Information on the 0.7.0 Gang Beasts beta build and full launch content

We have written this post to summarise current and recent development work and to give more information on launch content for the game as we are still a number of weeks from publishing the next Steam build.

We plan to start testing the next build (build 0.7.0) from next week and have scheduled support from Babel, Coatsink, and Double Fine to help with the identification, documentation, and fixing of a small number of persisting issues preventing the release of the next Steam build (and to facilitate and optimise testing cycles).

The 0.7.0 build has a glut of fixes and modifications made to optimise, standardise, and refine gameplay, menus, messaging, networking, matchmaking, menus and other UI, interstitial game screens (hint screens, loading screens, and score screens etc.), the following is a summary of key game content modifications in the coming 0.7.0 beta build with information on the work left to finish before the full launch of the game.

PS4

We're working through PS4 certification currently and expect to have to make at least one more submission before passing, we can then schedule a meeting with Double Fine, Sony, and other partners to set a date for the PS4 release. We are currently on schedule to set a release date in late 2017.

Online

The minimum limit for private online sessions was set at 4 players for testing when support for private online sessions was published in late September (concurrently with the move to Multiplay's server architecture), a limited number of issues surfaced with the matchmaking process during the Steam Free Weekend stress test and also in October but Coatsink have been aggressively addressing these issues and we expect to lower the minimum concurrent player limit for private sessions from a minimum of 4 to a minimum of 2 in the 0.7.0 beta build.

We expect to talk with Double Fine, Coatsink, Multiplay, and other partners later this month to make a full review of current server provision and capacity, please email support@boneloaf.co if you frequently have issues connecting to online servers in the 0.7.0 beta build (for reference support for private online sessions replaced the private server tool in September as the private server tool is not compatible with current client builds, support for the private server tool will be reviewed later this year).

Localisation

The game has been localised for 7 languages, the supported languages in the full release build are Brazilian Portuguese, English (UK), US English, French, German, Italian, Spanish, (the UK English and US English localisations share most strings) with a small number exceptions that we expect to have localisations for soon, support for other languages will be added post launch. For reference we currently expect localisation support to be the 0.7.0 beta build and we will post information on other planned localisations to the FAQ section of the gangbeasts.game site as we confirm support.

Input

We're currently working on localisations for input references (for keyboard, mouse, and officially supported game controllers) but still need to standardise the UI for input mapping sequences with the rest of the game. The lack of support for mapping mouse button inputs is a temporary issue and we current expect this to be fixed in the next 0.7.0 beta build.

For reference support for VR touch controls is planned to come with full VR support next year.

Climbing

We have made multiple passes on the climbing implementation and supporting geometry to make climbing less difficult and more immediate in recent builds in preparation for a last pass on stages to add specific support for complex structures (examples of complex structures are the small billboard structures on roof, the buoy structure on buoy, the truck body work on trucks, and the turbine on vents), for reference some section of complex will have a lower targeting priority than expected until this work is finished.

Spawning

We need to set explicit spawn patterns for game mode configurations to balance gameplay and modify patterns to fit the selected game logic, specifically we need to implement set spawn patterns, for example gangs spawn patterns need to be on opposing sides of the selected stage (in 2 vs 2, 3 vs 3, or 4 vs 4 gang mode games).

Stages

We have finished work on the geometry for launch stages (excluding a small number of superficial modifications and props), stages identified as launch stages have had passes to optimise performance, standardise colour schemes, and address gameplay issues, the stages with significant modifications made to geometry are billboard (new billboard sign and catwalk structure), chutes (lowered catwalk and modified pipe works), grind (new meat slurry implementation, new pipework, new articulated grinder implementation, and new catwalk), subway (new scene with modified hanging lights, staircase, prop, and platform geometry) and trucks (new truck geometry and some minor cosmetic modifications).

Camera

We have transitioned to Cinemachine procedural camera framework and are currently working to improve support for user modification of the single player camera, group tracking, geometry clipping, camera bias, lerping, and dampening etc. but are seeing significant improvements over the previous camera system. We are also working to standardise the presentation of player information and the post stack implementation (specifically the default parameters for graphics setting).

For reference the issues with settings and resetting inputs, graphics, and other menu settings is being addressed and is expected to be fixed in the 0.7.0 build.

Modes

We are working on minimising the steps and time it takes to configure and start game modes and game sessions, and on exposing more support for game mode customisation, we are also experimenting with a longer window for identifying draw states. We are also working on making character, costume, and gang / team selection less confusing in the game mode configurations screens.

Costumes

We have been working on exposing more costume customisation parts and the UI and flow of the costume customisation screen, we have also been working to fix physics stability issues and gameplay exploits associated with specific costume parts. We have also exposed an additional four character colours and made multiple passes to improve colour and colour tints (and minimise clashes with the colours for non-character geometry).

Thank you

Thank you for staying with us we push to get to the full launch of the game, we're working on some fun holiday content for next month, and are excited that the full game will be out soon.

If you have questions please email support@boneloaf.co or Tweet @boneloaf. We plan to make a post with information on testing for the 0.7.0 build later this month with any additional information we can give on the next builds and full release content.

billboard.jpg
blimp.jpg
chutes.jpg
towers.jpg
trucks.jpg
grind.jpg

Patch notes for the Gang Beasts 0.6.1 beta build and Steam Free Weekend

Since the Gang Beasts online beta in August 2016, Boneloaf have been working with a small team at Coatsink to finish the content and systems for the full game, a significant part of this work has been to transition to Multiplay’s dedicated game hosting solution and Hybrid Cloud Orchestration technology to give official Gang Beasts servers a scalable, low-latency, managed hosting platform maintained by a specialist team of game server experts.

GB Press Release image.png

We have published the Gang Beasts 0.6.1 Early Access beta to Steam in the last hour and have made the game temporarily free on Early Access as a Steam Free Weekend game from 10am PDT / 6pm BST on Thursday 21 September to 1pm PDT / 9pm BST on Sunday 24 September to stress test the new server architecture and networking scheme and support for private sessions on official servers.

Please see the post at beef.city/060 for information and a changlog listing the key modifications and fixes in the 0.6.0 unstable build. For more information on Multiplay please see the Press press release at beef.city/multiplay

For reference we expect to have some inconsistencies with server availability and stability in the next hours as we transition to Multiplay's servers and scale server capacity.

Patch notes for the Gang Beasts 0.6.0 unstable beta build

Since the last Gang Beasts build was published in July we have been working with Coatsink to migrate the official Gang Beasts servers to a scalable low latency hosting solution, we have also made a series of significant optimisations and modifications to progress the performance and stability of the matchmaking , UI, and character systems. We have been testing potential 0.6.0 builds with Coatsink, Double Fine, and support from a QA team at Babel since the start of September, the matchmaking system, new server architecture, networking scheme, and costume fixes are at a stage where we need to test at scale to identify issues that are difficult to find when testing in the office.

gang.png

Currently we are working on standardising the optimised UI, localisations for French, Italian, German, Spanish, Brazilian Portuguese (support for other languages is planned), costume fixes, post processing, achievements, a modified implementation of the current camera system (built on Unity Cinemachine procedural camera system), and additional game modes (the 0.6.0 unstable build has the first public implementation of the local gang game mode, the gang mode is not supported online currently).

The 0.6.0 build as an unstable beta with this post for testing and patching before it can replace the current default Steam build (build 0.5.7a), to test the 0.6.0 build right-click on the game name on the Steam library page and select 'Properties' from the dialogue window that opens, from this window select the 'BETAS' tab then the "unstable" option from the dropdown menu (the menu labelled 'Select the beta you would like to opt into:’).

Please note the 0.6.0 unstable build has been explicitly made for stress testing servers and only has support for the melee (local and online) and gang game modes (local only) and has some UI settings and other content disabled.

We are testing stage wins in preference to stage rounds in the 0.6.0, the implementation is similar to the previous implementation but a new stage is loaded after each stage win (currently the win parameter is set to 2 wins for public online games and limited to 1-4 wins in local and private online games.

The key modifications and fixes made in the 0.6.0 unstable Early Access beta build are:

  • added a force that applies when releasing grabbed characters and objects (the force is applied in the same velocity vector as the released character or object (making throws more forceful)
  • added an limited input deadzone to mouse input (to ignore small mouse movements and minimise conflicts with other input sources)
  • added contextual support scripts to dynamic objects to improve stability, and character and object interactions (dragging, lifting, hanging etc.) 
  • configured stages to use the modified targeting system (significantly lowering the number of hidden colliders in each scene)
  • fixed an exploit where devices with support for rapid-fire buttons gamed the concussion system
  • fixed an issue that erratically applied movement forces when jumping from climbing states
  • fixed an issue where the grab system could fail to reset temporary joints in some contexts
  • fixed an issue with character sliding movement that could lock the character in an endless sliding state in some contexts
  • fixed an issue with concussion length scaling
  • fixed an issue with force and direction calculations (to make glancing blows less frequent and increase the number of successful blows)
  • fixed an issue with the character system that gave NaN and INF errors (triggering a fatal exception)
  • modified force parameters for the character support geometry increased physics stability
  • modified inertia tensor properties for character body parts to stabilise character on character interactions (and other interactions)
  • modified physics calculations for damage to account for optimisations to the character movement system
  • modified score sequence to render on stage end with background blurring (currently implementation disables input soon after the win state is met, this will be reviewed in a coming build)
  • modified secondary character moves (diving headbutts, dropkicks, and sliding kicks) to carry more damage, failing to land a more forceful move can concuss the assailant temporarily
  • modified the character costume colour cycle sequence from yellow, green, blue, red etc. to red, blue, green, yellow etc.
  • modified the character movement system to optimise performance and standardise mass, drag, and force parameters
  • modified the character systems to remove tags use and string comparisons (to reduce the number of game object in scenes and improve scene loading times)
  • modified the characters arms configurations to minimise contexts where arms can get stuck behind characters heads
  • modified the hoisting implementation for climbing to inherit the direction of character movement
  • modified the pause menu to limit input to the device the menu is invoked from
  • modified ropes on the ring stage to stabilise interactions with characters and objects
  • modified the targeting system to remove the need for assistive geometry and set hierarchical priorities for body parts, objects and surfaces (assistive geometry is still used for specific contexts)

Patch notes for the Gang Beasts 0.5.4 betas

2nd March 2017

Patch notes for the Gang Beasts 0.5.4 betas 2 MARCH - BONELOAF Patch notes for the Gang Beasts 0.5.4p2 beta

We have finished testing on the 0.5.4p2 build (published with this post), the list of modifications and fixes made in the 0.5.4p2 beta build are:

  • added provisional hat re-attachment support to test attaching removed hats to character heads (when the base of a hat collides with the a non-hat wearing characters head from a congruous angle)

  • added voice SFX for audio feedback on the character selection screen

  • modified the burger hat costume part to support full detachment (to standardise hats and address the burger hat exploit)

  • modified the water volume on the buoy stage to test inflicting accumulative harm to characters that are colliding with the water simulation (to limit the scope for exploiting character forces to move grabbed ice fragments to escape other characters)

Please note the 0.5.4p2 beta build has the full set of modifications and fixes listed in the Fixed 0.5.4p1 patch notes and has full support for two new server geographies in Canada (Montreal) and the UK (London).

Current issues identified with the 0.5.4p2 beta build are:

  • 4th wall geometry is climbable on multiple stages

  • billboard panels don’t break on the billboard stage (panels will be made breakable in a coming build)

  • stage masking UI plane is not rendered when playing online if local is played previously in the same session (quitting and restart the game if you have this issue until it is fixed in a coming build)

  • concussion SFX and some other in-game SFX are muted or fail to play
* dynamic and static friction parameters need modifying for falling meat paste sacks (to modify and stabilise the velocity of falling meat)

  • invoking the pause menu immediately before joining a server can stall the game at the server joining screen

  • missing colliders on the open rucksack model (UID 173 costume_rucksack)

  • missing colliders on yellow pipes structures on chutes stage

  • missing section of building geometry at left of gondola stage from a local game

Information on the Gang Beasts 0.5.4p1 beta and 0.5.4p2 beta

We have identified an issue with the 0.5.4p1 distribution that made it inaccessible, we are working on a second patch build (0.5.4p2) with some additional fixes and improvements and currently expect to publish this build later this week.

We have pushed a patch release in the last hour to address issues identified with the 0.5.4 build (published yesterday), the list of modifications and fixes made in the 0.5.4p1 beta build are:

  • fixed an issue with inaudible arm velocity SFX

  • fixed an issue with inaudible concussion SFX

  • fixed an issue with the meat paste falling on the chutes stage

  • modified game audio to balance SFX and other audio

  • modified the truck colliders a second time to address issues with specific colliders on the trucks stage

Patch notes for the Gang Beasts 0.5.4 beta (published Thursday 2 March 2017)

The Gang Beasts 0.5.4 beta build published with this post has a number of fixes, optimisations, and other modifications including improvements to the input mapping system, the gondola and trucks stages, the SFX and the orbit camera systems.

We are still working on other stability fixes and minimising in-game exploits and other annoyances and expect to have more examples of this work in coming builds.

Following the 0.5.4 build Coatsink will be pushing out support for two new server geographies in Canada (Montreal) and the UK (London) with full support coming from next week.

Please note the 0.5.4 beta build replaces the default 0.5.3 and ”unstable" 0.5.3 beta builds for server compatibilty (moving between the default and “unstable” builds on Steam will download the same 0.5.4 beta build)

The list of modifications and fixes made in the 0.5.4 beta builds are:

  • added VOIP indicators for spectating players

  • added a second speed to orbit cameras (two camera inputs in the same direction of travel accelerates the camera orbit, camera inputs in the opposite direction of travel slow or stop the current camera orbit)

  • added per player support for resetting custom input bindings

  • fixed an issue that made the game unresponsive if launched in the Steam Client offline mode

  • fixed an issue that stopped playback of the warp SFX when music is muted

  • fixed an issue with kigurumi tails clipping other geometry on the costume customisation screen

  • fixed an issue with leg costume parts that made characters show irregular visual artefacts

  • fixed an issue with the current truck colliders on the trucks stage

  • fixed horn SFX on the trucks stage

  • modified VOIP and name labels to lock them to the bounds of the screen (to indicate when an offscreen player is talking)

  • modified the suspended platforms on the gondola stage with hinged side gates

  • modified the horizontal and vertical building geometry in the gondola stage (to mask the scale of the building)

  • modified the volume of menu and UI SFX

  • optimised SFX performance

Current issues identified with the 0.5.4 beta build are:

  • concussion SFX is missing or not audible (should be fixed in 0.5.4p1)

Patch notes for the Gang Beasts 0.5.3 beta

15th February 2017

We have pushed a patch release in the last hour to address issues identified with the 0.5.3 build (published yesterday), the list of modifications and fixes made in the 0.5.3p1 beta build are:

patched an issue that stopped local games from ending on the vents stage if the game is set for more than 1 win
 fixed an issue that made the waves game inaccessible
 fixed an issue that stopped the forces on the vents stage from pushing or pulling characters when the fan blades are spinning Patch notes for the Gang Beasts 0.5.3 beta (published Wednesday 15 February 2017) Since the 0.5.2 build was published last month we have been working with Coatsink to patch keys issues introduced in recent builds and recent versions of Unity and are publishing the first batch of optimisations, fixes, and other modifications in the 0.5.3 beta.

The 0.5.3 build has numerous bug and stability fixes but we are still working to fix issues with the multiplayer camera, vents glitches, costume exploits and conflicts, inconsistencies with lift forces and concussion times and expect to push these fixes to Steam for testing in coming builds.

We have also started work on a full rebuild of the UI, localising for multiple languages, and a more standardised testing process (with additional resources working with us to identify and fix issues).

The list of modifications and fixes made in the 0.5.3 beta builds are:

added online support for the vents stage


  • fixed a number of controller input issues on the pause menu

  • optimised / modified the vents stage to stabilise fan animations and standardise timings

  • fixed a server issue that erroneously shows the “you took too long to load” message

  • fixed a server issue that made loading screens dismiss prematurely

  • fixed a server issue that made the server connection process repeat if many players connect to an empty server concurrently

  • fixed an issue with the localisation parser that would crash the client if a stage is won by a player with a less than (<) data-preserve-html-node="true" character before a greater than (>) character in their SteamID

  • added a setting for finding the currently available microphone to the audio menu

  • fixed an issue that shows the failed entitlement messaging in error

  • fixed an issue that stops the scores from increment on the incinerator stage

  • fixed some railing issues on vents

  • modified the camera for the trucks stage (stop or cycle orbit direction with the inputs mapped to left and right camera input)

  • modified the ordering scheme for selecting from saved costumes

  • modified the saved costume implementation to not save non-customised characters (to stop duplicate copies of non-customised characters from saving)

  • modified the game sound to fade out when the stage ends

  • modified the character preview implementation on the costume customisation screen to stabilise character physics when replacement costume parts are cycled

  • modified the coin screen animations to reduce the time it is shown on screen 

  • modified the default volume level for SFX

  • modified the music and other audio for the containers, elevators, ring, towers, and wheel

  • modified the quick join debug messaging to reduce the number of text strings on screen

  • modified the server and client processes for monitoring scene loading (to avoid contexts that stall connecting clients at the stage loading screen)

  • temporarily added an online timer to force rounds to end after 5 minutes have passed (the timer will be replaced with stage escalations at a later stage of development)

Please note the 0.5.3 beta build replaces the default 0.5.2 and ”unstable" 0.5.2 beta builds for server compatibilty (moving between the default and “unstable” builds on Steam will download the same 0.5.3 beta build)

Patch notes for the Gang Beasts 0.5.2 beta

10th January 2017

We have pushed a server fix for the glue hand issue and patched 0.5.2 build that addresses a keyboard mapping issue. Please tell us if you still have issue with the 0.5.2 build as we continue to identify and patch issues in preparation for the next build.

Patch notes for the Gang Beasts 0.5.2 beta

Since the 0.5.1 build was published on 30 December 2016 we have been working with Coatsink to standardise character movement, optimise and fix input issues, and to scale server capacity and stability as the Gang Beasts Early Access community has increased significantly since the 0.5.0 beta build was published (on the 23 December 2016).

Quick Join

The 0.5.2 beta build has had numerous modifications to improve the Quick Join implementation, specifically to optimise the management of server connections and make disconnections less frequent; if you have issues connecting to servers with Quick Join in the 0.5.2 beta build please test connecting to servers with low pings from the server browser.

Gang Beasts Server Tool

We are working on making a number of guides to give more instructive information on using and customising the Gang Beasts Server Tool and will be adding a specific sub-forum for the server tool (the previous Server Tool forum was made inaccessible when the tool was associated with Gang Beasts on Steam).

The list of modifications and fixes made in the 0.5.2 beta builds are:

  • added support for clearing custom input mappings for a single player (previous implementation only supported the clearing of all custom mapping)

  • fixed a an issue that truncated some server listings at the end of the server browser

  • fixed an issue where failures to connect to the master server showed the string “MENU_ONLINE_CONNECT_ERROR” and not the associated error message for the issue

  • fixed an issue with the default server filter settings that only populated the server browser with servers for the US West (N. California) and Asia Pacific (Sydney) geographies by default, the default filter now populates from “All” geographies to show all currently available servers

  • fixed an issue with the punch implementation that made the character punch when exiting a grab state in some contexts

  • fixed an issue with the quick join ping implementation

  • fixed support for mapping custom mouse inputs (for reference mouse inputs can only be mapped to a single player)

  • modified character lifting implementation (to make lifting objects and characters less erratic)

  • modified damage parameters (to make concussions less immediate)

  • modified drag parameters on characters to make character movement less erratic (this modification lowers the maximum potential length of throws *) 

  • modified maximum angular velocity parameters for characters (to make character movement less erratic)

  • modified quick join implementation to make subsequent connection attempts if the current connection fails 

  • modified quick join implementation to prioritise low ping, part-populated servers 

  • modified the custom input mapping implementation to make input more stable 

  • modified the ping implementation for server browser stored listings

  • modified the quick join implementation to give more instructive messaging

Information on switching to and from "stable" and “unstable” branches

To download the ‘unstable’ branch on Steam right-click on the ‘Gang Beasts’ game name on the Steam library page and select 'Properties' from the window that opens, from this window select the 'BETAS' tab and then the 'unstable' option from the dropdown menu (the menu labelled 'Select the beta you would like to opt into:’. To revert back to the last 'stable' branch select 'NONE- Opt out of all beta programs' from the same menu.

For reference switching between 'unstable' and 'stable' branches of the game forces the selected build to download to the Steam client (replacing the previously selected build).

Please note the 0.5.0 release replaced the previous default 0.3.4 and 0.4.4 "unstable" Steam Early Access builds, moving between the default and “unstable” builds on Steam will download the 0.5.2 stable build until the “unstable” build is updated to 0.5.3

Patch notes for the Gang Beasts 0.5.1 beta and information on issues with the 0.5.0 beta build

30 DECEMBER 2016

A number of issues have impacted online multiplayer gameplay since the 0.5.0 beta release on 21 December some of which were patched in a recent server update, the key issues were that have compromised online and physics stability are:

Concurrent Players

There servers had a significant escalation in the volume of concurrent players (peaking at ~160% or 2.6 times more players than the previous record high), to address this we have added additional server capacity and will continue to monitor contention for servers and scale capacity if the number of online players continues to escalate.

Player Hosted Servers

A high number of player hosted servers registered (or attempted to register) with the master server in the days immediately following the release of the Gang Beasts server tool (on 23 December 2016), this negatively impacted on the performance of the Master Server. A significant percentage of player hosted servers that successfully registered with the master server (player hosted servers that were shown in the server browser list) did not have port forwarding configured or were otherwise inaccessible stopping other players from joining them.

To address these issues we have temporarily stopped player hosted servers from registering as public servers until the implementation can be modified (remote players can still connect to player hosted servers with the Direct Connection option in the online menu).

For discussion and support for the Gang Beasts Server Tool please use the forum at http://steamcommunity.com/app/497110/discussions/

Physics Instability

We have been testing to identify the source of the physics inconsistencies introduced in the 0.5.0 builds and have identified the issue is with frame rate independence (making the game physics fluctuate significantly when running on different hardware specifications). We have been testing a potential fix for this issue and are publishing this as the 0.5.1 beta build concurrently with this post.

The modifications to the characters physics (which are listed in the change log in the 0.5.0 posts are not the source of the issues with physics inconsistencies), the issue is with the game physics not calculating independently of frame rate which manifests as lower (weak) forces for systems with lower frame rates and compromises character stability for systems with exceptionally high frame rates.

Quick Join

We are working on the Quick Join implementation to improve the management of contention for server slots with less frequent disconnections; if you have frequent issues connecting to servers with Quick Join please connect with the Server List with geographical filters (to index servers in proximate geographies) until improvements to the Quick Join implementation are published.

The list of modifications and fixes made in the 0.5.1 beta builds are:

fixed an issue with the character system to make the character physics work independently of frame rate

  • fixed missing collider on subway
  • modified amplitude of RingDing SFX to lower volume by approx. half
  • modified amplitude of warp SFX sample to lower volume by approx. half
  • modified the master server to manage higher CCUs (Concurrent Users)
  • modified the master server to make the server list populate faster

Information on switching to / from "stable" and “unstable” branches

To download the ‘unstable’ branch on Steam right-click on the ‘Gang Beasts’ game name on the Steam library page and select 'Properties' from the window that opens, from this window select the 'BETAS' tab and then the 'unstable' option from the dropdown menu (the menu labelled 'Select the beta you would like to opt into:’. To revert back to the last 'stable' branch select 'NONE- Opt out of all beta programs' from the same menu.

For reference switching between 'unstable' and 'stable' branches of the game forces the selected build to download to the Steam client (replacing the previously selected build).

Please note the 0.5.0 release replaced the previous default 0.3.4 and 0.4.4 "unstable" Steam Early Access builds, moving between the default and “unstable” builds on Steam will download the 0.5.1 stable build until the “unstable” build is updated to 0.5.2

Patch notes for the Gang Beasts 0.5.0 beta

21 DECEMBER 2016

A number of issues have impacted online multiplayer gameplay in the last 2-3 days, the following paragraph summarises the issues with information on what work has been done to address the issues until full solutions are tested and published summarised in the next paragraph.

The volume of player hosted servers trying to register with the master server since the server tool was approved on 23 December 2016 has been impacting the performance of the Master Server. A significant percentage of these registered servers that were shown in the server list did not have port forwarding configured (preventing them from being joined by other players).

To address these issues we have temporarily stopped player hosted servers from registering as public servers (players can still connect to player hosted servers with the Direct Connection option in the online menu).

For discussion and support for the Gang Beasts Server Tool please use the forum at http://steamcommunity.com/app/497110/discussions/

Patch notes for the Gang Beasts 0.5.0 beta

Since the last Steam Early Access post was published at the start of December we’ve been working with Coatsink to test significant modifications and fixes to the character, costume, game mode and networking systems (the 0.5.0 build replaces the 0.3.4 and 0.4.4 Steam Early Access builds).

Servers will be intermittently unavailable for the next hour as servers are modified (the 0.5.0 build is needed to play online as pre-0.5.0 builds are not supported by the modified server scheme)

Thank you to everyone that nominated Gang Beasts for the “Better With Friends” Steam Award.

Online / Servers

Online multiplayer support in Gang Beasts has had numerous iterations since the online beta started in May and is now sufficiently stable and scalable to release in the default Early Access builds on Steam.

Currently the Gang Beasts online multiplayer supports the following server geographies:

  • US East (N.Virginia)
  • US West (N. California)
  • EU (Ireland)
  • Asia Pacific (Sydney)
  • EU (Frankfurt)
  • South America (São Paulo)
  • Asia Pacific (Tokyo)
  • Asia Pacific (Singapore)
  • Asia Pacific (Seoul)
  • India (Mumbai)

following the publishing of the 0.5.0 beta build we plan to add support for servers in US East (Ohio), and will then assess supporting server geographies in Canada (Montreal), China (Ningxia), China (Beijing), UK (London), and France (Paris) as and when Amazon Web Services, the server hosting solution we lease server capacity from, make these server geographies available.

For reference latency will be lower if you are can connect to servers close to your location (you can use the server filter to show proximate servers), if there are no servers in close proximity to your location please email support@boneloaf.co with information on your location. If you are playing from a location that is not close to the currently supported servers please test the dedicated server tool (published with this post) as a temporary solution until the server infrastructure is expanded to support your locality (the server tool should be available through the Steam tools section and support Windows and Linux currently, please read the readme.txt file distributed with the build for more information on the server tool).

The list of modifications and fixes made to the online and server implementation in the 0.5.0 beta build are:

  • added support for modifying the camera Y axis with the single player camera (mapped to left and right D-pad and left and right cursors keys by default)
  • added an lobby to invite friends to before connecting to a server
  • added support for playing with multiple local players online
  • added online support for the blimp, billboard, buoy, and container stages
  • added PTT VoIP (Push-to-talk Voice over Internet Protocol) support *
  • fixed an issue that could make input mappings fail online
  • fixed an issue that made servers ignore input held at round start (held inputs now trigger on round start)
  • fixed an input issue with servers modified the scheme for storing and retrieving servers in the central server and refactored some backend server systems
  • overhauled the master server scheme (to improve stability and implement support for polyinstancing)

*the default mapping for PTT VoIP is right trigger on game controllers and the “C” key on keyboards Please note the 0.5.0 build will replace the current builds on both the default and unstable branches

Please note the 0.1.0 Dedicated Server Tool will only have support for Windows and Linux operating systems initially (please read the readme.txt file distributed with the tool for more information

Local

Local multiplayer support in Gang Beasts has seen a number of improvements and fixes including, an provisional support for in game camera modification (single player only), support for playing online with multiple local players, provisional support for debug spawning (we plan to expand debug spawning support to form the template for sandbox modes in later builds), and a basic version of the revised waves game mode (currently limited to the grind stage).

The list of modifications and fixes made to the local game in the 0.5.0 beta build are:

  • added modified scenes and geometry for blimp, billboard, buoy, subway, vents*, and containers
  • added provisional support for single player camera adjustments (with D-pad or cursor keys)
  • added support for playing with multiple local players online exposed the debug spawning system in local (currently does not have support player-controlled characters and some nav meshes are missing)
  • fixed an issue in local game modes (with more than 4 players) giving false server disconnection errors
  • fixed an issue that could make playing a local game with more than 4 players fail
  • setup the waves game mode for local games (currently only the grind stage with default grey AI is available for the waves game mode)

*the name of the fans stage has been modified to vents (the original name for the fans stage) debug spawning is disabled for online for official servers

Stages

We are still working to finish modified geometry for stages but are close to having final geometry on most stages (excluding colour grading and post effects), the list of stages modified for the 0.5.0 build are:

  • blimp (optimisations, blimp geometry and colouring, beef city geometry, fog sphere)
  • billboard (optimisations, billboard and scene geometry, beef city geometry, fog sphere)
  • buoy (optimisations, water implementation, beef city geometry, fog sphere)
  • chutes (optimisations, scene geometry, escalation geometry)
  • containers (optimisations, container geometry, beef city geometry, fog sphere)
  • elevators (optimisations, provisional glass break particle system)
  • incinerator (optimisations, scene geometry, fire particles)
  • subway (optimisations, scene geometry)
  • vents (optimisations, scene geometry)

Menu / UI / messaging

We’re still working to standardise the game menus, UI, and messaging to remove annoyances and make key content more accessible, the 0.5.0 beta build fixes a number of issues with game menus and a modified score screen (with star shaped balloons for points), the key modification to menus, UI, and messaging:

  • added support for saving menu and character costume settings
  • added support for storing some settings (last character selection and other game settings)
  • fixed an issue with the Steam overlay triggering the in-game pause menu
  • fixed an issues that stoped local game modes from pausing when the pause menu is invoked
  • modified input mapping screen to show keyboard and game controller mappings concurrently
  • modified online menu UI to work with the new lobby system
  • modified server browser to show more server entries per screen
  • modified the score screen shown at the end of each round to prioritise score information (we are working on solutions to show other key information and metrics contextually in game)
  • modified the temporary main menu background to improve legibility
  • modified the loading and interstitial screens to only show a new stage is loading
  • modified when loading and interstitial screens show should now only appear when a new level is loaded

Character

Character movement, force parameters, concussion system, and targeting hierarchies have been modified to improve game play and the character customisation system has been exposed for testing, the full list of modifications to the character and character costume systems are:

added a grab delay to the jump implementation to stop characters from targeting posterior objects and enemies when jumping added the costume customisation system **

  • fixed a field of view issue that stopped elbows from triggering
  • fixed a targeting issue to make characters prioritise anterior grab targets (over posterior grab targets)
  • fixed an issue in the character hierarchy that triggered inconsistent leg behaviour
  • fixed an issue that made characters slide vertically on walls when grip fails
  • fixed an issue that made kicking forces and movement inconsistent
  • fixed an issue where melee attacks would apply forces incorrectly (should be less prone to physics explosions)
  • fixed an issue that limited grip parameters when climbing from a jump state
  • modified and optimised character movement forces and timings
  • modified colliders on character feet for stability
  • modified concussion parameters (to reduce length for long concussions)
  • modified damage parameters for body parts to make them take more damage to the chest, waist, hips, arms, and legs on collisions (head, stomach, crotch, hands and feet parameters have not been modified)
  • modified drag forces on characters (to make lifting and throwing characters less difficult)
  • modified force parameters for climbing to make climbing less difficult (some surfaces will still be difficult to climb until grab targets are fully populated to all stages)
  • modified force scaling in damage calculations (to inflict more violence than other collisions)
  • modified force parameters for punches, head-butts, and kicks to standardise character movement
  • modified front and rear sliding to make characters elevate their legs immediately before sliding modified kick parameters to limit spamming
  • modified targeting hierarchies to contextually prioritise anterior targets when jumping or falling
  • modified the character breathing simulation to improve character stability
  • modified the character’s vertical field of view (to reduce the frequency that characters target objects below their feet)
  • modified the climbing implementation to contextually offset targeting per arm optimised the object targeting system for stability and performance restored contextual elbowing (for contexts where enemies are immediately behind the character)

** saved costume customisations could be lost or corrupted on subsequent updates while the system is in development

Information on switching to / from "stable" and “unstable” branches

To download the "unstable" branch on Steam right-click on the "Gang Beasts" game name on the Steam library page and select "Properties" from the window that opens, from this window select the "BETAS" tab and then the "unstable" option from the dropdown menu (the menu labelled "Select the beta you would like to opt into:". To revert back to the last 'stable' branch select "NONE- Opt out of all beta programs" from the same menu.

For reference switching between unstable and stable branches of the game forces the selected build to download to the Steam client (replacing the previously selected build).

Please note the 0.5.0 build replaces the 0.3.4 and 0.4.4 Steam Early Access builds, moving between the default and “unstable” builds on Steam will both download the 0.5.0 build until the “unstable” build is updated to 0.5.1

Please post issues you identify with the 0.5.0 build in the comments for the pinned post at http://steamcommunity.com/app/285900/discussions/0/152392549356421433/

Information on the Gang Beasts 0.5.0 “unstable” build

3 DECEMBER 2016

Since the 0.4.4 build was published at the end of September we have been working closely with partners to iterate on the character, game mode, and networking systems for Gang Beasts and are now testing release builds for the Gang Beasts 0.5.0 beta.

We plan to publish the 0.5.0 beta when testing ends, this should be in December but we can't set a specific date in December currently (as critical issues could still be found in testing).

To force server compatibility we need to publish the 0.5.0 build concurrently with the Gang Beasts Dedicated Server tool and significant updates to servers.

Please note the 0.5.0 build will replace the 0.3.4 and 0.4.4 Steam Early Access builds and game servers will be intermittently unavailable for an hour following the release of the 0.5.0 build (as servers are modified and restarted)

Please note the Dedicated Server Tool will only support Windows operating systems initially

Other Information

Currently we're working with Coatsink and SuperGenius to fix some stability issues with character costume parts and part combinations, other work has also been done to optimise the audio system, fix missing SFX, music and other audio, and fix issues with the character system. We have also been working to standardise game menus and in game messaging.

We have also been working with Coatsink to test Steam achievements and localisations, and to make the online multiplayer more stable and accessible (including key work on server automation, polyinstancing, local and online lobbies, VoIP, and support for concurrent local and online multiplayer game sessions).

We will make a post with specific information on modifications and content in the 0.5.0 beta build (including which stages have online multiplayer support) when the build is published later this month.

Costumes

The character costume system has been populated with the 179 costume parts (109 examples are shown in the image) made for the game to date, it is still missing some older costumes that need geometry modifying to make them compatible with the new costume system.

Please note some costume parts have been made specifically for enemy AI gangs (we plan to make these parts unlock-able in AI game modes)

VR

We have setup a Steam sub-forum named Oculus Keys for Gang Beasts Early Access owners to request Oculus keys for Gang Beasts.

Support for VIVE, Oculus, and PSVR head mounted displays is planned but only Oculus Rift support has been published to date (Oculus support is at a later stage as Oculus made extensive technical and hardware support available for implementing and testing VR support).

Online Support on Steam Early Access

Online gameplay in Gang Beasts is only supported in the "unstable" alpha builds on Steam Early Access, online support will be added to the default Steam builds when the 0.5.0 build is released later this month.

Information on switching to / from "stable" and “unstable” branches

To download the "unstable" branch on Steam right-click on the "Gang Beasts" game name on the Steam library page and select "Properties" from the window that opens, from this window select the "BETAS" tab and then the "unstable" option from the dropdown menu (the menu labelled "Select the beta you would like to opt into:". To revert back to the last 'stable' branch select "NONE- Opt out of all beta programs" from the same menu.

For reference switching between unstable and stable branches of the game forces the selected build to download to the Steam client (replacing the previously selected build).

Patch notes for the Gang Beasts 0.4.4 “unstable” build

22 SEPTEMBER 2016

The list of modifications and fixes made in the 0.4.4 "unstable" alpha build are:

  • added infrastructure for VOIP to be enabled in a coming build (when initial testing on the the push to talk system has finished)
  • added the framework for supporting additional multiplayer game modes (some additional work is needed before the first examples of other game modes can be made available for play testing)
  • added server modifications to support cross play between Steam Early Access and Oculus Early Access builds
  • added messaging to the root menu (for contexts when no connection to the central server can be established)
  • fixed an issue with the quick join setting that could potentially make multiple connections to a server (making the loading / interstitial screens hang)
  • modified the quick join setting to address an issue where scenes could load with missing geometry Online Support on Steam Early Access

Online gameplay in Gang Beasts is currently supported in the "unstable" alpha builds on Steam Early Access (online support will be added to the default Steam builds when the local multiplayer versions of the 'buoy' and 'fans' stages have been restored to the game).

Character Movement and Concussion Times

There are currently a number of discrepancies / issues that make the recent "unstable" builds differently with older builds, we will be working to standardise the control scheme and concussion system in the "unstable" builds soon when online support is added to the default Early Access builds.

Information on switching to / from "stable" and “unstable” branches

To download the ‘unstable’ branch on Steam right-click on the ‘Gang Beasts’ game name on the Steam library page and select 'Properties' from the window that opens, from this window select the 'BETAS' tab and then the 'unstable' option from the dropdown menu (the menu labelled 'Select the beta you would like to opt into:’. To revert back to the last 'stable' branch select 'NONE- Opt out of all beta programs' from the same menu.

For reference switching between 'unstable' and 'stable' branches of the game forces the selected build to download to the Steam client (replacing the previously selected build).

Patch notes for the Gang Beasts 0.4.3 “unstable” build

7 SEPTEMBER 2016

The list of modifications and fixes made in the 0.4.3 "unstable" alpha build are:

  • baked lighting in the ‘elevators’ stage
  • fixed a gaze targeting issue on the character select screen
  • modified Steam IDs to only show when triggered (with the input mapped to show Steam IDs)
  • modified the scrolling implementation in the server browser screen
  • temporarily added a round timeout to end rounds at 5 minutes (we plan to review the timeout implementation / length when stage escalations are fully implemented)
  • temporarily modified the default game logic to a single win per stage (to reduce spectating), we plan to support the previous logic and modified logic concurrently in a coming build

Please note there is no "stable" alpha build release with this post, the next stable release will be published soon (when the 'buoy' and 'fans' stages have been restored to the default local game mode).

Online Support on Steam Early Access

Online gameplay in Gang Beasts is currently supported in the "unstable" alpha builds on Steam Early Access (support for online gameplay in the default Gang Beasts Early Access builds is scheduled for a later stage of development).

Information on switching to / from "stable" and “unstable” branches

To download the ‘unstable’ branch on Steam right-click on the ‘Gang Beasts’ game name on the Steam library page and select 'Properties' from the window that opens, from this window select the 'BETAS' tab and then the 'unstable' option from the dropdown menu (the menu labelled 'Select the beta you would like to opt into:’. To revert back to the last 'stable' branch select 'NONE- Opt out of all beta programs' from the same menu.

For reference switching between 'unstable' and 'stable' branches of the game forces the selected build to download to the Steam client (replacing the previously selected build).

Patch notes for the Gang Beasts 0.4.2 “unstable” build

25 AUGUST 2016

The list of modifications and fixes made in the 0.4.2 "unstable" alpha build are:

  • added a countdown timer to the local multiplayer character select screen to support canceling the session if other players did not submit to join the session (press the input mapped for ’duck/crawl’ to stop the countdown)
  • added geography filters for new servers in Frankfurt (EU), São Paulo (South America), Tokyo (Asia Pacific), Singapore (Asia Pacific), Seoul (Asia Pacific), and Mumbai (India)
  • modified geometry for 'gondola' for stage
  • modified Steam ID labels to use the selected character colour
  • modified the default online game mode to not despawn the characters of players that leave the server (neglected characters will idle but not decrement / increment score metrics if removed from the stage by other players)
  • modified the game camera to frame the last player on stage end
  • modified the input mapping screen to support the mapping of single inputs
  • modified the input reference screens with revised information
  • modified train tracks on ‘subway’ stage to render in front of the Steam ID labels
  • removed ‘Draw’ messaging on stage end for single player local games
  • removed background plane and Steam Avatars from Steam ID labels
  • removed debug input for immediately loading the next stage in the current sequence (in the current default game mode)
  • restored 8 player support for the current default local games mode (
  • restored menu setting to enable / disable Xinput support
  • restored the ‘containers’ and ‘chute’ stages for the current default local game mode
  • temporarily disabled invoking the input mapping screen from the in game menu

Please note there is no "stable" alpha build release with this post, the next stable release will be published when the 'buoy' and 'fans' stages have been restored to the default local game mode.

Online Support on Steam Early Access

Online gameplay in Gang Beasts is currently supported in the "unstable" alpha builds on Steam Early Access (support for online gameplay in the default Gang Beasts Early Access builds is scheduled for a later stage of development).

Information on switching to / from "stable" and “unstable” branches

To download the ‘unstable’ branch on Steam right-click on the ‘Gang Beasts’ game name on the Steam library page and select 'Properties' from the window that opens, from this window select the 'BETAS' tab and then the 'unstable' option from the dropdown menu (the menu labelled 'Select the beta you would like to opt into:’. To revert back to the last 'stable' branch select 'NONE- Opt out of all beta programs' from the same menu.

For reference switching between 'unstable' and 'stable' branches of the game forces the selected build to download to the Steam client (replacing the previously selected build).

Patch notes for the Gang Beasts 0.4.1 “unstable” build

5 AUGUST 2016

  • The list of modifications and fixes made in the 0.4.1 "unstable" alpha build are:
  • fixed Yogscast Charity DLC costumes
  • fixed an issue with characters not spawning randomly
  • fixed an issue with the placeholder loading screen not dismissing when joining a game as a spectator
  • modified the default game mode to 3 round wins (to win the stage)
  • modified the game architecture to improve stability
  • modified the placeholder loading screen to show the keyboard input reference if mouse inputs are used to start the game
  • modified the spectating system to spectate until the the current stage ends (spectating players join the game when the current stage ends)
  • modified the master server to prepare support for additional server geographies (in Asia Pacific, Europe, India, and South America)

Please note there is no "stable" alpha build release with this post (the next stable release will be published when more optimisations and fixes have been made to the 0.4.x builds).

Information on switching to / from "stable" and “unstable” branches

To download the ‘unstable’ branch on Steam right-click on the ‘Gang Beasts’ game name on the Steam library page and select 'Properties' from the window that opens, from this window select the 'BETAS' tab and then the 'unstable' option from the dropdown menu (the menu labelled 'Select the beta you would like to opt into:’. To revert back to the last 'stable' branch select 'NONE- Opt out of all beta programs' from the same menu.

For reference switching between 'unstable' and 'stable' branches of the game forces the selected build to download to the Steam client (replacing the previously selected build).

Information on the 0.4.0 ‘unstable’ alpha build and the end of the online beta

29 JULY 2016

For the last month we have been working with Coatsink to implement online support in the 0.4.0 ‘unstable’ alpha build (published with this post). The information in this post summarise a number of the key differences between the 0.3.4 'unstable' and the 0.4.0 'unstable' builds.

The structure of the 0.4.0 ‘unstable’ alpha build has been significantly modified from the previous 0.3.4 'unstable' alpha build to include placeholder information screens and other planned content and some content is temporarily disabled, specifically the debug spawning commands, the ‘waves’ game mode, and the 'buoy', ‘chute’, ’containers’, and ’fans’ stages (this content needs additional work before it is restored).

In the 0.4.0 ‘unstable’ alpha build there are 4 online stages playable and 12 local stages, the online stages are:

  • grind
  • ring
  • trucks
  • subway

the local stages are:

  • billboards
  • blimp
  • elevators
  • girders
  • gondola
  • grind
  • incinerator
  • ring
  • subway
  • towers
  • trucks
  • wheel

The 'buoy', ‘chute’, ’containers’, and ’fans’ stages and the ‘waves’ game mode will be restored to ‘unstable’ builds in a coming build.

Downloading 'unstable' builds The instructions for updating from 0.3.1, 0.3.2, 0.3.3, and 0.3.4 builds to the 0.4.0. 'unstable' alpha build are:

  • right-click on the Gang Beasts game name on the Steam library page
  • select “Properties” from the window that opens from the Properties window select the “BETAS” tab and then the 'unstable' option from the dropdown menu

To revert to the default Early Access branch select 'NONE- Opt out of all beta programs' from the same dropdown menu.

The rest of this post is a series of paragraphs with current information and summaries on what progress has been made to date on content for the game.

Default game mode The default game mode in the 0.4.0 ‘unstable’ alpha has modified win logic for the default game mode (winning scenarios is currently set to 3 wins to test stage cycling) to let player play in all rounds, the old game logic will be restored in a coming build.

0.3.4 and 0.3.1 The 0.3.4 ‘unstable’ alpha build has replaced the previous default 0.3.1 alpha build, please move from the ‘unstable’ to the default branches to continue playing with the debug spawning commands, the ‘waves’ game mode, and the ‘chute’, ’containers’, and ’fans’ stages until this content can be restored to the ‘unstable’ branch.

Online Beta The signup process for the online beta ended at the start of July, the online beta itself is scheduled to end and be removed from Steam on Friday 5 August 2016 at 23:59 GMT (as support for online game modes is now included in the 0.4.0 Steam Early Access ’unstable’ alpha build).

Private Servers Support for hosting private servers will be released when the 0.4.0 build and server implementation has been tested and made stable in August.

Couch mode Support for playing online with 1-4 local players (players on the same system) has been tested internally and will be added for testing in a coming build.

Linux Support Currently there is no Linux version of the 0.4.0 ‘unstable’ alpha build, we plan to make a Linux build available in August.

Servers Currently the 0.4.0 'unstable' alpha supports servers in the following geographies:

  • US East (N.Virginia)
  • US West (N. California)
  • US West (Oregon)
  • EU (Ireland)
  • Asia Pacific (Sydney)

we will be working to add servers in the following geographies in August:

  • EU (Frankfurt)
  • South America (São Paulo)
  • Asia Pacific (Tokyo)
  • Asia Pacific (Singapore)
  • Asia Pacific (Seoul)

Xinput

There is no setting to enable or disable Xinput support in the 0.4.0 ‘unstable’ alpha build currently (this will be restored in a patch release soon). For reference the 0.4.0 build shares preference settings with the 0.3.4 build and defaults to the current XInput setting used for the 0.3.4 build and some earlier builds (a temporary solution for enabling or disabling XInput support is to switch to the 0.3.4 build and use it to enable or disable XInput then revert to the 0.4.0 build).

Information on the end of the Gang Beasts Online Multiplayer Beta and the 0.4.0 ‘unstable’ build

4 JULY, 2016

For the past two months we have been working with Coatsink to iterate on the networking scheme and game content for the Gang Beasts online beta, in parallel to this work we have been collaborating with SuperGenius to scope and implement the game mode and character customisation systems for the game.

The next stage is to merge the online support and stage optimisations from the online beta with the ‘unstable’ branch and then integrate the Character Customisation, Character Colour, and Game Mode systems.

The rest of this post is a series of paragraphs with current information and summaries on what progress has been made to date on content for the game.

Online Beta

The online beta has been in testing for approx. two months and has been played or pre-loaded by ~60,000 players from 133 countries to date, the work on the network refactor has been committed to the Gang Beasts master branch and we have moved to merging the online multiplayer beta with 0.4.0 ‘unstable’ beta (for release later this month).

0.4.0 ‘unstable’

We currently expect to finish the work to merge online multiplayer support into the 0.4.0 ‘unstable’ alpha in July (for reference the current 0.3.4 ‘unstable’ alpha build will replace the current 0.3.1 default build on Steam when the 0.4.0 is published).

Online Beta Keys

We have postponed removing the Gang Beasts online beta signup page at http://beef.city/betauntil Monday 4 July 2016 at 11:59pm EDT (Eastern Daylight Time) to give owners of Gang Beasts on Early Access additional time to requests keys before the signup page is removed. For reference there is no selection process for participating in the online beta and participants are not expected to promote the game, stream, or record gameplay (for information and signup instructions for the online beta please see the post at http://beef.city/u_0-3-4 or the pinned thread at http://beef.city/key_info).

Key Issues

Key requests made before 1 July 2016 have been sent out, if you made a request for a key or keys before this date and have not been sent keys, please populate and submit the form at http://beef.city/key_issue with your information for support.

For reference the first batch of keys for the online beta expired recently and a second smaller batch with an incompatible release state were added to the distribute() system in error, these keys can be activated in the Steam client but the ‘Gang Beasts Online Beta’ title will not become available in the Steam Library. A number of the keys sent out on Friday evening and Saturday morning were from the second batch, if you received keys with the wrong release state please forward the email you received with the incorrect keys to support@boneloaf.co to get replacements.

Entitlement Issues

For online beta participants with the false ‘Failed. Entitlement’ issue, this issue has been patched in the 0.0.8 online beta build released last week.

Character System

Work on the character customisation and character colour systems is close to finished but we don’t currently expect to be able to include them in the 0.4.0 build but should have a version that is sufficiently stable for testing in the weeks after the 0.4.0 build is published.

Game and Gang modes

Work on the game modes system is also close to finished but can’t be fully implemented until the full Character Customisation system has been tested in game.

Stages

We have been working with Bruce Slater (a technical artist at Ruce) to build and optimise the stages for the full version of the game and expect to have some of this work in Early Access builds of the game soon.

Private Servers

Support for hosting private servers is planned but not supported in the online beta currently as we have to limit the number of server types at this stage of testing.

Patch notes for the Gang Beasts 0.3.4 “unstable” build and participation information on the Gang Beasts Online Multiplayer Beta

29 APRIL, 2016

Information on participating in the Gang Beasts Online Multiplayer Beta

The signup process for participating in the Gang Beasts online multiplayer beta is open.

To manage the distribution of Steam keys for the online beta we are using the distribute()[dodistribute.com] build distribution service from Vlambeer[vlambeer.com], distribute()[dodistribute.com] is designed for the distribution of keys to press (please ignore Press references when submitting key requests).

Please note that the initial online multiplayer beta only supports Windows operating systems and is currently limited to three stages ('grind', 'subway', and 'trucks'), the next batch of stages that are being optimised for inclusion in the online multiplayer are 'buoy', 'gymnasium', 'ring', and 'elevators'.

The process for submitting a key requests for the Gang Beasts online multiplayer beta through distribute() has five stages, the process is:

Open the URL http://beef.city/beta in a browser

In the ‘Log in with your e-mail address:’ section (outlined with a red box in the screen capture immediately below this sentence) enter the email address you want the beta key(s) to be sent to

Check the email account you submitted for an email from noreply@dodistribute.com with the subject line “distribute() | Confirm your request” and follow the instructions for confirming the request.

To confirm the request paste the 16 character code from the last sentence of the email in to text field labelled ‘Code:’ (outlined with a red box in the screen capture immediately below this sentence) and left click on the ‘confirm request’ button or left click on the long URL on the second to last line of the email.

Please note the maximum number of keys that can be approved per request is four.

Confirming the request will open the main distribute() key request page, from this page specify the number of keys you want to request and select the ‘PC (Steam)’ setting (outlined with a red box in the screen capture below).

Ignore the 'Login with Twitch or Google (YouTube)' section unless you are a YouTube / Twitch content maker and want to associate your YouTube / Twitch account with your key submission.

In the ‘Or add your own publishing platform:’ section enter a your Steam username in ’Name:’ text field (outlined with a yellow box in the third screen capture at the end of this post) and left click the ‘request’ button to submit the request.

Please note that the online multiplayer beta keys will be sent out in batches, the first batches of keys will be sent out by email from next week with subsequent batches of keys being sent out more frequently as server capacity scales.

Patch notes for the Gang Beasts 0.3.4 “unstable” build

Please note there is no "stable" alpha build released with this post

The list of modifications and fixes made in the 0.3.3 "unstable" alpha build are:

  • fixed a number of missing/corrupt navMeshes
  • fixed an issue that could prevent front and rear sliding states from triggering
  • fixed an issue that made characters stay in the ‘headbutt’ state when headbutting
  • fixed an issue relating to AI not identifying a navMesh agent
  • fixed an issue with spawned AI entering kill volumes
  • fixed an issue with the water system that rendered water with zero polygons on specific systems modified enemy / object targeting hierarchies to prioritise objects in front of targeted characters
  • modified stamina to reduce at a slower rate when characters are moving
  • modified the climbing system to make climbing less difficult
  • modified the colour palette on the ‘trucks’ stage
  • modified the dropkick and diving states to use a minimal assistive targeting (to make targeting enemies / objects with dropkicks and diving less erratic)
  • Information on switching to / from "stable" and “unstable” branches

To download the ‘unstable’ branch on Steam right-click on the ‘Gang Beasts’ game name on the Steam library page and select 'Properties' from the window that opens, from this window select the 'BETAS' tab and then the 'unstable' option from the dropdown menu (the menu labelled 'Select the beta you would like to opt into:’. To revert back to the last 'stable' branch select 'NONE- Opt out of all beta programs' from the same menu.

For reference switching between 'unstable' and 'stable' branches of the game forces the selected build to download to the Steam client (replacing the previously selected build).

Patch notes for the Gang Beasts 0.3.3 “unstable” build and information on the Gang Beasts Online Multiplayer Beta

17 APRIL 2016

Since the last Early Access build was published in January we have been working with Coatsink to prepare the infrastructure for a public beta of online multiplayer support for Gang Beasts and are now at a stage of development where we can make a selection of the most optimised stages available to play in an online multiplayer beta for play testing and stress testing.

The online multiplayer beta will be made available through Steam as a separate build from the current ‘stable’ and ‘unstable’ alpha builds, this is necessary to preserve access to the current ‘unstable’ and ‘stable’ alpha builds (while the stages not currently included in the online beta are optimised for online multiplayer) and to give the Early Access community a specific forum for posting online specific questions, bug reports and feedback to.

Information on the three stages that are playable in the initial online beta will be posted on Steam this month (as a Steam announcement) with specific instructions on the process for participating in the online beta and information on the next batch of stages that are currently being optimised for online multiplayer. The first batches of online beta keys will be sent out by email this month with subsequent batches of keys being sent out frequently as server capacity is scaled.

The online multiplayer beta will be merged with the ’unstable’ alpha branch at a later date (when the key work on stress testing and bug fixing the networking implementation has ended and server capacity is scaled to support the full Gang Beasts Early Access community).

Whilst testing and scaling the capacity of the online beta over the next 3-4 months we will continue to push new content, optimisations, and polish to the ‘unstable’ branch, starting with the 0.3.3 ‘unstable’ alpha build published with the post.

Please post feedback and information on game bugs on the 0.3.3 "unstable" alpha build thread if you have issues specific to this build.

Please note there is no "stable" alpha build released with this post

The list of modifications and fixes made in the 0.3.3 "unstable" alpha build are:

  • added four AI character voice sets
  • added four character voice sets
  • added setting to the Input menu for enabling / disabling XInput on Windows systems (the game has to be restarted before the XInput setting is executed) *
  • added additional VO to current voice sets
  • added additional wooden foot fall SFX on ‘wheel’ stage
  • added ambience to ‘towers’ stage
  • added B side music on ‘billboard’ stage
  • added box burning SFX on ‘incinerator’ stage
  • added collision triggers and SFX for doors, railings, and pipes on ‘chutes’ stage
  • added collision triggers and SFX for girders on ‘girders’ stage
  • added collision triggers and SFX for metal structures and railings on ‘subway’ stage
  • added collision triggers and SFX for metal structures on ‘billboard’ stage
  • added collision triggers and SFX for metal structures on ‘gondola’ stage
  • added collision triggers and SFX for metal structures on ‘wheel’ stage added collision triggers and SFX for railings and doors on ‘grind’ stage
  • added collision triggers and SFX for railings and stairs on ’towers’ stage
  • added collision triggers and SFX for shutters, stairs, ducts, and railings on ‘incinerator’
  • added collision triggers and SFX for stairs, floors, and railings on ‘fans’ stage
  • added conveyor SFX on ‘incinerator’ stage
  • added grind mechanism SFX volume modifier when characters are in close proximity to grind wheels on ‘grind’ stage
  • added large fan mechanism SFX on ‘fans’ stage
  • added rope SFX on ‘ring’ stage
  • added script to nullify collision triggers on ropes on ‘ring’ stage
  • added small fan mechanism and evacuation SFX on ‘fans’ stage
  • added soft foot fall and metal foot fall SFX on ‘blimp’ stage
  • added subway train SFX on ‘subway’ stage
  • added wheel mechanism SFX on ‘wheel’ stage
  • added wooden foot fall and wood break SFX on ‘girders’ stage
  • fixed significant memory leak from the buoyancy simulation used on characters (and the buoy and ice fragments on the ‘buoy’ stage)
  • fixed an issue that could stop music from playing on the ‘buoy’ stage
  • fixed an issue that stopped menu items from being selectable with the cursor keys on the volume settings screen
  • fixed an issue where the character system could spam errors if a navmesh is not found
  • fixed an issue with volume settings not modifying the volume on the menu screens
  • modified / increased cable collision SFX levels on ‘gondola’ stage
  • modified / increased character concussion sound levels
  • modified / lowered floor board SFX levels on ‘wheel’ stage
  • modified / lowered foot fall SFX on ‘ring’ stage
  • modified / lowered individual grinder wheel SFX levels
  • modified / lowered warp sound levels
  • modified / lowered wood SFX levels on ‘gondola’ stage
  • modified ambience on ‘billboard’ stage
  • modified and optimised geometry, textures, and scripts in the ‘trucks’ stage
  • modified and optimised geometry, textures, and scripts in the ’subway’ stage
  • modified and optimised geometry, textures, water, and buoyancy simulations in the ‘buoy’ stage
  • modified debug spawning to include a larger character body and other functions
  • modified enemy AI to jump obstacles in some contexts
  • modified fan blade SFX on ‘fans’ stage
  • modified fan particle effects on ‘fans’ stage
  • modified kill volumes and fog height in ‘chutes’ stage
  • modified lighting / bloom parameters in the ‘ring’ stage
  • modified spatial distance of cooling tower SFX on ’towers’ stage
  • modified the current ‘join’ screen to make the UI less complex
  • modified the local multiplayer camera settings on the ‘wheel’ stage to track player characters more consistently
  • modified triggering sequence for water splash SFX on ‘wheel’ stage
  • replaced character feet scraping SFX on ‘trucks’
  • replaced wood foot fall SFX with metal foot fall SFX on ‘elevators’
  • restored timestep modified keys ’-‘ (deincrement timestep) and ‘=‘ (increment timestep)

for reference enabling XInput support limits the number of concurrent XInput devices (Xbox 360 controllers and other XInput compatible controllers) to four, disabling XInput forces Xbox 360 controllers and other XInput devices to use Direct or Raw input (bypassing XInput’s four device limitation (making it possible to play with 5-8 concurrent Xbox 360 / XInput controllers), for reference disabling XInput prevents both Xbox 360 controller triggers from registering concurrently on Windows systems. *for reference the key mappings are: keys 1-8 spawn objects keys 1-8 with the shift modifier key pressed spawns the default character body and binds control to the corresponding player number key 9 with the shift modifier key pressed spawns the default character as an enemy AI keys 1-8 with the control modifier key pressed spawns a larger character body and binds control to the corresponding player number key 9 with the control modifier key pressed spawns the default character as an enemy AI Information on switching to / from "stable" and “unstable” branches

To download 'unstable' alpha build of Gang Beasts right-click on the game name on the Steam library page and select 'Properties' from the dialogue window that opens, from this window select the 'BETAS' tab then the 'unstable' option from the dropdown menu (the menu labelled 'Select the beta you would like to opt into:' (to revert back to the last 'stable' branch select 'NONE- Opt out of all beta programs' from the same menu).

For reference switching between 'unstable' and 'stable' branches of the game can force the selected build to download to the Steam client.

Gang Beasts is an Early Access game that is currently in uninterrupted development, the 0.1.x and 0.2.x builds have bugs, partially implemented gameplay content and mechanics (please see the Steam Early Access FAQ for more information).

Patch notes for the Gang Beasts 0.3.1 "stable" and 0.3.2 "unstable" alpha builds

20 JANUARY, 2016

The modifications and fixes made in the 0.3.1 "stable" build are:

  • added specific tests for removing characters forced into tunnels on the ‘subway’ stage
  • modified SSAO settings for each stage
  • modified specific post effects parameters on game menu (to limit the scope of post effects)
  • modified Colour grading for all scenes
  • modified character SFX volumes on the game menu
  • modified the minimum and maximum distance parameters for the game cameras in each scene
  • modified the Unity launch dialogue to not open on OS X by default
  • modified trigger volume detections modified character system to remove characters that become unstable on the 'subway' stage
  • modified train colliders to reduce the potential for erratic physics on the ’subway' stage
  • fixed an issue that could stop character’s from exiting the grab state
  • fixed an issue that could stop character’s from exiting the slump / standing states (if the character enters a concussive state when slumped)
  • fixed an issue that stopped modifications to the graphics settings menu from writing / saving
  • fixed an issue that made the drop kick damage modifier not apply
  • fixed an issue with the AI spawning system in the ‘waves’ mode (which stopped AI enemies from spawning if the game mode is played multiple times)
  • removed the Xinput menu setting (as the menu setting for enabling / disabling Xinput support needs more testing to stop the disabling Xinput process from triggering an exception)

The modifications and fixes made in the 0.3.2 "unstable" build are:

  • added numerous punch SFX
  • added spatialisation to character falling SFX
  • modified / increased brake threshold for grab state
  • modified / lowered character jump height
  • modified / lowered head-butt damage
  • modified / lowered the length of character concussions
  • modified / replaced shaders that demonstrated conflicts with Unity 5.3 / Open GL 4.1
  • modified / replaced the A side and B side music on the “ring” stage
  • modified build number text to ignore image effects on menu
  • modified “incinerator” scene to remove / recycle objects that fall in to fire pit
  • modified character system to limit the number of wall jumps that can be executed in sequence
  • modified the climbing and targeting systems to make executing the rope climbing mechanic easier
  • modified the fire simulation on the “incinerator” stage to ignore collisions (to optimise game performance)
  • modified the lighting in specific scenes to work with the Unity 5.3 lighting system
  • fixed an issue with character idle states not triggering
  • fixed numerous Unity 5.3 stability issues with the fan implementation
  • fixed Unity 5.3 UI scaling issues
  • updated game project to Unity 5.3 (to use OpenGL 4.1 or Metal on systems with OpenGL 4.1 or Metal support)

Please post feedback and game bugs on the 0.3.1 "stable" and 0.3.2 "unstable" alpha build threadif you see bugs in these builds.

Patch notes for the Gang Beasts 0.3.0 alpha builds

17 DECEMBER, 2015

It has taken significant resources to prototype and implement the character customisation system as significant game functionality needed to be rewritten to work with configurable character parts, the 0.3.0 alpha build released with this post, has a functioning character selection screen with a set of sample character costumes for testing (including the existing Kigurumi characters, and a selection from the new Wrestler / Luchador and other miscellaneous outfits).

The 0.3.0 alpha build replaces the 0.1.5a "stable" alpha build as the default build on Steam Early Access (the 0.1.5a build is available for download through the Steam "BETAS" tab as a legacy build for the Early Access community to compare the gameplay, performance, stability, and other game content of the last Unity 4.x build with the Unity 5.x builds).

The 0.3.0 alpha build also replaces the 0.2.6c “unstable” build until the logic for the prototype “break” and “race” game modes is rewritten to work with the character customisation system (the “break”, “race”, “king of the hill”, and “capture the flag” game modes will be exposed for testing in a coming “unstable” alpha build).

The 0.3.0 alpha build also has an improved camera system, a new particle effect system (for the fire on the ‘incinerator’ stage), new post processing and colour grading effects, the first versions of the significantly revised UI and menu systems, numerous modifications to stages (a rebuilt ‘incinerator’ stage, and modified ‘buoy’, ‘girders’, and ‘fans’ stages), and new running, standing headbutt, front slide, rear slide, and sitting character moves.

For reference the full character customisation screen is disabled in the 0.3.0 “stable” alpha build as the UI does not currently protect against conflicts between costume parts, a version of the full character customisation system (with support for saving customisations) will be exposed with other prototype game stages and content in the coming “unstable” builds.

The modifications and fixes made in this build are:

  • added character selection / join game screen
  • added a standing headbutt move (tap the button mapped for ‘duck’ to headbutt)
  • added a running move (hold the button mapped to ‘jump’ to run)
  • added a front sliding move (hold the button mapped to ‘duck’ when running to front slide)
  • added a rear sliding move (hold the button mapped to ‘kick’ when running to rear slide)
  • added a sitting move (hold the button mapped to ‘jump’ when stationary to sit)
  • added a setting for enabling / disabling Xinput (to support more than four Xinput devices to be used concurrently) - this setting has been disabled as more testing is needed
  • added preset Wrestling / Luchador clothing and mask selections (for testing)
  • added preset miscellaneous clothing selections (for testing)
  • added post processing and colour grading to game stages
  • added rebuilt ‘incinerator’ stage
  • added new menu music[soundcloud.com]
  • added basic Steam API support
  • added setting to enable / disable exiting the game with game controllers (if enabled press the ESCAPE key to exit to the game menu when in game)
  • modified climbing implementation (to make characters feet contact with surfaces when climbing)
  • modified fullscreen implementation (to test support for Nvidia Game Stream service)
  • modified object and enemy targeting systems
  • modified character system to more accurately identify kill volumes
  • modified B side music for the ’chute’ and ’girders’ stages
  • modified audio levels and triggers replaced previous fire particle effect with an improved fire particle effect
  • replaced the previous game manger systems with rewritten game manager systems
  • replaced the prototype game camera system with an improved game camera system
  • replaced music for ‘incinerator’ stage
  • replaced fade transition implement with a rewritten solution (to fix the transition failure issue)
  • fixed character explosion issues in some contexts
  • fixed music warping transitions
  • removed status bars
  • removed the rear and front railings from the ‘fans’ stage
  • removed stairs from platform ends on ‘subway’ stage
  • temporarily replaced previous water and buoyancy system with a placeholder system (while compatibility issues with the new water and buoyancy system are fixed)
  • temporarily removed the ‘cat’ kigurumi due to an issue with skinned meshes

Patch notes for the Gang Beasts 0.2.6 “unstable” alpha build

23 SEPTEMBER, 2015

The 0.2.6 build released with this post is a content release with three new stages (‘billboard’, ‘blimp’, and ‘girders’) and four modified stages (‘buoy’, ‘fans’, ‘ring’, and ’subway’), the build also includes expanded AI behaviours that give AI enemies lifting and throwing abilities.

The modifications and fixes made in this build are:

  • fixed an issue that could stop characters entering the climbing state when colliding with walls
  • added the ‘billboard’ stage
  • added the ‘blimp’ stage
  • added the ‘girders’ stage
  • modified the water shader on the ‘buoy’ stage
  • modified the geometry for the ‘vents’ stage (now called ‘fans’)
  • modified the geometry for the ‘ring’ stage
  • modified the geometry for the ’subway’ stage
  • modified climbing implementation to support climbing on grabbed surfaces (including other enemy and player characters)
  • modified climbing implementation to limit / minimise stabilise the accumulation of forces when multiple characters are climbing / lifting each other
  • modified grip limitations (grip will abruptly fail when hanging from the same surface / object for a protracted length of time)
  • modified the force characters have on the wave simulation in the ’buoys’ stage (to limit / minimise the frequency of sudden or erratic high waves)
  • modified the potential delay between AI enemy punches (to increase punch frequency)
  • modified spawn points on some stages to work better with the current game camera
  • modified XInput support to be disabled by default to support 5-8 players with Xbox 360 controllers and variants (XInput limits the number of concurrent Xbox 360 controllers to four, see the 'XInput Support' section of this post for more information)
  • added centripetal forces to subway trains on ‘subway’ stage (trains can pull characters and objects in close proximity towards them)
  • added throwing behaviour for AI enemies (specific throw actions need calibrating to be effective on complex stages)
  • added grabbing behaviour for AI enemies (enemies will attempt to grab surfaces, objects, and other characters when falling)
  • modified (rebuilt) AI enemy nav meshes for all stages (excluding the ‘break’ and ’race’ prototypes)
  • added throw triggers to stages to support the AI enemy throwing behaviour (excluding ‘blimp’, ‘break’, ’buoy’, and ’race’)

Stages

The new and modified stages are work in progress and will continue to be polished and improved in subsequent builds. There are now 16 default stages in the current ‘unstable’ build (‘billboard’, ’blimp’, ’buoy’, ’chute’, ’containers’, ’elevators’, ’fans’, ‘girders’, ’gondola’, ‘grind’, ’incinerator’, ’ring’, ’subway’, ‘towers’, ’trucks’, and ’wheel’), we are still working to remake the ‘incinerator’ stage (the colliders are finished but the scene has not been fully assembled in editor).

We currently plan to add the modified ‘incinerator’ stage and the prototype ‘gymnasium’ and ‘TV studio’ stages to the fork that the customisation system is being merged with but if we identify that this work will delay the release of the next build we plan to move these stages to the same project that the 0.2.6 build was built with (to minimise the length of time before the next build can be published).

For reference the only fencing, railings and similar structures that are breakable are in the 0.2.6 build are in the ‘elevators’ stage, we are working to make the similar structures in the ’billboard’, ’chute’, ’fans’, ‘grind’, ’incinerator’, ’subway’, ‘towers’, and ’wheel’ stages breakable.

Customisations

We are working with SuperGenius to merge the work on the character customisation system with the current project fork, it wasn’t practical to merge this work with the 0.2.6 fork as the modified game management system (that adds support for the coming “King of the Hill” and “Capture the Flag” game modes) was implemented in a separate fork.

When this work is complete we can publish a build with the character system (with a selection of old and new characters), and the other work from this fork (including support for deincrementing menu selections, a front slide move, modifications to the in-game player information, and the playable prototypes of the “King of the Hill” and “Capture the Flag” game modes).

XInput Support

Disabling XInput forces Xbox 360 XInput controllers and variants to use Direct or Raw input (bypassing the XInput four player limitation and restoring support for 5-8 concurrent Xbox 360 controllers), for reference disabling XInput prevents both Xbox 360 controller triggers from registering concurrently on Windows systems (we are working on implementing an option to support manually enabling / disabling XInput on Windows for a coming build).

Information on switching to / from "stable" and “unstable” branches

To download 'unstable' alpha build of Gang Beasts right-click on the game name on the Steam library page and select 'Properties' from the dialogue window that opens, from this window select the 'BETAS' tab then the 'unstable' option from the dropdown menu (the menu labelled 'Select the beta you would like to opt into:' (to revert back to the last 'stable' branch select 'NONE- Opt out of all beta programs' from the same menu).

For reference switching between 'unstable' and 'stable' branches of the game can force the selected build to download to the Steam client.

Gang Beasts is an Early Access game that is currently in uninterrupted development, the 0.1.x and 0.2.x builds have bugs, partially implemented gameplay content and mechanics (please see the Steam Early Access FAQ for more information).