Progress Update 7/3/2021

Today there is a new devbuild for our patrons featuring one of the fixes we talked about in the last update. Another fix is that now it’s possible to return to the main menu from the loading and options screens when not in game. We’ve also discussed about making the cells AI more self aware, knowing what type of cells they are, which organelles they have and how they should behave according to that.

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Progress Update 6/26/2021

We hope you had fun with 0.5.4, many players have shown us their new cell colonies and the biggest one that we know of has 20 members. Can you beat that?
Currently we are discussing what we’ll work on for the next release, starting with a patch that will hopefully fix some crashes related to binding agents. For now it looks like we’ll focus on fixing several bugs and issues for the next version but we also want to work on an organelle upgrade system or a cell abilities hot bar.

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Devblog #28: Colonizing the pond

Today is the day we take our first steps towards the Multicellular stage, binding agents are finally implemented! Now you can join other cells and start the first colonies. While in this mode, you’ll share resources with your partners, though you will have to leave the colony to reproduce.
This release features some graphics improvements too, now your cell membrane and color can be previsualized in the Membrane tab of the editor, lighting has been improved in the editor and toxin particles fade instead of just disappearing. We also changed to Godot 3.3.2 fixing some issues, added balance changes to organelles, made Glucose actually decrease over time, improved the Microbe AI and much more!

You can download the launcher below to get the newest version, and read on for more information.

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Progress Update 5/8/2021

We fixed a few things this week. Compound icons now have tooltips telling which compound they represent, something new players may need. The editor button can’t be clicked more than once now in order to avoid potential issues. The particles of environmental toxins now stay around for a bit after toxins are removed, instead of being instantly deleted and we are testing rendering the membrane in the editor.

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