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Main Update 6 - Steamworks - Now Live

Developers often say how excited they are by their latest release or update but it couldn't be more true in this case. Main Update 6 brings both leaderboards and achievements and I can't wait to see you guys battling it out.

During development, Space Bob's design was built around a deep scoring mechanic and difficulty curve that extends way beyond what most players experienced in the past. With the addition of leaderboards this is all about to change. Players are going to need to develop totally new strategies, and explore every possibility, to have a chance of reaching and holding on to the #1 spot and new changes to the scoring system will only make this even more exciting.

Updated Scoring System

    Not only will the new leaderboards push players to find new strategies, but Space Bob now includes a new Score Multiplier System.
    • For each objective completed, the multiplier will increase by 1.
    • For every 100,000 points of salvage collected the multiplier will increase by 1.

  • Defeating each Replicon Station is considered an objective.
  • Collecting each Power Cube in Act 3 is considered an objective.

So that's a total of 7 objectives and an x8 multiplier to your score. Combine this by learning how to salvage the most valuable loot and you can push that well past an x10 multiplier for some truly huge scores.

How does it work?

  • Complete objectives, collect power cubes, and salvage loot to increase the score multiplier.
  • Reaching the jump-gate alive increases your 'Total Score' which is immediately uploaded to the leaderboards.
  • 'Total Score' is then carried over into your next and all subsequent games, until you die. Total Score is reset to zero upon death and you'll need to start building it again.
  • Reaching the jump-gate also RESETS YOUR MULTIPLIER. This encourages a risk vs. reward scoring mechanic. If you try to complete all objectives in a single game, without going to the jump-gate, your score multiplier will grow huge but you risk losing it ALL if you die. Do you play it safe and lock in your score on the leaderboards or do you go for glory and risk it all for a massive multiplier? It's up to you.

Leaderboards

There are four different leaderboards to compete on.

  • Invasion Mode - Total Score
  • Invasion Mode - Single Game Score
  • Exploration Mode - Total Score
  • Exploration Mode - Single Game Score. A single game is considered any run from the start to the jump-gate. It doesn't matter which act you are in. It doesn't even matter if you've survived to the jump-gate multiple times in a row. As long as it's from a fresh start (no upgrades in a new system) through to the jump-gate it's classed as a 'Single Game Score'. 'Total Score' is a combination of all scores achieved on a single life. You can potentially play forever, go through the jump-gate 100 times, and your total score will keep increasing until the moment you die. The moment you die it's reset to zero and you'll need to try again. Each time you go through the jump-gate your 'Total Score' will be uploaded if it beats your previous best score. You can find the leaderboards in the 'Score' panel in the escape menu. Many of you will also be pleased to know that you can filter the results to only see your friends allowing you to have your own personal leaderboard to fight over.

Achievements

    On your way to mastering the game and reaching that #1 leaderboard spot you can now take on the first wave of achievements that have been added. They'll challenge you to reach specific scores but also survive over multiple games. You'll be tasked with feats like collecting all the upgrades in a single game and ultimately beating the entire game in a single run before going to the jump-gate.
    The achievement system is currently fully functional but does not yet have an in-game UI. The Steam achievement UI is more than up to the job for the next few days while the in-game UI is developed for added convenience. This will come as a patch to Main Update 6 hopefully before the end of the week.
      EDIT: Work on the UI went smoothly so build 0.831 is already live with the new in-game achievements UI implemented. You access it from the Score panel - the same place as the new leaderboards.

Main Update 6 - Build 0.83 - Changelog

  • Steamworks Integration Added
  • Steam leaderboards added
  • Steam achievements added
  • New score multiplier system added
  • Save file system updated. Older save and data files are no longer valid.
  • Dave's message panel is now hidden when entering the menus/options.
  • Bonus salvage score added for inserting Power Cubes into the Mega Cube.

    • 40,000 for the first power cube.
    • 50,000 for the second power cube.
    • 60,000 for the third power cube.
    • 70,000 for the fourth power cube.

  • Power cube icons now appear on the system map as soon as the mega cube is installed.
  • Fixed a minor issue where Dave would inform Bob, at the start of the game, that a Replicon defense station had just arrived if the player loaded a game save where the defense station had already appeared.
  • Fixed a similar issue where Dave would inform Bob of Replicon drop ships arriving immediately after re-starting a saved game.
  • Changes made to the High Score panel on the Score Screen.

      The old High Score panel recorded your highest 'Total Score' ever achieved, the most times you had ever escaped without dying, and the longest you had ever survived without dying.
      However, the new leaderboards are all based on score. Your leaderboard highscore will show how long you survived in that specific game, and how many times you used the jump gate in that specific game. To keep things intuitive, the normal score screen high score panel now conforms to this new system and shows the number of escapes and time for the specific game that the highscore was achieved in.

  • Fixed a bug with the in-game estimated total score UI while playing exploration mode. It was previously adding the currently saved total score from invasion mode rather than exploration mode.
  • Changed the key bind tips panel wording during the tutorial to show (HOLD) after the open/close hatch controls to avoid any possible confusion for how these controls work.
  • Increased the dead zones slightly on analog controls to help prevent unwanted ghost input from attached but not currently used controllers.
  • Fixed a save game bug that could cause a single planet to appear in multiple places in the map instead of creating a new instance for each planet. It's normal to see the same planet design more than once on the map but the bug was causing those similar planets to be literally the same planet. It's now fixed. This did not occur unless loading from a save.