I've gotten a few reports over the last week about steam cloud not working properly. Unfortunately, this was an issue that was entirely my fault when configuring the directories in the steam backend. The checkbox for "Recursive" was false. The older MyDocuments save directories w
I've gotten a few reports over the last week about steam cloud not working properly. Unfortunately, this was an issue that was entirely my fault when configuring the directories in the steam backend. The checkbox for "Recursive" was false. The older MyDocuments save directories were configured fine, but when I set up the newer directories I had forgotten that checkbox. During testing the vdf showed up and I got bamboozled into thinking it was fine by seeing files on the steam cloud which were still from the older directories. I apologize for anyone who has lost data / mixes and hope nothing major was lost!
Moving forward, the steam cloud should be picking up the right files and directories so let me know if you run into any other issues.
First off, thank you so much for the players that have left feedback in-game, this has helped tremendously with being able to make quick fixes and focus in on core issues. Fixed issue with keybinds not saving when setting them. This honestly was just a major oversight in testing
First off, thank you so much for the players that have left feedback in-game, this has helped tremendously with being able to make quick fixes and focus in on core issues.
Fixed issue with keybinds not saving when setting them. This honestly was just a major oversight in testing and I apologize! Also, just a reminder for everyone. For most important keybinds, in the lower left, there is a context aware helper UI that shows you what important buttons you can press.
Shoutout to TheLucky7 for submitting a video showing the issue with getting stuck in the pattern tutorial. This is now fixed by tutorials automatically turning grid snapping off. Also, grid snapping respects which world type it is in now so you can't grid snap in the galaxy map anymore by accident
Fixed crash related to loading thumbnail requests on the universe getting stuck in flight.
Fixed bug related to mixes using the ° symbol not being playable in the universe.
Fixed node duration visuals interpolating back to center when finished.
I am still looking into a couple more crashes, but this hotfix addresses 2 issues. When loading older mixes, depending on certain circumstances drum ring note values would get garbled. Fixed regression where the node offset value on drum rings with a normal instrument on it was t
I am still looking into a couple more crashes, but this hotfix addresses 2 issues.
When loading older mixes, depending on certain circumstances drum ring note values would get garbled.
Fixed regression where the node offset value on drum rings with a normal instrument on it was trying to match the scale settings whereas previously they would just respect +1 or -1 note value. This means newer mixes that did this might sound a tad different but hopefully its easy to fix just by finding the actual + value you were intending.
Thanks again everyone for submitting feedback and crash reports!
Another patch for crashes and getting stuck in intro tutorial. Fixed players getting stuck in intro tutorial after saving their mix and opening the galaxy due to waiting for old confirmation logic that doesn't exist anymore. Fixed issue where players couldn't submit feedback duri
Another patch for crashes and getting stuck in intro tutorial.
Fixed players getting stuck in intro tutorial after saving their mix and opening the galaxy due to waiting for old confirmation logic that doesn't exist anymore.
Fixed issue where players couldn't submit feedback during a tutorial (Which is arguably one of the most crucial spots to do so ;-;
Added logic for older amd GPU's which should resolve some PSO pipeline cache crashes.
Fixed Crash related to shutting the game down
Fixed rare crash related to trying to remove instruments during playback.
Thank you so much to the players that submitted feedback about the tutorial! This should resolve those issues!
Some fixes after the mega update. (Thanks for submitting the crash reports Mixonauts, it helps tremendously! Your mixes uploaded to the universe will now auto save their positions when you move them around. Fixes issues with the region they were placed into not being updated prop
Some fixes after the mega update. (Thanks for submitting the crash reports Mixonauts, it helps tremendously!
Your mixes uploaded to the universe will now auto save their positions when you move them around. Fixes issues with the region they were placed into not being updated properly.. but also fixes a QoL issue with them.
Crash during initial loading for certain amd and onboard gpu's
Crash during thumbnail resource deletion
Crash during batched fx resource dirtying
Crash during wavetable player switching on many nodes
Temporary stall when browsing the universe really fast, thumbnails would get stuck not loading.
Automation, Sound Library, and Universe Update Automator Nodes, New Visuals, Sounds, Modulations, Royalty Free Instruments, and a bunch more! It has been a long time, but I have been working hard to get this update out and stable. It’s a LOT so bare with me! Full update video her
Automation, Sound Library, and Universe Update
Automator Nodes, New Visuals, Sounds, Modulations, Royalty Free Instruments, and a bunch more! It has been a long time, but I have been working hard to get this update out and stable. It’s a LOT so bare with me! Full update video here to go along with the post!
Fog once again has been completely reworked. This time however I have written my own custom volumetric fog that works better for nodes cutting away at it. In the past, 1000’s of nodes would eat away at the cpu. Now, everything is budgeted to around 1-2ms total for the GPU and cpu. This means fog should never eat away most of the frame budget while also being reactive and smooth looking!
Sound Nodes and Allowing Mixonauts to Use their Mixes for Commercial Content (Legal Fun Times)
I am excited to announce that I have added 120 instruments recorded from my own hardware to the game that are all Royalty Free. I also signed a deal with the company where I sourced the drum samples to allow Mixonauts to use them for commercial use as well! This means that you have a TON of options now to create music for your own game, Spotify, or anywhere else commercially so long as you are using the royalty free samples.
You can tell which ones based on the symbols and tooltips in-game. The “Play” Icon indicates royalty free while the Copyright symbol indicates that you can use it but for non-commercial purposes.
Automator Nodes and New Tutorial
New Automator Tutorial ( VERY IMPORTANT ) this shows you the nuances behind using the Automator Nodes
Automator nodes are fun, but also need a bit of training before you can make full use of them. Please consider doing the automator tutorial in the HQ. I think in the future you will have to do the training in order to unlock node types.
New Curve Automator Node
These nodes allow you to use curves to adjust sliders real-time indicated by the yellow region on sliders. Most sliders in the game accept Automators ( Even Visualizers ).
New Automator Panel (Helps find and organize automator nodes)
New Reactive Automator
These Automators derive their value from nearby playing nodes. Can be used for things like side-chaining or just making visuals look cool!
Modulation System and Elements
The Modulation System has been completely redesigned from the ground up. With the introduction of automator nodes, I knew I nested approach to applying values on the parameters for sounds. Not only is this way much faster than before, it’s also wayyy easier to debug and easier to manage more complex scenarios like.. say multiple modulator rings.
Live Updating Sounds
Fully live-updating sound system. When adding and removing elements on already playing sounds, the system will auto add and fade in their blend values. Should make things like moving modulator rings around, adjusting their sizes, and adding newer elements nice and smooth.
New Modulation Panel
The Modulation Panel now has sliders to allow for Automator nodes to attach to them while also making it easier to adjust their settings. Some of this is also prep for elements to have multiple sliders in the future.
New Global Modulation Slider for Every Sound Node and Modulator Node
The Modulation Panel also has a global modulation for that node that affects all modulation elements on that node.
New color control for every sound node (Supports Automators)
Midi Support Fixes
Fixed dropdown list for midi options.
Fixed applying note values to selected nodes. If you select say 10 nodes in a row and push this button. You can then play 10 notes and it will record that note value to each node. Makes making melodies a bit faster. (The note editor I do still want to update a bit more to make it easier)
Moving away from Mod.io and changes to the galaxy map.
https://www.mixuniverse.net is now the official website for hosting mixes. After many nights battling mod.io's api limits, downtime, and the inability to perform backups easily. I made the hard choice to create my own Mix Cloud service. Everything you uploaded to the universe has been migrated to Mix Cloud. The first time you open the game after this update, it will automatically find your existing mod.io mixes and claim them in the Mix Cloud. Everything SHOULD feel rather seamless, however you might have to resubscribe or resync certain mixes depending on when the last time it was you updated them. Your local versions should be ok though.
Adding mixes to library (Subscribing) is now realtime. If you log into https://www.mixuniverse.net/mixes with the game open, your changes to your library will sync in-game.
Other Notes
Finding all of the Universe Mixes is 10x faster, the main benefit from switching is now I have 100% control on how I query mixes based on your view in-game. I only query mixes you can actually see.
Making new mixes will automatically assign a starting universe position so the “Find in Universe” button will actually take you to your mix in the universe. You can choose from there whether or not you want to move it.
You can now open and play mixes directly from the universe tab. Makes it much easier to check out mixes on the universe quickly without polluting your galaxy map.
Quick Pass At Key Binding
A lot of these likely would need a bit more overhaul to allow more flexibility for each of the modes, (Edit, walking, flying, etc) but for now, this should hopefully help those who might want to rebind certain basics to different keys.
Feedback Form
You can quickly submit feedback in-game now. This will send an image, the message you type, and your current logs to the Mix Cloud privately so that I can take a look and potentially fix issues.
Experimental Attack Decay Sustain controls
These controls adjust how the sounds fades in and out. It’s marked experimental mostly because I am not sure if I like how these work. Feedback or ideas on this would be helpful. Any values you set atm should transfer over to new versions regardless of UI changes.
Better filtering options for the galaxy map
You can now filter your searches based on type.
All Mixes
My Universe - Which shows all of your uploaded universe mixes.
Other Mixes - Shows everyone elses universe mixes.
Optimizations
Collision rendering and updates have been moved to a frame limited process. Moving nodes and links around is 10x faster.
Lighting and background optimizations for mix worlds.
Sound Libraries disk cost is 1/10th using RAD compression (Can have way more sounds now without eating up your hard drive space.
Complete Refactor of the Batched-FX node system to reduce CPU and GPU cost for 1000’s of nodes. Increased FX limit from 10k to 30k.
Nearby node gather system is an async process now. Things like modulator rings used to be really expensive when you had more than 10 or 15 nodes in them. Now can handle 1000’s of nodes all asking who is nearby them.
Reverb cost is is reduced when rendering sound.
The Future
This update knocks out quite a few core gripes I've had with the game for a long time. There will likely be hotfixes that need to go along with this because it IS so much, but I am hoping to move forward with mover nodes. Mover nodes in combination with automators and modulators will hopefully complete the triangle that is needed to make mixes feel more alive. The idea is they can attach and move nodes and nearby node chains when activated.
After that, I've still got a decent list to tackle in no particular order.
Midi Export / Import
SECRET
More Exploratory type mixes and modes.
Expanded HQ and fun extra things to do.
Unlocking System
Expanded sound library (MOAR!)
There's many different ways things could go, but I am excited for them all! Thanks again folks for all of your support and patience throughout this process. I hope everyone has fun and happy Mixing! Every review helps steam push the game so if you haven't already, reviewing the game would mean a ton to me!
Unreal Fest
June 17th at unreal fest in Chicago I will be doing a talk on the stack-based FX system the game uses. If you are going to unreal fest, here is the session info.
Hello Mixonauts! Picture is from this amazing mix by Melway 250 Universe Mixes!! First off, I'd like to announce that we now have 250 mixes in the Universe!! It's absolutely incredible and I love seeing it all! Some of them are truly wild while others are really creative. Definit
First off, I'd like to announce that we now have 250 mixes in the Universe!! It's absolutely incredible and I love seeing it all! Some of them are truly wild while others are really creative.
This year overall has been amazing for the game. Roughly 7000 new players, a whole new universe to play in, and a lot of stability and performance updates. On top of that, I have started to slowly shift into a mostly full-time solo-dev role here for the game instead of balancing a full time job on top of making updates to the game. I am still working for Terrible Posture Games, but not full time. (I was literally working 70-80 hours a week.. not sustainable) We released Battle Train and Good Boy this year so it was BUSY!
A lot of the newer players came from this video alone.
I continue to repost during sales just because for whatever reason, people really resonate with this video so apologies if the algorithm has served it to you many times, it's currently the best marketing strategy I've got atm.
Here's something that is also super wild to me, 1200 players are over the 3 hour mark.
You CAN see that there is a learning curve that is strong with the game, most players around the first 30 min, but if you are 1 of the 1200 and have something to say, your voice matters! Every review helps steam visibility (Getting to 100 is the next milestone) and every purchase atm goes into making the game better! I hear and read ALL of the feedback!
You can also leave feedback on the discussions or discord!
Image of what the modulation and parameter graph looks like for sounds being generated (Just fun to show :P)
So it's been a few months now since the last update and the build is coming along really nicely. The main thing is that everything I have been doing is in prep for the modulation and sample library updates. I thought the sample library update would be first, but now I realize it's best to do it AFTER the modulation update. I apologize but also am excited!
Here are some key things coming!
Build size is drastically reduced. (Roughly 1.5gb smaller) Samples now are close to 10-20b instead of 200mb per set of 88 samples which paves the way for adding say.. 1000 more to the game! This was a rather large blocker for the sample library update.
Audio parameters and FX are completely rewritten with the goal that ANY slider will have the ability to add modulation curves to it (This is what I'll be working on start of 2026)
Batched Visuals for Nodes have also been completely rewritten to remove a 1-5ms overhead (Depending on how many nodes) and instead directly communicate to Niagara systems (Sorry.. unreal jargon) .. the key take-away is its MUCH faster now to render nodes.
Link collision and node gathering performance is faster (In prep for mover nodes) more on those later.
ADSR (Attack Decay Sustain and Release) Controls
There will be more, but these are the big ones!
What's the build currently look like then?
Most things are back to working exactly how they did before. However some of the trickier things that take time to find and fix are.
Sometimes visuals don't spawn for nodes (Cool right?)
Layer Switching causes audio blend issues with modulation rings (This is due to the improvements made to fix being able to update FX while the sound is playing.)
Async crashes (Due to some performance improvements not being thread-safe)
So not too bad atm, but still a bit unreliable for releasing a beta version of the build. (Mostly because of Universe Mixes)
Join the Community Challenge / Collab Mix!
On discord, the community has a really cool Christmas / Holiday themed Mix that anyone can participate in! All you have to do is join the discord, say hi and that you would like to give it a go in this thread
I hope to one-day make Challenges and Collabs a feature of the game, but for now the discord is the best place for it!
THANK YOU
Thank you all so much! I am appreciative of the patience and also am excited to reveal everything in the first quarter hopefully of 2026. You all rock and keep mixing!
I'll be taking a short break here and Have a great Christmas / Holiday!
Fellow Mixonauts! I bring more stability and optimizations! A lot has been going on over the last few months, life has been good but also busy! The goal of this update was to try and fix issues related to people freezing during load, crashing in certain spots, and in general impr
Fellow Mixonauts! I bring more stability and optimizations!
A lot has been going on over the last few months, life has been good but also busy! The goal of this update was to try and fix issues related to people freezing during load, crashing in certain spots, and in general improving performance. From my testing, the game should be around 15-30% faster to render and also be much nicer to lower end machines when setting everything to low. I am also excited that for the first time in a year or so I will now be focusing on features that will improve the audio production aspect of the game! Stay tuned and checkout everything below for more details on what's new and coming next!
New Fog Visuals Comparison and Performance Results
Bug Splat integration allowing me to see crash reports!
Filling in crash reports and sending them is incredibly valuable and helps me get an idea of how stable the game is!
Full List of Changes
Engine upgrade to Unreal 5.6 to take advantage of megalights. This will become more important in future updates. Currently the HQ is the only place that uses it.
Turned off Unreal Nanite (Wasn't worth the cost for how little the assets in Mix Universe use it)
Turned off Unreal Lumen (Might turn this back on later, visuals aren't any different)
Made a custom asteroid model to replace the nanite version that looked bad on lower end machines.
Upgraded the Voxel Landscape System to be much quicker to update and free from splits and chunk updates.
Added custom foliage generation system for the voxel landscape (Will be used later for generating other things for the game)
Added ability to change voxel landscape type per node. (This will be expanded upon in future content updates)
Updated foliage for landscape so that it scaled density based on foliage quality.
Updated Fog to be particle-based which is 50% cheaper to render than the previous fog solution. This also scales based on Visual FX quality so that there are less particles on lower end machines
Disabling view fog will also reset the fog simulation texture so that it doesn't leave artifacts behind.
Fog texture for clearing out fog around nodes will now scale based on settings and also not compute after a certain distance to the camera.
Fixed issue where modulator and radar node rings weren't using the right fog settings.
Updated Steamdeck graphics settings so they automatically get set unless you turn off the automatic settings. This ensures that players get the best gameplay/visuals/performance ratio out of the box.
Fix Crash/freeze when loading into mixes due to multiple calls of flush async loading.
Fix Crash caused when being rate limited by modio
Fix Issue where when offline, mod status was invalid
Fix Issue where when being rate limited from loading too many mixes, soft fail until the rate isn't limited anymore. (Somewhere around loading more than 60 images a minute causes rate limiting)
Fix memory leak related to not clearing loaded images from the galaxy map
Loading images in the galaxy map is now based on which mixes you can actually see.
Universe Mixes should load more reliably now and not be as easily rate limited as before.
Turned on GPU Simulation for all particle FX related to nodes and links, should be much cheaper on the CPU for rendering larger mixes.
Also, the demo is now aligned with the current version of the game.
The demo version of Mix Universe was rather outdated and full of bugs that were fixed in the full game, but never ported back to the demo version. Now the demo is aligned with the current version of the game and hopefully will come along with the newer updates as well.
Demo play area size is now bigger as requested by a few mixonauts.
Demo Universe is offline to prevent people from being able to mess with the universe mixes without the full game.
What's next?
1. The Sample Library Update
This update will be a huge deal and try to cover a few things. No promises, but I am trying my best to hit all of these.
Allowing Players to own 100% what they make in the game for commercial use and identifying samples in which do not allow this. (Certain drum samples fall into this category)
Controlling the attack, decay, sustain, and start time of a playing sample.
Some other cool ideas I'll talk about later.
2. The Modulation Update
The goal of this will be to allow automation of modulation elements. This I am hoping to pair up with movable nodes which I think will take mix creation to the next level and allow for things like filters to change much easier over time and more dynamically.
The Universe
We now have 188 mixes in the universe! Seeing these over the past few months have really shown me how talented and creative the mixonaut community really is. I truly enjoy them at any complexity.
Thanks again to everyone who has played the game so far! If you haven't already, leaving a review helps a ton! Also consider joining the discord to share what you make and say hi to an amazing community of Mixonauts!
Some Mixonauts have reported that they are crashing when loading mixes or even on startup. I have now enabled crash reporting to help fix these issues. If you do experience a crash you can now send all of the important info needed to see the crash. I need to still update the cras
Some Mixonauts have reported that they are crashing when loading mixes or even on startup.
I have now enabled crash reporting to help fix these issues. If you do experience a crash you can now send all of the important info needed to see the crash.
I need to still update the crash reporter UI so it isn't using Unreal's default, but the "Send and Close" button does actually send the report to me via bugsplat so it is very helpful in determining what is wrong and potential fixes.
Thanks for the patience as I resolve these issues!
- Fixed not being able to click and drag with a gamepad/controller. - Also Enabled logging so if players experience crashes they can send me logs located in %localappdata%/MixUniverse As always folks please leave a steam discussion or join the discord if you have feedback or issu
- Fixed not being able to click and drag with a gamepad/controller.
- Also Enabled logging so if players experience crashes they can send me logs located in %localappdata%/MixUniverse
As always folks please leave a steam discussion or join the discord if you have feedback or issues to report. Thank you!
Mixonauts! I've finally gotten around to making a quickstart guide to help anyone who might be struggling with getting started in the game. The goal of this video is to mainly go over how I use auto vibe nodes and create cool patterns without really messing with note values too m
Mixonauts! I've finally gotten around to making a quickstart guide to help anyone who might be struggling with getting started in the game. The goal of this video is to mainly go over how I use auto vibe nodes and create cool patterns without really messing with note values too much. I think this is the easiest way to play the game and have fun making something really cool!
Updated intro tutorial to show that there are tutorials in the HQ by highlighting them
Updated tooltip info for link durations so they accurately reflect their duration values (1 is actually 1/2)
Fixed issue with tutorial where sliders and dropdown boxes were unusable (Rather frustrating when trying to adjust audio levels when first loading up the game)
Fixed issue with slots where they would morph elements when clicking and dragging sometimes
Fixed issue where you couldn't alt-drag slot elements to copy them
Fixed click and drag threshold causing some clicks to just not work due to being too sensitive.
Hope everyone is having fun making vibes in the Universe! The next update is still in the works. I'll have more info on that by the end of next month. Lots of cool stuff is coming!!
As always if you have feedback or issues with the game, you can reach out via the steam discussions or discord. Also leaving a review helps a ton if you haven't already.
There are cases where a mix or the galaxy map might not save correctly causing 0kb files. In these cases I have now implemented a fix that will at least allow you to continue playing without getting stuck. This may have been causing issues with players trying to add nodes to thei
There are cases where a mix or the galaxy map might not save correctly causing 0kb files. In these cases I have now implemented a fix that will at least allow you to continue playing without getting stuck. This may have been causing issues with players trying to add nodes to their map and it not saving properly.
As always, if you have issues and/or feedback please join the discord or leave a steam discussion post! Thank you!
Mod.io has now fully replaced the steam workshop support. Be sure to check things out! The steam workshop is now fully removed from the game and the workshop has been unlisted. All previously uploaded mixes on the workshop are backed up so if you happen to not have run the game s
Mod.io has now fully replaced the steam workshop support.
Be sure to check things out! https://mod.io/g/mixuniverse
The steam workshop is now fully removed from the game and the workshop has been unlisted. All previously uploaded mixes on the workshop are backed up so if you happen to not have run the game since the previous universe update, feel free to reach out at https://www.mixuniverse.net/contact, join the discord or start steam discussion and I can try to find it and send it over.
Hey folks! It's been a wild ride the last couple months. Mix Universe has had close to 5,000 Mixonauts try out the game so far! Over 600 of you have more than 2 hours in the game which is exciting! Thanks for everyone who has taken the time to leave feedback too. (Please if you h
Hey folks! It's been a wild ride the last couple months. Mix Universe has had close to 5,000 Mixonauts try out the game so far! Over 600 of you have more than 2 hours in the game which is exciting! Thanks for everyone who has taken the time to leave feedback too. (Please if you haven't left a review, reviews help tell steam to push the game out to more people!)
Sinister Bugs
There has been quite a few sinister bugs that have reared their heads up.
Being offline in the universe forever
Crashing during loading
Crashing on startup
These 3 are rather critical atm but also really hard to reproduce so I apologize for how long these will affect players as I continue to investigate them and work on newer stuff. Restarting steam completely and/or disabling one-drive seems to have helped a lot of players.
You can also force mod.io off completely by hitting ` in the HQ and typing. mix.modio.MixModForceOffline 1 If you find yourself getting stuck in offline mode on the map screen but unable to do anything on it.
What major items are in the works?
1. Unreal Upgrades and The Voxel Landscape Update
Upgrading to the latest version of unreal and voxel plugin.. has been taking a lot longer than expected. To take advantage of newer optimizations with audio and also newer audio features for the modulation update, making sure Mix is on the latest version of unreal is crucial. This has come with a lot of complications in non-audio related sections of the game.. for instance the entire system that edits nodes isn't working in a build but works in the editor .. which has been frustrating.
2. The Sample Library Update and Allowing Players to own 100% what they make in the game for commercial use.
I am starting to build out a sample library from scratch and redrafting the privacy policy and EULA to allow players an avenue to commercially sell what they make royalty free. This is probably the #1 comment I've gotten over the last 7 years making this game.. people want to feel like they fully own what they make which is reasonable! The recent influx of players has allowed me to get proper legal counseling in order to do so. So if you were wondering why it's taking so long to just add sounds to the game.. the answer is it's due to the fact that I was honestly terrified of making 1000 sounds and then having to do this exact thing later.
My current plan is to leave the old sounds but remove them from being selectable.. meaning if you load older mixes with older sounds they will still play ok but with a warning they they should be replaced. I'll know more as I move forward though and will try to be as communicative as possible throughout this transition.
3. The Modulation Update
The goal of this will be to allow automation of modulation elements. This I am hoping to pair up with movable nodes which I think will take mix creation to the next level. More on this will be clear after the previous 2 updates are out!
I think at the moment, midi export is going to be after these updates, but it's possible it could come along for the ride in the sample library update.
The Universe
There are now 148 mixes in the Universe. Be sure to check them out because there are some absolutely stunning mixes in there! https://mod.io/g/mixuniverse
Thanks again everyone for playing the game! I am excited to see all the new players and am hyped for the coming updates!
Fellow Mixonauts! The tutorials now should be loading consistently now. Fixed issue where layers changing were making tutorials not display their initial nodes. Special thanks to Josy on Discord for being able to find a consistent repro for this!! Fixed issues where colors from c
Fellow Mixonauts! The tutorials now should be loading consistently now.
Fixed issue where layers changing were making tutorials not display their initial nodes. Special thanks to Josy on Discord for being able to find a consistent repro for this!!
Fixed issues where colors from colorizer nodes stick outside of the mix.
Moved the galaxy and HQ buttons to the upper right so folks stop accidentally hitting that button when trying to add nodes. (I even found myself confused by it)
Made the Galaxy Map, HQ, and Mix buttons have the words on them for now until I can figure out better icons for them.
There is still a known issue where players who are using dropbox for their documents folder are having issues playing the game. I am still investigating this issue as its tricky to get a solid repro on my end. If anyone else has had this issue and has any tips, I'd greatly appreciated it!
MOVING FORWARD. I am now starting the engine upgrade to unreal 5.5 and integrating the latest Voxel Plugin. This may take a few weeks to fully work in so updates for awhile will be less frequent.
Feel free to join the discord or open a steam discussion if you have questions or feedback. Thanks for the patience and support as always!
Hello Fellow Mixonauts! Here's a small but good update CL1590 is here (You can see the CL# in the upper left on the galaxy map or when editing a mix) There are now over 100 mixes in the universe! I'm excited about this but also of course there were some new bugs revealed because
Hello Fellow Mixonauts! Here's a small but good update CL1590 is here (You can see the CL# in the upper left on the galaxy map or when editing a mix)
There are now over 100 mixes in the universe!
I'm excited about this but also of course there were some new bugs revealed because of this haha! Here's some fixes!
Fixed issue where subscribing to mixes that were uploaded past 100 cannot be added to universe.
Fixed Issue where adding a new mix to the universe was not allowed
Fixed Issue where the universe was not populating anything past 100 mixes.
Also some changes!
The camera for the universe and galaxy map can be moved a bit farther past the edge now making the space a bit bigger.
When uploading a mix or editing your current mixes in the universe, you can now select whether or not to allow the mix to be showcased. What this means is at various times, I'd like to pick a few mixes and show them off on various social platforms via videos or posts for others to see!
Your name and mix will be credited along with any other shoutouts you like (Based on the description) all previously uploaded mixes have this defaulted to off so if you'd like a cool mix you made to have the option to be showcased, you can update that mix with the checkbox on :). I'm hoping this is a fair and good way to go about showing the cool things in the community. Of course you can upload videos yourself and tag me in them too :)
As always feel free to open up a steam discussion or join the discord to leave feedback or be part of the Mixonaut Community making cool vibes!
The discord also now has a "challenges" section where Mixonauts can setup other ways for the community can have fun with the game.
Fellow Mixonauts! Here are some newer fixes. Fixed issue when not connected to the internet, the galaxy map wouldn't display any mixes. This should be working now and display the "Offline Status" but then also show everything you have locally just fine. Apologies to those who bou
Fellow Mixonauts! Here are some newer fixes.
Fixed issue when not connected to the internet, the galaxy map wouldn't display any mixes. This should be working now and display the "Offline Status" but then also show everything you have locally just fine. Apologies to those who bought the game after the demo only to not be able to play due to this issue (The demo is a bit behind now at this point before the galaxy map update)
Fixed issue where you couldn't change dropdown box settings (Graphics resolution and windowed mode) when a tutorial was active.
Hopefully the game is a bit more stable now for most folks.
Known issues I am currently investigating. - A crash on startup related to one-drive. If anyone else has gotten that crash and managed to fix it, I'd be interested to know what you did. - Some Tutorials fail to actually load the tutorial or get stuck in the middle. Pattern and modulation tutorials are notoriously bad for this atm.
I've been blown away in general by all of these and am so happy people are enjoying the game! As always if you encounter issues, please open a steam discussion post or join the discord which can be found on the main page right hand side.
Fellow Mixonauts, here is a quick fix Fixed issue with the galaxy map not loading mixes at all when setting steam to offline mode. Also some really cool mixes have been uploaded to the universe now! Here are a few covers / recreations that are absolutely stunning imo (I can't lin
Fellow Mixonauts, here is a quick fix
Fixed issue with the galaxy map not loading mixes at all when setting steam to offline mode.
Also some really cool mixes have been uploaded to the universe now! Here are a few covers / recreations that are absolutely stunning imo (I can't link them all sorry!)
No matter how complex or simple your mix is, everything is welcome in the universe!
Also a reminder, if you uploaded a Mix, don't forget to hit the "Add to Universe" button and then the "Update Location" button in order to save the position of you mix in the universe.
Age Of War by Tobih
Dearly Beloved by Vannila
Starry Night - Jordan Critz (Piano) by WorldEdit29
Thanks everyone who has purchased the game so far! After a lot of thought over the past year or so, I have decided to drop the price of Mix Universe to $14.99 for the remainder of the early access period starting right away after the current sale period finishes. (End of day 4/18
Thanks everyone who has purchased the game so far! After a lot of thought over the past year or so, I have decided to drop the price of Mix Universe to $14.99 for the remainder of the early access period starting right away after the current sale period finishes. (End of day 4/18/2025)
When the game goes 1.0, it might go back up to $19.99, but one thing I am rather passionate about is NOT having microtransactions. I personally believe in the "No Man Sky" approach for monetizing Mix Universe. I'd like to continue to release free updates that keep people excited about the game and continually introduce more and more players to the game as the main source of revenue.
For those who bought the game at $19.99, thank you so much! Truly! It's because of you that I've been able to get this thing as far as it is today.
If you have any concerns, feel free to reach out at [url=]https://www.mixuniverse.net/contact[/url] or leave feedback on discord or steam discussions.