Taking Nom Nom Galaxy to shows like PAX, Gamescom and EuroGamer Expo is an incredible way for us to learn just “how” people are playing the game. Even with us in Early Access, there’s no substitute for actually watching people starting their first soup empire from scratch.One of the things we learned, after copious amounts of water and what seemed like thousands of throat lozenges, is that the tutorial was painfully lacking in… just about everything! We did a lot – A LOT – of talking during those shows.
In a traditional sandbox game the player is usually free to explore the world and discover the scope of things they can do at their own pace. Nom Nom isn’t a pure sandbox though, and the player needs to understand how everything works very quickly in order to ship soup, make money, and defend themselves from attack.
But it’s difficult to throw that at the player at the same time. One of the things I learned when teaching people to play was to hold off on teaching them about the buzzsaw. Once the power to destroy is in players hands, all kinds of block-collapsing hell broke loose! It was like watching Nom Nom Tetris.
Thankfully, with the help of our partners at Double Eleven, we’re in the process of completely revamping the tutorial. The player will now crash land on the planet and gradually make their way to the first base, learning about the Astroworker abilities as they go. After arriving at the base, you’ll do some quick maintenance, ship your first can of soup, and start defending yourself form those pesky rival soup companies.
We’re still working on it, but we’re with the progress we’ve made thus far. Look for the new tutorial in the next update!
We got some good news here at Soup Co. today! Nom Nom Galaxy has been nominated as a Finalist at Independent Games Festival China!
Here’s to hoping we take home the Grand Soup Prize! That’s probably not what it’s called, but we’ll rechristen it if we win!
This week we’ll be doing the first of our Post-PAX updates for Nom Nom. PAX was a boon for us because we got to see what new players experiecne when they first set out to start their soup empire. These updates will be focused on addressing issues that we heard at the show and a few that have been echoing on the Steam forums.
Astroworkers will now have a base 15% increase to movement speed. Coupled with the AstroBoots upgrade, you’ll be a Soup Speedster!
There seemed to be some confusion about rotating corridors for new players at PAX. Until we work out a more intuitive way to let players know that most base pieces can be rotated, we’ve added Vertical Corridor pieces to the Building Blueprints.
So many options, so little Matter…
Ladders will no longer be the end all for supporting structures in midair. Any buildings places above ladders without proper support will now fall.
Girders and struts now transfer power to adjacent buildings! This will help base design variety. There’s also a power indicator on blueprints when placing buildings.
Now you’re building with power!
Finally, we’ve fixed the zoom issue with the UFO Boss a.k.a the PAPP (Passive Aggressive Pestilence Platform). When playing co-op, you can now see what you’re doing. Soup Co. would like to apologize for that. ;-)
Last weekend we brought Nom Nom Galaxy back for our 2nd year in the Indie MEGABOOTH at PAX Prime. Once again, we ladled out some of the stew we’ve been cooking for the gamers at the show to taste test. The results? We had an amazing time showing the game and brought home a ton great feedback from talking to everyone and watching you play. We also gave out Nom Nom buttons, t-shirts to a few lucky folks, and watched our Nom Nom fans spread around take over PAX! You couldn’t go anywhere without seeing someone cooling themselves off with one!
And coming out to PAX always reminds us that we really do have some of the greatest fans in the galaxy! We’re working hard to push an update that will reflect the feedback we got at the show. Look for it soon!
We had to turn this…
… into this in just a couple hours!
Thanks to all the people who came to play! The booth stayed packed!
Yamatron did an awesome job creating these “cans” for the booth.
Only by pulling the Golden PixelJunk Crown, could you get a coveted t-shirt!
One of the lucky NNG T-shirt winners!
The crowd waits hungrily for a chance to play.
BitSummit Champion & former Q-Gamer James Mielke came by the booth to spread some love!
Astroworkers! Ever since we first announced Nom Nom Galaxy (PixelJunk Inc. at the time), we’ve been bombarded with questions about our decision to bring a PixelJunk title to Steam before the our usual home, PlayStation. From the beginning of development we’ve wanted Nom Nom Galaxy to be on as many platforms as possible, so it hurt our hearts each time we had to dodge that question. Because of the size of the Nom Nom Galaxy team, it wasn’t something that we could commit to with the game still far from done on Steam. But for the past few months, we’ve been working with Double Eleven on make all of our dreams come true. We’re excited to finally announce that Nom Nom Galaxy will be coming to PlayStation 4 AND PlayStation Vita!
The Galactic Soup Alliance!
You may know Double Eleven from their work porting PixelJunk Monsters Ultimate and Shooter to Steam, and more recently the outstanding PixelJunk Shooter Ultimate for the PlayStation 4 and Vita. We’re now co-developing Nom Nom Galaxy with Double Eleven. The added man-power means that we’re going to not only bring Nom Nom Galaxy to PlayStation platforms, but we’ll be able to add even more content to the game! If you’re interested in seeing how Nom Nom Galaxy is shaping up on the PlayStation 4, you can check it out on the Gamescom and PAX show floors this month!
Terraforming in comfort in Cologne (Thanks to Gareth Wright from Double Eleven for the photo)
Fortune 500 in 5 minutes? No problem! (Thanks to Gareth Wright from Double Eleven for the photo)
We’ve also got a host of campaigns coming up this month for the frugal shopper. You can pick up PixelJunk Shooter on Steam now in this week’s Humble Bundle. There are more deals on the way, so keep tabs on @PixelJunkNews on Twitter and PixelJunk on Facebook!
Well, one month sure flies by! We”ve been hard at work on a multitude of things, both big and small, for this update. We”re also getting Nom Nom Galaxy ready for the big game shows coming up in August. We won”t get into where (or how) you”ll see Nom Nom Galaxy this month, but we”re pretty excited with the upcoming announcements! Look for more news next week! Because of the upcoming shows, we”re holding some stuff back for this update anda few other features aren”t completed. But that”s what Early Access is all about – testing, testing, and more testing. We”d love to hear your feedback on the changes, so please leave comments! With that said, let”s get to it!
One issue that”s come up in feedback constantly has been Astroworker walking speed. In a game that requires you to ship your stock as quickly as possible, being a slow poke doesn”t bode well for future promotions. There were debates among the team on whether a speed boost the should be applied given to the Astroworker by default, as a research upgrade, or as a boost button. For now we”ve added a new research item to speed up the Astroworker by 30%, so please check it out and let us know what you think in the comments/forums. Limits on purchasing research at the end of each day have also been removed! Shopping spree! Finally, we”ve added a new structure, Storage, that allows you to store up to 6 ingredients! We think you”ll really appreciate it when you see what else is coming…
Removed the limit on the number of research upgraded you can purchase at the end of each day
New Astro-boots research available! Increase the online slots speed of your Astroworker by 30%!
Added Storage to research
In order to accommodate some of the new and more varied environments we”re working on, we”ve changed the way that oxygen works with water on the planets. Mon Cala, anyone?
Oxygen will now deplete twice as fast when under water.
Oxygen pockets can now be created underwater. These pockets will prevent water from entering, allowing you to expand your base underwater.
The planet select has been revamped to give you that universal flavor!
On the select rival screen before returning to a planet you”ve previously gotten 100% market share, the following information has been adjusted.
Total days will now accurately report previous play sessions
Enemies defeated will be cumulative for all play sessions
Fixed bug where screenshots of previous play sessions were being overwritten
You now find more information about rival corporations at the rival selection screen before starting a planet.
We”ve moved from the Maintenance Menu button for keyboard and mouse controls to the CTRL key.
With Nom Nom Galaxy heading to show floors this month, we”re shoring up some of the tutorials. This will be tweaked up until the last minute, so we”re looking for feedback from the community on how to improve the tutorials. What did you find difficult to understand when you started playing?
Game hints will now remain on the screen longer
Major hints during the tutorial will now pause the game
The following features are still being implemented and may be have bugs.
Astroworkers can now reset their base at the planet selection screen by pressing “Y” button on the controller, or “R” on the keyboard.
You can now build a second office on planets you return to after beating a rival with 100% market share. Currently, this is only working on Egon.
We”ve begun testing for seasons, and winter is coming! The seasons are currently on a 15 minute cycle and only switch between summer and winter. Also, the winter assets are still being completed so you”ll only see a blue filter and some icy tiles for now.
Winter effects -Grass, Sunflower, and Ivy will die, making it impossible to grow or harvest them.
-Plants will not grow or spread seeds during winter.
-Animal nests shrivel up, and animals don”t leave their nests
As you can see, winter is pretty harsh, so be sure to make good use of the new technology!
Welcome back for another week of shenanigans and tomfoolery!
This week we’d like to introduce you to some box art we’ve been working on for Nom Nom Galaxy. Yamatron’s blessed us with something special here. The Astroworker, the foundation of the Soup Co. empire, takes center stage here. He’s looking off into the distance as one of our soup laden rockets takes delicious goods to neighboring planets!
Why are we working on box art? Ummm… never mind that! We’ve got free stuff to give away!
Starting this week, you can win FREE PixelJunk swag by following us on Twitter @PixelJunkNews or @PixelJunkJP (If you speak da Japanese). Every Friday we’ll tweet something yummy for you to RT to all your friends and enemies. We’ll give five lucky RTers something from the PixelJunk grab bag, like codes for PixelJunk games, t-shirts, and other goodies. This week you can get your hands on a Steam key for Nom Nom Galaxy!
It’s that time of the week again, Astroworkers! And for this week’s update we’ve got some great news this week about the upcoming development this month!
Since Nom Nom Galaxy launched in March, we’ve been taking feedback, fixing bugs, and slowly adding features, all in the hopes of making the soup empire experience as tasty as possible. The weekly updates have served the team really well in this regard. It’s enabled us to react quickly to issues that spring up. Moreover, thanks to all the feedback from players on Steam, Facebook, and Twitter, we think that Nom Nom Galaxy is more accessible and fun than it was when we launched just a few short months ago.
Now that July is here, we’re ready to throw on all the burners and prepare some more substantial courses! And seeing as how it’s July 4th, this might be the time to start thinking about turning those burners on some nice, juicy mammoth meat…!
This month we’ll be holding any updates on Nom Nom Galaxy for a much larger update at the end of the month. This allows us to work on some larger features that we haven’t been able to focus on with our week-to-week update schedule. We’ll still be posting to the blog, so you can monitor what we’re up to here and in the Steam community forums.
To whet your appetite, here’s a hint at what we’ve got in store!
Yaho, Astroworkers! p0rk1ns here with another weekly update!
Charles & Charlie are the lifeblood of any factory. Without their hard work, you’d be lugging all of your ingredients and soup around- but you’ve got better things to do! Our most dedicated of factory robots have received some great updates this week that will make them even better helpers in our conquest of the galaxy!
For starters, previously Charlie & Charles, consummate workers that they are, would continuously walk in the same direction when you put them down. We’ve updated their circuits so that when you put them down now they will continue along the direction that you are facing (or the direction of your mouse cursor).
No, go THAT WAY!
Their dedication to making soup also caused some weird behavioral bugs that have been squashed, too. When trying to get past our new traffic robot Jimmy, C&C would sometimes get stuck walking past him. We’ve tidied up their “Respect My Authoritah!” code and they’ll now follow Jimmy’s instruction to the letter.
Respect My Authoritah!
Finally, we’ve made improvements to the HUD to help you understand just what your dastardly rivals are up to. When customers receive shipments of rivals soups, you’ll now see their reaction, for example “Yummy!”, and you’ll see the percentage that their market share has increased.
The HUD will now display customers reactions to your rivals soups and how much market percentage each gains.
After picking up Charlie & Charles, they will now start walking in the direction that are facing when you place them.
Fixed a bug that would cause Charlie & Charles to get stuck when trying to deliver something past Jimmy.
Fixed a bug that would cause Charlie & Charles to get stuck when encountering a hole in their path.
We want to remind everyone that you can still submit your data to us if you’d like to see your company in the game as a rival soup company! Check out our announcement on Steam for more details.
We also did an interview with GameRamble about some of our influences for Nom Nom Galaxy!
First, allow me to introduce myself! Mass1ve, Strategic Operations Sub-Manager here.
As SoupCo grows by leaps and bounds thanks to your efforts, we wanted to give you more ways to use your noodles (the non-soup ones, that is) and expand that market share, while at the same time snatching away your rival’s share like a rabid squidfly. To that end, the heights of SoupCo’s technological genius are being brought to you in a number of new changes!
First, some exciting news from our robot division-TWO new robots have been developed to help you bring that SoupCo flavor to the far reaches of space! Say hello to Jack and Jimmy!
The Brothers J
Jack is a real firecracker, and by that I mean he’s an extremely high output demolition module. He’ll help you take out that pesky bedrock that your buzzsaw couldn’t handle, as well as anything else nearby, so exercise caution!
Jimmy is a stand-up guy. In fact, he’ll stand in one place all day, directing foot traffic in your factory! Place Jimmy and flip the switch, and he’ll make sure Charles and Charlie only go where you want them to go. Hard workers, but sometimes they lose focus…
…and where are you going?
Using some leftover soup cans, we gave Freddy an upgrade so he can now be turned on or off with a quick jab. But don’t worry- he’s a tough one, so to him it’s just a light tap!
Did you even lift?
Next, “Yummy!” is now decided by ingredients, and not by soups.
For example, once a soup using Tomaty triggers “Yummy!” (Red Corn for example), you can then send any soup that uses Tomaty (like Tomaty Plus or Tomaty Squeeze) and reap the benefits!
Risking it all for deliciousness!
And now for a BIG one-we’ve added a combo system to soup delivery! Sending soup quickly while customers are still floored by the flavor of the last soup means your market share will increase more and more!
Finally, until now “Yummy!” and Fever Time were separate for you and your rival, but thanks to the SOUPCO Spacetime Division, these are now shared, along with the new combo system! This allows for a new level of strategy as you eye your rival more closely and decide whether to take advantage of their hard work, or break their combo with random cans of Grass Stew (heh heh heh).
Added Jack, the bomb robot.
When Jack is hit (punch, buzzsaw, or enemy attack), he’ll start a countdown and then explode. In addition to breaking ground and damaging enemies (and you and your factory if you’re not careful!), the explosion will also destroy rock that can’t be broken with the buzzsaw.
Added Jimmy, the traffic control robot.
Charles and Charlie will make a U-turn when they run into Jimmy, so he can be used to control their range of motion more precisely.
You can now turn Freddy on or off by punching him
“Yummy!” is not determined by ingredients, and not by soups.
A combo system has been added to soup rocket delivery.
If a soup is delivered within a set time frame after another soup, it will form a combo and the amount that market share increases will continually rise. Currently, the combo window is active while the “Yummy!” display from the previous soup is on screen.
*Only soups with the same ingredient included will result in a combo. For example:
Yummy, Fever Time, and combos are now shared with rivals.
Your benevolent Middle Manager p0rkins, here. This week we have some cosmetic changes that will make pushing your soup cans into the hungry gullets of customers just a little bit easier!
The building menu now displays how many of each type of factory or soup rocket you have and lists the selling price on the galactic market. This will make planning your soup production much simpler. Found a recipe that sells for 50g or 150g? Make a farm and take advantage of it!
Other spiffy changes this week include highlighting objects you can interact with while you are standing next to them. When you’ve got a bunch of items laying around and break time is just around the corner, it’s best not to waste valuable seconds looking for the right ingredient!
Finally, since we love our robots and always treat them tenderly, we changed the “Throw” hint to “Drop” when carrying them.
Soup selling values now listed in the building menu
The number of buildings currently in your base will is now displayed in the building menu