Made substantial improvements to the netcode.
Moved certain computations from Host to Client.
Fixed an issue where the Colony Vessel wouldn't spawn in tutorials.
Fixed a crash associated with the Sound System.
Fixed an issue where tutorials 4-7 did not have the reactor and the hydrogen drill enabled.
Fixed an issue with the objective display not resetting correctly. Again.
News about the upcoming competitive multiplayer city-builder Zero Sum Future
A special thanks to Nookrium (twitch.tv/nookriumtv) for streaming our game and making us aware of these issues.
Made various improvements to the new player experience.
When Zero Sum Future is first run, a popup will give guidance and direct players to the tutorial missions.
Added more detailed information about UI elements to the first tutorial mission.
Tutorial missions now unlock when the previous mission is completed.
Completing a tutorial mission will now automatically start the next one.
Tooltips now display when the cursor hovers over a UI element. You can still press ALT to toggle tooltips manually.
Fixed an issue where certain tutorial missions could be won instead of completed.
Resource nodes (hydrogen and silicon) now pulse with light to make them more noticeable.
Improved the color of the silicon nodes.
Improved Colony Vessel selection box.
Fixed an issue where the screen would keep scrolling when the Options Menu was opened.
Fixed an issue with resizing the Budget Menu.
Objective display now resets correctly between missions.
Fixed a bug where a planet button could disappear.
Fixed an issue where streaming software (OBS in particular) would cause crashes.
Feature Added: Quick Play
Multiplayer now features a Quick Play option that finds games with one click.
Keeps track of Matchmaking Rating, Wins, Games Played, and Current Streak
Handout power cooldown changed from 10s to 60s
When a new bid is registered in a Carrier auction, the Carrier stay period is increased. This gives players a chance to respond when they are outbid
Investigate Power now limited to a maximum of 10 charges
Improvements / Bug Fixes
Added: Game timer in the score menu (default hotkey: TAB)
Multiple shuttles can no longer be dispatched from a single building at the same time. This fixes certain buildings getting bullied out of the supply chain.
The Lobby Browser now correctly resets between games
Carrier now orbits the sun correctly
Improved readability of large numbers in UI
Over the final weeks of 2018, we’ve been hard at work getting Zero Sum Future ready for our January 9th release to Steam Early Access. Listed below are some of the recent additions:
Added a System View option for camera (default hotkey is F5)
Added Doodads to planets
Doodads are just visual clutter to improve the look of planets
Building something immediately destroys whatever doodads are in that location
Buffed the Investigate player power and fixed a bug where it didn’t trigger correctly
Fixed a shuttle pathing issue
Added an option to fulfill population requests by default
Rebalanced game to make games shorter and more intense
Workers’ wages now increase based on the planet’s Expectation Level
Minor Skybox improvements
Illegal Buildings can no longer be deleted
Made various optimizations to make the game load quicker and run better
We’re proud to announce that Zero Sum Future will be coming to Steam Early Access on January 9th! We’ve been hard at work making a universe where you can build a massive corporation, and then duke it out with your rivals until you’ve wrangled every last penny from the competition. For more updates, keep an eye here or on our steam page. We’re excited to see what everyone thinks and hope to see you in game!