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This is the version from the Steam launch, with many small hotfixes and small improvements already!Ah yes also, WE'RE ON STEAM!!!

Changes

Reworked credits panel (and added it back to the build)

Added Bibite Research Conglomerate Link (to "Additionnal tools" panel in menu)

Balance to some challenges

Added arguments, allowing to launch the game independently from Steam

Reworked min FPS settings, set to 15 by default (from 0/disabled)

Enabled keyboard control by default (but beware, controllers can cause weird stuff when plugged in)

Bug Fixes

Fixed achievement error when completing a non-official challenge

Fixed target time speed slider moving all over the place when min fps is in effect

Pausing the game won't cause time slider to be thrown into wack because of min FPS system

Fixed Achievements displaying as locked if they were unlocked both locally and on steam (I know lol)

Fixed bibites rendering bellow pellets

Fixed Bibite Library button taking you to bibite editor with empty bibite instead

Fixed Ancestral Lineage Panel's settings being shown twice (and only working once)

Fixed error in displayed value of Effective Species Span (in Species Lineage Panel)

Fixed complex brains completely freezing the game when bibite is selected (might still freeze for few seconds lol)

Files

Comments

Dannymet

Amazing work! I can't wait to have a play with this tonight! I'm curious about the arguments. I run a couple of long term game instances in virtual machines, and had to take a DIY script approach to launch the game on boot and click "continue". Does this new version support launching and continuing a saved game using CLI switches now?

Meatpod

I was waiting for the Steam release to try it, and I ran simulations all week. This sim is best-in-class, my friend!

Kolt Baxter

I think there might be an issue with how bibite's brains mutate (and possibly the genes, as well) because the exact same mutations happen at the start of all of the simulations I've tested (which is a lot, it's very unlikely that the same neuron being deactivated would happen in like 20 simulations if the brain mutations were working correctly)