to flicker on and off. We’ve fixed this!
[*] Fixed issue where the tooltip for the resources bar in the HUD would flicker on and off as resources are adjusting
[*] Fixed issue where the Object Info UI can become stuck on screen when attempting to deconstruct it
[*] Fixed issue where a “No Available Spacecraft” notification was appearing for active missions
[*] Fixed issue where the Recall Mission button appears and disappears as you click the mission button
[*] Away Mission History is now ordered in newest to oldest order (satisfying brain ticking changes ftw)
[*] Also, as per the sad news, we’ve made some more sad changes:
[*] Removed “In Development” VIP, Chapter, and Ship buttons
[*] Removed the News Feed from the front end
[*] Removed Early Access reference in the star map
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[h2]Art/VFX[/h2]
[list]
[*] The Medbay curtains have had a visual glow up
[*] We have introduced vomit! When in Despair, your crew will be more prone to 🤮
[*] Some of the Greenhouse foliage have also had a visual glow up
[*] New Observation Window Glass break VFX - they’re very very pretty.
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[h2]Our Forever Star[/h2]
There were so many plans for our game that we desperately wanted to show you, but with only so much cash left, we found ourselves unable to get them into the game in time.
Here’s a link to a Miro Board that our team has been contributing to since the news broke internally. You can see some messages from the developers, funny screenshots and other concept art pieces that never made it in game, but deserve to be seen.
[url=https://miro.com/app/board/uXjVNJiBs5c=/?share_link_id=743609656512]CLICK HERE[/url]
[url=https://miro.com/app/board/uXjVNJiBs5c=/?share_link_id=797722020111][img]{STEAM_CLAN_IMAGE}/43221983/a219e047407c8e8c1d8e7d06d92c2204d866f6b7.png[/img][/url]
From the bottom of all of our hearts - making this game for you all has been a highlight of our careers. We are so very grateful for all of you. Thank you for everything. We hope this is not goodbye - just bye for now.
[h2]OST[/h2]
We know many of you have been asking whether we’ll be releasing an OST for the game. And the answer to that is yes - but no solid ETA yet! The incredible soundtrack composer, Michael Allen, is in the process of mastering it. Once it is ready we’ll make sure everyone knows where to get it. The original plan was for it to launch with v1.0, but in light of everything it makes sense for us to get it out to you all sooner.
[h2]Town Hall[/h2]
As a way to honor the hard work the developers have put into Jumplight Odyssey, and to show some of the things that we had anticipated releasing but haven’t been able to, we’re planning to host our last Town Hall on our Discord this Sunday at 1pm PST.
You’ll get to hang out with Chan (Community Manager), as well as all three of the Founders (Trent, Ty and Blake – very rare for all three to come together!) and some of the development team as we review the Miro Board, take any burning questions from the community and say our goodbyes to Jumplight Odyssey. It’ll be a little sad, but a worthy send off, we hope.
[img]{STEAM_CLAN_IMAGE}/43221983/c4e387b2c35a39d11156e9f92d619450f30f9583.png[/img]
It has been an honor to be among you folks, and to be your voice in the ear of the development team. I hope you feel proud of all the contributions that you've made. Even if Jumplight Odyssey never sees its development finished, we feel it's one hell of a game - and we couldn’t have gotten it here without you.
If you're eager to continue supporting LoG, you can join us on February 14 in welcoming Solium Infernum to the world. Or you can just hang out in our communities. That’s already more than enough.
Thanks for coming along for the ride. I'll still be lingering around Steam and Discord to help any new Captains and to chat with the Veterans -- I'm hoping to see you around, too.
Always With a Bit of Hope,
Chan + LoG <3