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» June 25, 2019
New Features & Major Changes
1. Enhancer Design Overhaul!
- Each ability now has 4 tiers of power.
- Unlock more levels by progressing game storyline.
- All old enhancer upgrades are wiped, stones refunded.
2. Lab Update: New room just for stats/options.
3. New Lifeform Tracking system in the stats room.
- Kills made prior to 0.52 are not included in the stats.
General
1. Added more secrets to the town/lab.
2. No longer enemies on base floor of the Gem Cave.
3. Save system touchups;
- Added failsafes and solved bugs with new Save System.
- Save System will clear unused systems to help fix lag.
- Added random screen messages during the loading screens.
- Added a save reminder before starting the Cure process.
- New reminder warnings if you don't Save once each game day.
4. New warning message if the drills are left on.
5. The River Key is visible one cycle earlier now.
6. New Items: Life Fuse & Vital Fuse
7. Green Garon Gem Searching success rate +30%.
8. Added some shrubs you can cut down, if they have flowers.
Map/UI/Visual
1. Taking damage; "Damage Flash" improved.
2. Optimized town programming to help reduce any frame lag.
3. Blue trees now shifted to olive green trees.
Combat
1. Rift Demon: Melee Damage -30%
BugFixes
1. Curing now properly deducts the cure vial.
2. Saving now halts most systems to prevent glitches.
3. The combat tutorial robot was using the old save system.
4. Solved infinite food glitches with Gardening.
5. Fixed conflicts between Bio Armor and Mine Carts.
6. Bio Chamber listed unlocked upgrades incorrectly.
7. Fixed issues with missing characters on the Save File list.
8. Fixed varius water deduction issues on buildings/cure.
9. Some NPCs didn't speak in the lab or when rescued.
10. Solved weapons vanishing after using Mine Carts.
11. Fixed Atrox Jail mission being possible without partner.
12. [BioChamber]: Earthly Armor enhancements broke frequently.
13. 'Damage Flash' no longer shows if [Barrier] blocks the damage.
14. Solved resource glitches with harvesting chests.
15. World Map Updated with missing data/areas. » June 9, 2019
New Features & Major Changes
1. Orange town modules are now operational!
- 6 Mega Structures, which ones will you choose?
2. New Mining System!
- Gem Mining is only south of town.
- Gem Mining unlocks after Cure is created.
Storyline
1. Level Cap increased to 28.
2. The time to create the cure has arrived.
- Up to 23 Characters can be located and cured.
- Characters will join your town once cured.
- Each character has a unique benefit for the town.
3. Backstory chatter from NPCs during nightfall.
4. Storyline structure after the research notes updated.
5: The 'Building The City' cutscene from the beginning of the
game is disabled. I'm simply not happy with it. I've replaced
it with something I think is far better for the storyline.
General
1. New: [Globe Core] for some shortcuts instead of modules.
2. [Storage Bunker] is now a Mega Structure.
3. New Small Building: [Weather Device]
4. All buildings now construct instantly, no more waiting!
5. [Tech Lab] 'Turret Core' removed from game.
6. [Tech Lab] Several new cores added.
7. New Lab Option: Weapon 'Quick Swap' style.
8. The save menu now shows key characters in the town.
9. Teleporting in 'Ghost Woods' & 'Dust Pit' improved.
10. Sync Monitor is now always forced enabled.
11. Mine Carts now move at 160% Speed (Was 200%).
12. Starting food once again at 100.
13. Old God sacrifice reduced to 200.
14. [World Map] & [Enhancer] now hide UI & pause cycles.
15. Many crafting/building/upgrading costs altered.
16. Time Orbs are now called Stopwatches.
Map/UI/Visual
1. Added many new device and menu sounds/effects.
2. Ion Drill build menu added.
3. Ion Tech collection tracking added to world map.
4. Some new tree colors (no more fall/orange trees).
5. Updated key-entry for names.
6. Major ambient lighting upgrades for most areas.
7. Added new tutorial visuals to the town start.
Combat
1. Skill: [Track] removed from game.
2. Health Bars added to enemies.
3. New Weapon: Ninja Stars
4. [Nightmare Core] Barrier Damage +50% (Down from +200%)
- Other ways to gain barrier damage are added.
5. You can no longer use other skills while firing the [Cannon].
6. Wolves, Lions, Tigers, now pounce slightly less often.
7. Rift Demon battle adjusted/polished/tweaked greatly.
BugFixes
1. Fixed tutorial course creatures respawning.
2. Solved issues stopping some healing/energy combat numbers.
3. Solved issue that causes Old God event to sometimes restart.
4. You can no longer take the mine cart during combat.
5. Some map names didn't display on the world map.
6. Failsafes added to stop enemy combat glitches on map change.
7. Fixed movement glitch when firing cannon and switching maps.
8. Fixed lighting bug causing Atrox Prison to be too dark.» April 6, 2019
New Features & Major Changes
1. Several new world areas to discover.
Storyline
1. A small next part of the storyline is available.
2. It is now possible to blow up the lab; ending the story...
3. Various town building changes to prepare for update 0.50.
4. Note; there is no new npc's to find stonework fragments in
--- this update, despite new areas. There will be in 0.50.
General
1. [TechLab] Vitality Booster grants 500hp (Up from 250).
2. Resource Capacity Error Improvements;
- Errors no longer interrupt gameplay.
- You won't get the same error more than once per cycle.
- Resources no longer collect with Atomizer if at capacity.
3. Your new friend can now complete tasks in the town.
4. The 2x2 Build Menu is now complete.
5. TuneBox is now a stand-alone building, with more options.
6. The Town has multiple music themes now.
--- Assigned a random theme when Generator is built.
--- You can switch the theme at the TuneBox.
Map/UI/Visual
1. Misc polish and adjustments to many maps.
2. Grass Color: Trying a new deeper color.
3. Lighting Adjustments:
- Daylight is now a bit less bright.
- Night time (Midnight) is less dark.
- Player's light is more smooth and less intense.
- Player's weakest light is a bit bigger.
- Added focused lights by holding Shift.
4. 'Roads' on the World Map are now easier to see.
5. New Lab Option to highlight map roads even more.
6. Ponds/Rivers now reflect moonlight, adding more area light.
7. Light control boxes added to the town.
Combat
1. Having your partner with you now also adds some damage.
2. Introduction of Plasma... if you're strong enough.
--- Only one plasma weapon to obtain now, more in 0.50.
BugFixes
1. Red Modules graphic bugs fixed.
2. Matter Converter display issues during T2 Conversion fixed.
3. Adjusted the "Health" Icon on UI to be more visible.
4. Raccoons are a bit less severe when encountered.
5. Menu Positining fixes to prevent UI clashing.
6. [Tunebox] Fixed "Space Ambient" not playing at all.
7. [Tunebox] Fixed "Choices" playing the wrong theme.
8. [Chaos Cliffs] Northern Cave System; Campfires fixed.
9. Fixed cycle issues after completing available storyline.
10. Fixed various lighting issues in dungeons and lab.
11. Solved several bugs with skill damage calculations.
12. Resources generated in town can no longer pass the cap.» March 24, 2019
New Features & Major Changes
1. Combat Version 3, with major updates!
2. Major overhaul of old designs and interaces!
Storyline
1. Level Cap increased to 24.
2. Doctor Atom has an important discovery to share!
General
1. Opening Decisions: Added Combat Style
2. You can now skip non-interactive cutscenes.
3. New: Food Crystal - Once you build all 3 farms.
4. The combat tutorial has been completely overhauled.
5. [Mech Shop] item selection updated.
- 'Light Core' and 'Amp Core' removed from game.
6. [Tech Lab] item selection updated.
7. [Tech Lab] now requires the [Enhancer] to build.
8. [Receiver] now requires the [Mech-Shop] to build.
9. Stonework Piece turn-in speed increased 200%.
10. 'Quick Crafting' added to lab options, on by default.
11. 'Operating [Generator] Manually' removed from game.
12. Added a better boss reward for Alice...
13. Map Balance improved; Many "Level Walls" removed.
Map/UI/Visual
1. Major overhaul and polish to the old and rusty!
- [Modules] - [Buildings]
- [Device Interface] - [Game UI]
- The (Expanded) Lab - Storyline Scenes
2. Character Menu removed, no longer necessary.
3. Skills Menu removed, no longer necessary.
- (Skill descriptions will be added elsewhere later on.)
4. [Resource Stones] are now individually named [Gemstones].
5. The world map is updated, & now matches the UI Color.
6. Some character weapon holding effects added.
7. Increased Luminite-Lamps brightness by 30%.
8. Added many more lamp & campfire locations.
9. Improved 'campfires' mechanics/brightness/locations.
Combat
1. [Shoot] Now shoots a triple shot burst.
2. [Shoot] Damage increased, cooldown added.
3. [Lock] now auto-activates when entering combat.
4. Many ranged enemies now have new ranged mechanics.
5. [Frost Core] Freeze time now 6 seconds (up from 4).
6. The [W] key now opens an equipment-swap menu.
7. Your partner gains a bit less HP per level.
8. {Loot Table Updates}
- Animals Only: [Water/Wood/Metal] no longer drops.
- Animals Only: [Food] drop-rate +250%.
- All Enemies: Now drop [Luminite] & some new items.
- All Enemies: Loot Chance increased to 70% (from 65%).
9. Your partner will now always share your level.
10. [Barrier] costs 1 Energy (Down from 2).
11. [Cannon] costs 2 Energy (Up from 1).
12. [Track] cooldown now 5 seconds (Down from 8).
13. [Slice] costs 2 Energy (Up from 1), distance now random.
14. [Slice Amp] Reduces cooldown by 80% [down from 100%].
15. Many balance updates to most enemies health/power.
16. -Alice- Phase 2 balanced, no longer jumps.
17. -Alice- Phase 3, now immune to player damage.
18. Most enemies respawn rate slowed greatly.
BugFixes
1. Purple Modules in WarrenGlass didn't deduct energy.
2. Fixed numerous small resource production bugs.
3. The "Low HP" Warning circle didn't show.
4. You can no longer leave a character's name empty.
» December 8, 2018
New Features & Major Changes
1. Ion Tech released! Find rare parts!
2. TechLab released! Build cool stuff!
Storyline
1. Teaser: The Windrip lab only has so much power...
General
1. Added several new items to discover.
2. The Windrip lab now has an Options panel.
3. Lots of code optimization for slightly faster systems.
4. [Lv7] Barrier to Warrenglass changed to [Lv8].
5. Master Keys now cost wood instead of metal.
6. Matter Converter options improved, costs down.
Map/UI/Visual
1. Town building menu visually improved.
2. Town building menu is now clickable.
3. Updated/improved resource bar layout.
4. Misc other polish in town and menus.
Combat
1. Enemy difficulty normalized from the easy-alpha settings.
2. [Iron Fists] Base damage now [2-7], up from [1-3].
--- Melee combat should always be stronger than ranged.
3. Rift Demon health greatly increased.
BugFixes
1. Barrier now correctly shows damage numbers.
2. Solved issues between Water Nanites and Ion Drill usage.
3. Lots of mine-cart bugs fixes.
» December 5, 2018
New Features & Major Changes
1. Beta Label added to the game start screen.
2. Low Quality Label added to the game start screen.
3. Removed strange markings on walls used for development.
Storyline
1. Added a 'powerup' sequence to the opening scenes.
General
1. Master Keys are now obtainable.
2. Added Stones to FAQ sign.
Map/UI/Visual
1. Polished conversation images.
Combat
1. [Slice Amp] Amplify Cost is now x5 (up from x3).
BugFixes
1. Several minor fixes to landscapes and dungeons.
2. Fixed some female-only side text bugs.
3. Fixed grid labels vanishing on world map.
4. Added more failsafes to prevent many possible issues.
» December 1, 2018
New Features & Major Changes
1. New equipment added to the town!
2. New Area: Ghost Woods!
3. Mine Cart Adventures! Part 1/3 Released.
Storyline
1. Some additions/changes to the River's Mind dungeon.
General
1. Campfires in world area are lightable now.
2. [Water Nanites] now only 1/2 consumption.
3. {Enhancer} - Energy Upgrade nerfed to 10 (down from 15).
4. Orange/Purple modules programmed and labeled (See FAQ).
5. Gardens give 12% more food.
6. [Mech-Shop]: Power Core now cost 2 White Stones (up from 1).
7. Added several new white stone spawns to several maps. ;)
8. Recharging multiple [Energy Pack]s speed increased 300%.
9. [Generator] No more options unless you have [Depleted Pack]s.
10. Campfires can burn out leaving ash, can be restocked with wood.
Map/UI/Visual
1. Minor changes to town layout to make room for new features.
2. Stones that you collect now have an animated glow.
3. Enemies now have a respawn animation.
4. Minor touchups to world map; indicated Caves on the map.
Combat
1. Earth Bomb damage greatly increased.
2. Ghosts have their own unique attacks now.
2. Mini Dragons have their own unique attacks now.
BugFixes
1. Many minor placement/movement issues.
2. Pathing in River dungeon.
3. Glitch that stopped Alice's Phase III.
4. Improved [Slice] code attempting to stop phasing glitch.
5. Monsters were broken in the river dungeon.
6. More failsafes to prevent skill usage on vehicles.
7. More failsafes to prevent bridge height issues.
8. Fixed some rare music play/replay issues in combat.
9. Fixed gathering from barrels/crates leaving empty blocks.
» November 23, 2018
New Features & Major Changes
1. New optional areas like the 'World Vault' released!
2. New Combat Skill Interface!
3. [Game Randomizer] - Changes some things each new game!
4. Equipable Combat Items!
Storyline
1. Alice is coming...
General
1. You'll now be warned when low on water/food/energy/hp.
2. Workbench: Added several new items to craft.
3. Your partner's level will now match yours.
4. Enhancer: Upgrading Max Energy now costs Red Stones.
5. Enhancer: Upgrading Lasers improved by 25%.
6. Enhancer: Upgrades now have a Max Upgrade Cap.
7. Tunebox: Finished - Plays any song you've heard.
8. Starting Food: 75 (down from 100).
9. Water at the Well will no longer pass your capacity.
10. Added several fun non-story tidbits throughout the game.
11. Updated 'Game Over' scene.
12. The Cycler will now pause in most menus.
13. Dozens of improvements to storyline flow.
14. Piles of Metal now give ~12% more.
15. Energy globs now pickup just by touch.
16. Dungeon enemies now have their own music.
Map/UI/Visual
1. All trees and shrubbery have been updated.
2. Dynamic Trees; they change at night! [HQ Game Only]
3. The (scene) planet Garonia now looks much more alien.
4. You can now alter your UI in the lab options.
5. New UI Color: Purple!
6. Some items names have gotten some color.
7. The 'World Map' now labels towns and dungeons.
8. Lamps lighting has been improved.
Combat
1. Combat Text added, to see combat info/items.
2. New world enemies added. No more sheep!
3. New Skill: [Track] - (Check Mech-Shop)
4. [Heal] Cooldown changed to 5 seconds (from 3).
5. Skill menu tooltips now display skill cooldowns.
6. [Lock] Mechanics greatly improved.
--- Helps prevent user accidentally removing lock.
7. Target Locking has been made more clear on the UI.
BugFixes
1. Fixed vanishing computers on the space ship scene.
2. [Mods] category on Mech-Shop was incorrectly named.
3. Energy Packs on Mech-Shop had the wrong icon.
4. Bottom Hud was sometimes not using correct colors.
5. Slice tooltip showed incorrect damage.
6. Fixed several ways Slice could be abused.
7. Fixed tons of issues related to partner dying first.
8. Fixed incorrect text when playing the female hero.
9. Some Mech-Shop recipes had the wrong requirements.
» October 28, 2018
New Features & Major Changes
1. Stoneworks Game Icon Released.
2. First 'Dungeon' added: WarrenGlass!
3. More game options discoverable in Dr.Atom's Lab!
4. The Enhancer is now fully completed.
5. Additional Features/Hotkeys added to UI.
General
1. Construction costs improved across the board.
2. [Full Screen] mode added to options.
3. The inventory now has categories.
4. Added more items to Mech-Shop.
5. You now need 10 Stonework Fragments to progress (down from 25).
6. Jumping gaps is now automatic, no more [Use] key required.
7. Added more varities of loot/items/rewards.
8. Leveling up looks cooler now.
9. I changed my mind. You can now run indoors. Behave!
10. More cutscene work released.
Combat
1. New Skill: [Slice]
2. New Skill: [Cannon]
3. AtomBot's 4th Mode: [Protect] is now available.
4. [Barrier] now grants invincibility as well.
4. Numerous performance enhancements and fixes.
5. Enemy Difficulty mechanics adjusted/tested further.
» September 27, 2018
New Features & Major Changes
1. Title Screen design finished and implemented.
2. The first Westward map and insides are done
with design stage. No storyline stuff yet.
General
1. Stonework Fragments can now be turned in.
2. Many optimization & design changes to improve lag issues.
3. World Map design touchups & improvements.
4. You now get slightly more wood from lootable bundles.
Combat
1. Combat coding overhaul to improve lag and functionality.
2. Enemies now strike harder but far less often.
3. Some enemies can now jump.
4. [Barrier] can now hit multiple enemies instead of just one.
5. -Shock Droid- will use his special ability less often.
» September 12, 2018
Stoneworks [Closed Alpha] v0.10 Now Live!
Welcome to Stoneworks! This is the first version of the game:
- Polished Initial Game Design & Mechanics.
- Build Your Town: You choose where things go, and build things when you need them!
- Live Combat - You'll be fighting those pesky enemies right on the map!
- Opening Chapter, and 1st Chapter are both implemented.
- Your own pet robot! He's awesome!
- Game is fully playable up to the first boss.
--- Testing Needed ---
[Battle System]
This is a brand new system I wrote from scratch. I've spent weeks breaking and fixing it. It needs heavy testing and input to be successful.
[Game Smoothness]
How smooth is playing, moving, transitioning through the game? (The pet robot is a tad bit glitchy atm, but you can dismiss it if it lags).
[Learning Curve]
What are you stuck on? What did I explain piss poorly? What confused you? What worked well?
[Map Layouts]
How was exploring? Did you get lost? Does the [M] World-Map, help you enough?
[Overall]
What did you like? What did you hate?
--- Notes ---
1) Rope currently does nothing. You can get it as loot, but it's meaningless in this version.
2) 'Stonework Pieces' currently do nothing. You can collect them from people, but the turn-in process isn't ready yet.
3) 'There's purposefully not that many enemies in the game to fight realistically, until enough combat testing & tweaking is done.
Click Here to view most recent Patch Notes.