20XX is a roguelike action platformer that you can play with a friend. Jump and shoot your way through ever-changing levels, collect awesome new powers, and battle mighty bosses in the name of saving the human race maybe!
Hello! Today's 20XX 1.42.0 patch fixes an ancient invisible enemy bug, adds Russian Datalore, and sets up crossplay with Epic build of the game! It also adds a new matchmaking feature aimed at public users on different platforms.
At this time, 20XX supports crossplay only between Steam and Epic, via the reworked public matchmaking system.
I know we've got some players concerned about the changes, so I thought I'd take a little time to explain what's changed, and why we did it.
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[*][b]20XX's friends-matchmaking is totally unaffected[/b] by these changes. (If you have a friend you primarily play with on Steam, this shouldn't affect you at all.)
[*]20XX public matchmaking now uses Epic's backend services (instead of Steam's). For most players, this should result in no difference in matchmaking quality.
[*]We chose to do this because our data tells us that 20XX's public matchmaking on Steam is largely not used by players - most players play with their friends or find friends via Discord. Most reports we've gotten about the 20XX public matchmaking experience are "I hosted a game for awhile and no one joined, so I stopped."
[*]The best way for us to help fix that is by giving Steam players a bigger pool of public partners to play with! (If the issue really needs "fixing", anyway - after all, 20XX has been out of Early Access on Steam for almost three years.)
[*]We made a few changes to public matchmaking's featureset to accommodate crossplay. Again, to be super clear, none of these changes affect friends-co-op.
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[*]Challenges (Daily/Weekly/Hardcore etc) are no longer playable in public co-op matchmaking. Everything else should work fine! This feature (in public co-op) has gone almost entirely unused since we added it, but we'll keep a close eye out for folks affected by this change.
[*]Public matching now uses a "passphrase" system to filter the lobbies available when you search. (See below for details.)
[*]Reconnect relies on Steam's lobby implementation, so that won't work in public online play anymore. (It didn't really work unless you were playing public with a Steam friend of yours, though, anyway, since you have to rejoin via the Steam Overlay.)
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[*]We'll keep a close eye on player feedback here - we feel we've overhauled a feature that players aren't using, but as always, we're looking out for your thoughts on the changes.
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Thanks for playing!
[b]CHANGES:[/b]
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[*]Public play now uses a "passphrase" system to find lobbies. When searching for a game, you'll only return games that match the passphrase you set before hitting "join" - when you host with a passphrase, players will only see your game if they type it in exactly. This lets players coordinate across platforms where we don't have traditional support for friends/invite systems.
[*]Leave the passphrase blank if you're looking to find a random partner!
[*]This new public matching system applies to all players on either Epic or Steam - the passphrase system applies on both platforms, whether a passphrase is used or left blank.
[*]Improved Seed Racer entry UX (it uses the same logic as the new Passphrase system) - controllers can now enter/exit the field entry instead of it feeling like the game's softlocked (because it previously ignored controller input), and the text field's highlighted while active.
[*]The other changes from 1.41's last test push, which never made it live! The notable one here's an ancient invisible enemy error.
[*]Added a Russian translation of the game's long-form Datalore for Augs, Enemies, and Bosses, courtesy of Canary, a member of 20XX's community. Thanks!
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