
Dev Blog 5: Quick Development Update
An update from Matt on what's been going on with SoR 2, plus a Q&A.

An update from Matt on what's been going on with SoR 2, plus a Q&A.
• Added a setting to turn off other players’ trails.
• When joining a crossplay private lobby with the setting turned off, the game will now tell you that crossplay is not enabled.
• Adjusted the Shockwave's hitbox to match the animation.
• Removed the timer from custom lobbies.
• Fixed the Slope Surf exploit that allowed players to use Taunts.
• Fixed typos in the Crate’s description in the Glossary.
• Fixed an issue where the Opponent Outlines setting was unintentionally disabled.
ㅤ
🏃Plasma Blaster balancing:
🏃Freeze Ray balancing:
🏃8 player mode:
🏃Added a warning "!" icon indicator when players are close to being KO'd by the blast zone.
🏃Added a blinking animation on the boost bar when being used.
🏃Added the tutorial incentive prompt asking players to play the tutorial first if they wanted, when attempting to play any game mode.
🏃Improved the visual representation of the max players allowed in a custom lobby when there are bots added.
⚠️An important note about the crossplay feature availability in the Nintendo Switch version:
We have no choice but to delay the release of Patch 1.4 on Nintendo Switch. Because of this, crossplay will be temporarily unavailable on that platform until the patch is rolled out for the Switch players. We expect it to happen somewhere next week, if everything goes smoothly. Please accept our apologies for the inconvenience! Crossplay between Steam, Xbox, and PlayStation is unaffected.
The game is called Road to Jukai, here's the Steam page where you can apply for the playtest: https://store.steampowered.com/app/4124320/Road_to_Jukai/ Thanks in advance.
Crossplay is now available for Nintendo Switch players. A patch that resolves this issue, along with featuring other minor fixes and performance improvements, is now live.
https://i.redd.it/u1yq64mwpanh1.gif
GAME FEATURES
If you encounter any issues, don't hesitate to let us know on this subreddit. It's always extremely helpful to upload your log files for us to review. Here's a short instruction on how to locate them if you're on PC. If you're playing on consoles, contact our support team here and provide as much info about your issues as possible. Videos are super helpful, too. Have ideas or suggestions to share? Don't hesitate to do so! Also, if you have a spare minute, we would really appreciate it if you could leave us a review with your thoughts. First of all, we want to collect as much feedback as possible from you guys across all sources. And secondly, for indie titles like ours, an early review score is crucial for visibility on Steam. Thank you in advance for considering it.
⚠️A quick note on the crossplay feature on Nintendo Switch:
As you probably already know, SpeedRunners 2 features online crossplay between PC (Steam) and consoles. On Nintendo Switch, however, this feature will become available shortly after the release - there's a pesky technical issue which our team is currently investigating. We estimate it to be fixed next week. Of course, you'll still be able to enjoy SR2 online with other NS players. Crossplay between PC, Xbox, and PS will not be affected. Huge apologies to our Switch audience for the disruption!
Hey, Speedrunners,
As you probably already know, SpeedRunners 2 will feature online crossplay between PC (Steam) and consoles when it launches in 2 days. On Nintendo Switch, however, this feature will become available shortly after the release - there's a pesky technical issue which our team is currently investigating. We estimate it to be fixed next week. Of course, you'll still be able to enjoy SR2 online with other NS players. Crossplay between Steam, PS5, and Xbox Series will not be affected.
Huge apologies to our Switch audience for the disruption!
I loved the demo. The actors are tremendous, the voice acting is top notch, the facial animations are next gen, believe me. The visuals are impressive, the atmosphere is there alright. Won't spoil anything >!about the xenomorph and will just say I found the stealth to be just as tense as in the original.!<
The booth is also fantastic, with sound effects and great props. Kudos to SEGA.
Anyway, we're back! Can't wait for the release.
Disclaimer: This process breakdown comes directly from an animator who's working with me, mawawiz. She doesn’t have a Reddit account, so I'm sharing it here on her behalf!
"Hi there! I’m here to share how I animated this module using Aseprite and Blender.
Well, now a bit about my (rather chaotic) process below. Quick disclaimer: I’m not really proficient in 3D, and I am by no means claiming that my way of doing things is the most effective. In fact, I’m sure there are lots of things to improve in the workflow. So I’m open to your tips in the comments!
To start with, we had a brilliant piece of pixel art drawn by waneella. But animating the rings around the sphere by hand seems almost impossible. However, they’re simple geometric shapes that should be easy to animate in 3D. So we decided to give it a go.
I made the rings based on cylinders, but I think a torus would have worked, too. I knew I didn’t need a perfect mesh, so I did it in the simplest and quickest way I knew.
Then I had to animate it. I’d never worked with animation in Blender before, but after watching a five-minute tutorial, I managed to figure it out. I added a slight rotation, tweaked the graphs a bit, and was generally happy with the result.
The next step was shading. At this stage, to be honest, this tutorial was a lifesaver. Definitely have a look at it!
https://x.com/DreamMixGames/status/1949191214344843438
For the sphere, I created a glowing material. As usual, I rendered it as a PNG sequence, and then I opened it in Aseprite. Then I made the sphere transparent; basically, I changed the cyan color to transparent in every frame. I had to do some polishing, but it didn’t take long. Then I looped the animation by simply copying the finished frames and arranging them in reverse order.
In Aseprite, I did a bit of overdrawing, fixed some stray pixels, and refined some lines by hand.
And then I animated elements like the glowing sphere, flashes of light, and visual effects, which also required frame-by-frame animation. Done!"
Thank you all so much for participating in the Steam Community Playtest over the weekend. We've received so much invaluable feedback from you, which we're already processing to polish the game based on it. If you have thoughts, suggestions, or critiques to share, don't hesitate to do so on this subreddit.
The game is slated for release on September 3rd, with crossplay between PC and consoles. Stay tuned!
Fair Play Labs & tinyBuild
WHAT'S NEW IN THE PLAYTEST
Feel free to share your feedback with us here on this subreddit or in the Playtest Survey, which can also be accessed via the playtest build's main menu.
Thank you so much for your support! We can't wait for the September launch, and we hope you're excited too.
Fair Play Labs & tinyBuild
If you've signed up, you'll get an email notification when the test starts.
In Speed Blog #4, we're discussing the Story Campaign and the new additions it will bring to the game.
Buckle up - we’re ready to reveal the launch date:
The launch will happen simultaneously on Steam and consoles - mark your calendars.
(Offering a peek into new pick-ups, maps, & runners)
Taking extra time is crucial for our team to give the game much-needed polish before shipping it. Moving the previously announced July release window to early September is a perfect opportunity to add that polish.
Speaking of polishing, you all can actively participate in that process. Starting from now, we're deactivating the public demo. ❕ Hear me out before you start kicking my butt, though! ❕ Shortly, a Community Playtest will kick off instead of the demo, and you can ALREADY sign up for it. Just go to 👉our page👈 and hit that green "Join the Playtest" button. We will notify you when the test goes live. It will happen before the full release, naturally. If you've signed up for previous playtests or participated in any, you should still request access to that upcoming test if you want to take part.
Hint: This place is not that well-known.
Hey guys!
We are Scythe Studios, aka Scythe Dev Team, the devs behind Happy’s Humble Burger Farm and, most recently, an upcoming co-op cooking horror Happy’s Humble BURGATORY (feel free to wishlist it on Steam now.) With us today are Kaleb Alfadda (lead programmer), Blake Reible (modeler and level designer), and Jon Reilly (music/sound/story).
We started as a record label (https://scythesaga.bandcamp.com/) of interconnected concept albums and synthwave compilations way back in 2012. Every album is set within the “Scythe Saga Universe,” which itself began as a rock opera in 2003.
Fast forward some years, and we began to develop video games, with the first completed project being “Northbury Grove,” (https://scythedevteam.itch.io/) a grungy horror game with a PS1 aesthetic, released in October 2018. We followed this up with direct sequels Northbury Grove: King’s Comfort, Northbury Grove: Walls Closing In, and Northbury Grove: Entity.
During the pandemic that began in 2019, Kaleb started making a Twisted Metal meets Goldeneye player controller: first-person car combat, waving a pistol at the wheel. But off of this very early prototype, he decided to develop a working drive-thru. Then Blake made a restaurant. And finally, Jon came up with the horror twist for what had evolved into a spooky cooking game. This…was Happy’s Humble Burger Barn (https://store.steampowered.com/app/1851380/Happys_Humble_Burger_Barn/ ).
We took a break from burgers and made Carthanc and To the End of Days, which appeared on the first two Dread X Collections. During the development of the latter, we were discovered by tinyBuild through the viral success of Happy’s Humble Burger Farm. Believe it or not, the message from Alex and tinyBuild was sent through a form on our website of the time, resulting in it popping up in our spam folder. For some reason, we checked spam that night, as if fated by the grill.
With tinyBuild as our new publisher, we got to work on Happy’s Humble Burger Farm (https://store.steampowered.com/app/1433340/Happys_Humble_Burger_Farm/). We took a second break from burgers to make two VR games; Return to Northbury Grove, and Deep Cuts (https://store.steampowered.com/app/3035010/Deep_Cuts/).
After that, we got back to the kitchen, and that brings us here, on the eve of releasing Happy’s Humble BURGATORY (https://store.steampowered.com/app/3453910/Happys_Humble_BURGATORY/), a multiplayer spinoff of the Happy’s Humble franchise that we want to chat with you guys about today.
Ask us anything.