Tag: news

  • Grounded 2’s first Patch is Bigger than expected!

    Grounded 2’s first Patch is Bigger than expected!


    Obsidian has released the first Patch for Grounded 2. Let’s review the Fixes and changes made.

    Just over a week ago, Obsidian launched the highly anticipated sequel to Grounded. They brought a plethora of new content and challenges for us to experience. Now with the first Patch out, let’s have a look at what’s changed!

    A Few Key Points:

    • Acorn Tops are now a guaranteed drop
    • Wearing Wolf spider Armour will no longer apply venom on regular attacks with all daggers
    • Bee’s now follow proper sleep behavior at night

    That means If you’ve been searching high and low for those Acorn tops, you now will get more regular drops! Useful considering just how many you will end up using, whether it’s in building or for Armour.

    And what’s better than the Bees getting some proper sleep? 

    Check out the Full List Below

    QOL & Community Requested Features

    • Acorn tops are now a guaranteed drop
    • Created a flow for Steam players to access Crossplay
    • Updated character icons in the HUD and map
    • Removed “explore” and “go to entry” where it wasn’t possible to use
    • User can now hot deposit their haulable on a buggy
    • Wolf spider fur polish

    Major Bug Fixes

    • Various Performance Improvements (We don’t expect this to fix the performance problems as a whole, but various optimizations are underway behind the scenes. We will continue to work on optimization throughout all of development).
    • Fixed the issue where the ORC Bee by the blueberry bush was above the skybox and was unable to be hit
    • Fixed a bug where ORC Creatures did not return to their intended locations after being pulled away (This fix is not retroactive to the save file – Please note you are not softlocked, please go to where you died last to find the ORC Creature Missing).
    • Various Stability Improvements (Major Stability Improvements were made – in our estimates were expecting a 40%- 60% improvement from 0.1.1.3).
    • Fixed a bug where Shared Worlds Crashed after prolonged gameplay (Also fixed a bug on the backend that would cause Shared World saves to be lost indefinitely).
    • Opening Photo Mode no longer causes clients to lose functionality during multiplayer sessions.
    • Resolved an issue where the sizzle effect persisted indefinitely after saving and loading the game.
    • Fixed a progression blocker that occurred when saving/loading after defeating tutorial mites.
    • Addressed a bug where clients could fall beneath the terrain textures during multiplayer gameplay.
    • [Redacted] now properly descends during the [Redacted] encounter.
    • Corrected instances where Park terrain failed to render for players.
    • Key mappings now remain intact after exiting a session, preventing unwanted resets

    Multiplayer Bug Fixes

    • Various De-Sync Improvements
    • Fixed a bug where clients joined with improved stats

    Building Improvements

    • Various Improvements preventing building on dirt piles around The Park (We don’t expect this to be fixed completely – but improvements have been made).
    • Fixed an issue where the “S” key wouldn’t respond during build mode.
    • Corrected naming inconsistencies across various building structures.
    • Resolved a problem that prevented decoration blueprints from being placed on walls or furniture.

    Buggy Improvements

    • Buggies can now be summoned from greater distances without issue.
    • Fixed a bug where the Red Ant Buggy incorrectly spawned as a hostile Red Soldier Ant.
    • Addressed a controller issue where RB wouldn’t function after mounting the Orb Weaver Buggy.
    • Resolved a visual glitch where Eggs stored in inventory became invisible after saving and loading.
    • Fixed a scenario where players could become stuck beneath a buggy after dismounting.
    • Prevented Eggs from disappearing in storage following a save/load cycle.
    • Eliminated overlapping UI elements for clients loading into a save while mounted.
    • Fixed a bug that caused buggy loss after entering the cooler.
    • Buggies no longer take gas damage while blocking.
    • Improved buggy summoning logic to avoid spawning inside terrain (e.g., caves, anthills).

    Creative Mode

    • Fixed a bug where the Handy Gnat feature was not functioning as intended
    • Invert Vertical Look setting now properly affects Handy Gnat controls.
    • Removed unintended calls from Sloane while in Creative Mode.
    • The Mysterious Stranger no longer appears in Creative Mode sessions.
    • Ranger Outposts are now correctly unlocked in Creative Mode.

    The Park

    • Various Fixes with Creatures spawning inside of Geometry
    • Fixed a bug where scorpions didn’t attack correctly in the Ice Sickles event
    • Raw Science orbs are now easier to see from a distance
    • Patched several terrain gaps throughout The Park.
    • Corrected floating waypoint markers in specific areas.
    • Reduced shadow flickering across various Park regions.
    • Fixed a softlock that could occur after dying in the Teleporter.
    • Bees now follow proper sleep behavior at night.
    • Closed off access to unfinished areas that were previously reachable.
    • Addressed a stuck spot on the ramp in the O.R.C. Cockroach Queen arena.
    • Clients now experience proper collision when parkouring on plant stems.
    • The Resource Finder now correctly detects all intended resources.

    Combat

    • Wearing Wolf Spider Armor no longer causes all daggers to apply venom on regular attacks.
    • Fixed an issue where drinking dirty water caused infinite Sick debuff stacking.
    • Thrown weapons no longer get stuck mid-air for clients.
    • Fixed a bug where the death timer was not visible to Client after Save/Load

    Additional Bug Fixes

    UI/UX

    • Replaced placeholder text in the Fertilizer description with finalized content.
    • Tutorial tooltips now correctly reflect custom key bindings.
    • Removed a nonfunctional “Activate Handy Gnat” prompt from the interface.
    • Corrected item preview behavior in the Crafting Menu to prevent unintended replacements.
    • Eliminated an unintended grain texture from the UI background.
    • Resolved an issue where 3D models displayed with a black backdrop in the UI.
    • Updated the Summoning Wheel to show accurate status indicators.
    • Ensured Buggy status is properly reflected in the interface.
    • Adjusted UI text scaling for better readability across resolutions.
    • Fixed the incorrect buff icon for “Human Food.”
    • Corrected location messaging in the map UI.
    • Addressed input dead zones in the Crafting Menu that blocked navigation.
    • Localized the Camera Mode Toggle label correctly.
    • Prevented text cutoff in Ominent audiolog entries.
    • Removed multiplayer prompts from singleplayer sessions.
    • Improved resolution for Comms Array images in the UI.

    Gameplay

    • Players can now complete the Hatchery blueprint from all sides.
    • Restored functionality to the “S” key in build mode.
    • Quests now progress correctly after smoothie creation.
    • Optical Discs are now collectible post-tutorial.
    • MIX.R event completion no longer blocks subsequent quests.
    • Blueprint placement near dirt clumps and MIX.R now works as expected.
    • Removed duplicate quest entries for already completed objectives.
    • Candy consumption on the Buggy now counts toward mutation progress.
    • Improved Buggy summoning and pathfinding consistency.
    • Fixed a trap scenario on the web bridge.
    • Status effects now visibly apply to creature models.
    • “Confront the Stranger” quest now unlocks properly.
    • Photo references for Ominent Optical Discs are now present.
    • Thistle Needle preview now displays correctly.
    • Suppressed the post-battle incoming call after defeating the Mysterious Stranger.

    Environment

    • Resolved terrain gaps that were visible in the Snack Front region.
    • Prevented out-of-bounds visibility near the MIX.R area.
    • Restricted unintended access to unfinished zones.
    • Removed an out-of-world camera angle above Ranger Outpost: Ceremony.
    • Patched multiple visual breaks near the Tennis Ball, Empty Terrarium, and surrounding locations.
    • Adjusted spawn points to prevent Bombardier Beetles from appearing inside geometry.
    • Corrected Orb Weaver placement to avoid spawning within terrain.
    • Fixed an issue where Bombardier Beetles became stuck in foliage around The Park.
    • Addressed spider fall-through behavior when interacting with webs.
    • Eliminated flickering on Brittle Quartzite Shards in the park.
    • Enabled proper placement of decoration blueprints on walls and furniture.
    • Refined Buggy summoning logic to avoid spawning inside terrain (e.g., caves, anthills).
    • Relocated Scorpion Adult spawns to prevent overlap with the statue bush.
    • Restored blueberry harvesting functionality on the Picnic Table.
    • Fixed one-sided texture rendering in the Ceremony zone.
    • Realigned stone collision near Mollar Stash.
    • Corrected mosquito sleep spot positioning.
    • Sealed an out-of-world gap near Ranger Station: Flower Bed.
    • Closed visual breaks near the Yoked Girth Magazine Ad.
    • Smoothed out terrain inconsistencies throughout the park.
    • Repaired misaligned textures in the Ice Cart Outpost.
    • Addressed glass clipping issues across various map locations.
    • Fixed respawn logic that placed players outside the Flower Bed Outpost.
    • Added collision to the oak tree model.
    • Prevented save/load traps involving pinecones.
    • Removed unintended gap visibility in the Statue Area.
    • Patched out-of-world gaps in the Ice Cart Outpost.
    • Grounded floating acorns.
    • Corrected floating terrain assets across multiple zones.
    • Fixed clipping issues with environmental props.
    • Eliminated a visual gap in the Fire Pit region.
    • Covered a visible break behind the Fresh Mint.
    • Resolved out-of-world gaps in the Toxic Anthill.
    • Smoothed angular stretching of dirt textures.
    • Fixed one-sided rendering on root textures.
    • Prevented grass from growing through the Thistle leaf.
    • Corrected one-sided dirt textures between the Picnic Table and Fire Pit.
    • Addressed dirt clipping in the Trashbags Outpost.
    • Added missing collision to the Shalpz Amplifier mesh.
    • Fixed overlapping grass blades near BURG.L.
    • Removed terrain obstruction in the Snackbar area.

    Audio

    • Adjusted sound behavior so the Mysterious Stranger’s global SFX no longer plays outside the lab.
    • Limited the Array ringing sound effect to its intended floor level.
    • Synced the Cockroach Queen’s Body Slam animation with its audio for proper timing.
    • Restored missing ambient audio in the Ice Cart area.
    • Corrected playback issues with Pete’s voice lines.
    • Updated glass impact sounds to match expected audio cues.
    • Fixed a looping issue with the SCA.B 2K scanner sound after saving and loading.
    • Ensured global sound effects are now audible to all players, not just the host.

    Localization

    • Addressed an issue where the terms “Button” and “Slide/Unlock” were not properly translated.
    • Resolved missing localization for the suitcase interaction on the Picnic Table.
    • Corrected inaccurate Italian text in pop-up notifications.
    • Spanish translations for MIX.R messages have been added.
    • Fixed a UI overflow problem in the Smoothing Station caused by localization inconsistencies.

    Art

    • Updated the Cockroach Queen’s [Redacted] state to use the correct texture instead of an outdated one.
    • Resolved an issue where character poses caused floating behavior in Photo Mode.
    • Fixed hair clipping on Willow when wearing headgear.
    • Smoothed out texture stretching on teen characters during wake-up animations.
    • Standardized hair visual effects for consistency.
    • Adjusted the Ladybug Chestplate to prevent leg clipping with teen models.
    • Corrected Grub Leggings overlap with Willow’s boots.
    • Refined Clover Poncho string movement to behave as intended.
    • Reattached Sizzling Robes components that were detaching and clipping into teen characters.
    • Fixed visual clipping on the Butterfly Circlet accessory.
    • Addressed head clipping on Willow during death animations.
    • Corrected one-sided texture rendering behind Major Diesel.

    Multiplayer

    • Key bindings now persist correctly after exiting a multiplayer session.
    • Omni-Tool interactions are no longer interrupted for client players.
    • Founder Pack skins remain equipped after joining a new session.
    • Prevented users from launching multiple instances of the game simultaneously.
    • Realigned client-side waking animations for proper visual flow.
    • Fixed Shared World save renaming functionality.
    • Restored visibility of Founder Pack gear and hairstyles in PEEP.R mode.
    • Removed indefinite “Waiting for others” prompt triggered by Lean-To destruction.
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    What do you think of the games launch so far? are you impressed with how quickly they’ve rolled out these fixes? Let us know in the comments!

    Leave a comment

  • It’s Time To Break Your Fingers – and Maybe Even Your Keyboard, The Fun Way, with Type.

    It’s Time To Break Your Fingers – and Maybe Even Your Keyboard, The Fun Way, with Type.

    Genre: Casual, Action, Arcade, 2D

    Developer: Parcyval Studios.

    Release date: August 1st, 2025.

    Price: Free Demo

    Newly Available on Steam

    https://store.steampowered.com/app/3893260/TYPE_Demo/

    Type, a retro-vibe game about….you guessed it, typing! This hectic keyboard-mashing game will have you thinking you’re in the clear, and then you’ll slowly see a nuclear warhead coming at you, and well, I’m sure you can guess what happens next with that. Despite just the simple mechanics of typing gibberish words, no one wants to fail at anything, right? Well, yes. Unfortunately for you, this game will overwhelm you, and fast. Think you’ve got what it takes? Be daring to keep reading.

    First Thoughts 💣

    As simple as the concept is, for whatever brain chemical reaction created reason, it works. Looking at the recently added global leaderboard and seeing that your high score is just below someone else’s, it’ll have you going back for more. In the fast-paced retro arcade you will mentally find yourself in, even if your friends haven’t gotten their own high score yet, you’ll want to make sure they could never beat yours, let alone the rest of the world.

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    Can I run it? ⌨️

    For such a simple game, you don’t need a beast of a device to run and enjoy this one. Per the developers’ recommended minimum system requirement on Steam, specifically your device’s processor, it is noted as “Hamster Wheel”. I think that speaks enough volume for how easy it is for anyone to take on this challenge of achieving a higher score than someone else. There is absolutely no input delay with the letter being registered once pressed on your keyboard, and as soon as you have booted up the game, you’re immediately thrown into battle against the enemy of random sequences of words, with no loading screens or transitions between menus.

    Too Simple or Just Enough? 🤔

    We here at InsideXO would say this is just enough. As we will read a little more in depth later on of insights from Parsy himself, regardless of competitor games out there, there are gamers all over the world who like to type fast, challenge themselves to improve using non-traditional words, and know how a real word would be spelt. Others use it to learn to begin typing in general, or the English language we all know and love. Given that gibberish words might not be the most effective method for this, with the feedback Parsy has received, rest assured, updates are coming for this as well.

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    Game Over (The Good Way) 

    To take this all in, even though Type was only released a few days ago, and is not fully released, waves of its catchyness are already being felt through indie game communities, especially in Parsys own discord server, with his Type Leaderboard and Type Updates channels, where updates and new scores have been made consistently in the past weeks. You can show off your high scores, boost your competitive ego to keep being better, and show love to his creations (yes, there are more projects by Parcyval Studios!). At the end of the day, it’s all love and friendly competition, and who doesn’t love that? 

    We are born very similar, but life takes us different paths, and some lead to game dev some not.

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    Feel free to leave a comment on your thoughts down below, or join our Discord and discuss with the community!

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    2 responses to “It’s Time To Break Your Fingers – and Maybe Even Your Keyboard, The Fun Way, with Type.”

    1. An Interview With Parcyval Studios – InsideXO avatar

      […] I had the privilege of speaking with the developer of the newly found game “Type”, here’s how it went. Read the full review here! […]

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    2. Maurice Handwerker avatar
      Maurice Handwerker

      TYPE looks really cool. Im 100% gonna try it myself.

      Liked by 1 person

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  • An Interview With Parcyval Studios

    An Interview With Parcyval Studios

    I had the privilege of speaking with the developer of the newly found game “Type”, here’s how it went. Read the full review here!

    How do you view the experience you deliver with this type of game?

    Well, challenging, especially for people who don’t type that much or have problems with typing fast. On one side, I am kind of worried that this will create a problem to reach an audience, but looking at the success of stuff like osu, or even a successful competitor of this game, called “Glyphica”, you can see some people like fast typing/clicking. Always improving, beating your last record, or competing in a global leaderboard.

    There are people who want to learn typing, either young people, or learning English as a second language. Originally, I only wanted to add gibberish words to make it harder, but thinking about it now with feedback, I will add real words for this specific audience. Someone streamed my game, playing typing games in general because of health issues with her hands, which was wholesome to see! Those kind of things motivate me.

    Were there any particular games, films, or general works that influenced your game Type?

    There is a popular German YouTuber named “HandOfBlood” who has a video format where he plays bad games. and in one old video, he played a typing game. And I thought, hey, that has potential!

    Was there a feature you wanted to include but had to cut due to functionality reasons or similar?

    In all my games, I add whatever I want. It may take a bit, but nothing is impossible for me.

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    Is there a roadmap or update/content line we can expect to see in the near future? How do you plan to get new players hooked?

    This is not my main project, as you can see! It’s pretty simple! My main project is an RTS called Descending Empires, which originated from the idea of a spiritual successor to Empire at War! So I have to split my attention to this game and 2 or 3 other ones I am working on (yes, I work on 4 or 5 games at a time, alone).

    But yes, I will add a tiny tutorial/campaign with dialogue boxes, more enemies, more abilities, OF COURSE, as a roguelike, and maybe passive perks later! maybe even more if I come up with more when taking a walk outside!

    What advice would you give to indie or any game developers just starting out today?

    Everyone can do it, but at the same time, only specific people can. Be it from financial reasons (having to work all day with no time, …) or your life shaping your brain/character in a way where you just can’t think creative enough / in this specific way. It’s like with all things, we are born very similar, but life takes us different paths, and some lead to game dev, some not. Just try it out! (though you can be successful by copying existing formulars, as seen in palworld).

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    What’s been the most rewarding moment for you during the development or release of Type?

    Well, I had more players than expected, but that is probably because the demo is free! The full game will probably have less players 

    The idea was born earlier, but I really started making this game for my first Gamejam, which I made a video of here, and I never actually expected the game to be my first Steam release! Well, you never know where life takes you.

    I would like to thank the Parsy for taking the time to provide us with his insight, and most importantly, I would like to thank YOU, the reader, for making it to the end.

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  • Painting Under Pressure: Sloppy Forgeries Is Indie Chaos at Its Best

    Painting Under Pressure: Sloppy Forgeries Is Indie Chaos at Its Best

    Imagine a high-stakes art heist, but instead of sneaking through lasers, you’re racing against the clock to sloppily recreate iconic paintings using only your mouse, a timer, and sheer panic. That’s Sloppy Forgeries, and after getting a chance to play it early, we’re absolutely hooked.

    Developed by the indie minds at Playful Systems LLC, Sloppy Forgeries is a fast-paced, competitive art game that mixes creativity and chaos. 

    You’re shown a classic painting and challenged to recreate it as closely (or wildly) as possible. The catch? You only have a short amount of time, and so every stroke counts.

    As you can imagine this can lead to some pretty hilarious attempts, of which I will show some of mine in this article!

    We’ve been playing an early build thanks to a Steam key from the dev (huge thanks again!), and the experience has been equal parts hilarious and genuinely addictive. There’s something oddly satisfying about trying to replicate a masterpiece while the timer ticks down, and everything just falls apart (At least for me!)

    I had the chance to Ask some Questions to the Dev about the game, which will be included in a separate article below, be sure to check it out,

    “There might be artists out there who aren’t great at traditional video games who will REALLY excel at this.”


    Gameplay – A Stroke of Genius🖌️

    The game plays very well, for an unreleased game it feels solid, and it does the job, i was given a painting to copy, and I did my best, there’s a good selection already of over 30 classic paintings, and there’s so much more potential, I can already imagine the competitions to get your artwork in the game, or Merch to be able to get your best (or worst) paintings on a small canvas for your own keeping! There are so many different directions this game could go, it’s incredibly exciting to follow its Journey!

    The game Particularly Shines in multiplayer, and with it’s mouse v mouse local multiplayer, it makes it even easier to play with those around you, (although there will be a standard multiplayer option as well) 

    The game scores you on how accurate your painting is to the real thing, so this creates some very funny moments of panic, trying to get those last few brush strokes in before time runs out.

    There’s a healthy amount of Strategy involved here too, Do you go for the broader shapes quickly, or focus on those smaller details that may boost your score? Either way no two matches really felt the same when I was playing, as I was trying different ways to optimise my accuracy score

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    Why It works🧠

    Beyond the laughs, Sloppy Forgeries taps into that same accessible creative itch games like Drawful or even Skribbl.io do, but with a surprisingly artful twist. It manages to celebrate fine art while also absolutely butchering it in the most amazing way, 

    The Dev clearly has a strong love for art, combined with some absurdity in a perfect blend, the game also seems to sharpen your mind, you think quick and really tap into your inner artist, i’ve never been good at art, in fact, even in school my worst nemesis was shading a circle! (story for another day) but this game made me actually enjoy it, and want to see how good I could actually be!

    As you can see… Not Very!
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    So When Can You Play it?

    The game is currently unreleased, but it’s already making waves in indie circles. No hard release date just yet, but it’s one of the most uniquely fun party games we’ve played in a while. It’s expected in 2025, so be sure to add it onto your wishlist, and keep your brushes at the ready, this is absolutely one to keep a close eye on!

    We’ll be watching this one closely here at InsideXO, and we’ll update as soon as more info drops. 

    Let us know Your Thoughts below in the comments, or Join the Official XO Discord, and come chat!

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    One response to “Painting Under Pressure: Sloppy Forgeries Is Indie Chaos at Its Best”

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  • Day one in the Grass – Grounded Launch Day Impressions

    Day one in the Grass – Grounded Launch Day Impressions

    It’s launch day, and I’ve just wrapped up my first few hours in Grounded 2. I’m sunburned, bug-bitten, and completely hooked.

    Obsidian has come back swinging with a sequel that feels warmly familiar, but deeper, denser, and just that little bit deadlier. From the moment I awoke, tiny and clueless, the world felt bigger. Not just physically,  though the map is expanded for sure, but in its systems, its surprises, and its sense of danger, and Overall risk to reward.

    What Stood Out?

    Straight away, the game felt as though I was more equipped, with an excellent early-game loop, more tools, more variety in base building, and a heavy push towards exploration, sending me down ant nests, and stumbling into spider territory much quicker than I must say I wanted! But it all felt amazing; it was a guided journey filled with fear, fascination, and a whole load of fun

    And the new areas I managed to see? Gorgeous, the game looks brilliant, and despite some issues I was experiencing with framerate drops, it did feel well polished for such a new game. The lighting across the map is stunning, and it feels as though there’s more verticality to the game now, with a strong push towards underground exploration as well.

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    Smarter Than Ever…

    Combat feels much tighter, the AI behaviour seems to be massively improved, bugs seemingly working together, hunting me down several times, when I thought I’d gotten away, and that feeling of pure panic being chased by a spider, straight into a web… Never again!


    Weirder Than Ever, And We Love It!

    The tone of Grounded 2 is that perfect mix of childhood wonder and survival anxiety; it’s horrifying in the most addictive way, and amazing how unusual some situations need to feel, especially with the NPCs that I won’t spoil, because you just need to experience it for yourself to understand!

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    First-Day Verdict

    Obsidian gets what made Grounded special, and what their audience loves. This isn’t a simple sequel; it’s the backyard reborn. I’m already thinking about how I’ll rebuild my dream base, bigger and better than ever, and what the deeper systems might unlock for me in the coming weeks. For any fans of the first game, or anyone just curious about it, I cannot recommend it more highly.

    Myself & Moddedv10 outside our First litte Abode

    Do you have any thoughts you’d love to share on the game? leave them below in the comments, or join our Official Discord and come chat!

    Thanks for Reading!

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    One response to “Day one in the Grass – Grounded Launch Day Impressions”

    1. ModdedXO avatar
      ModdedXO

      I did not enjoy the spiders, they were big and scary

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