Friends, it is time to prepare for our annual ritual, during which our wallets gain sentience, slink out of our closely guarded pockets and offer themselves as monetary sacrifice to the great lords of Bellevue in hopes of a plentiful digital Summer wherein we may joyfully reap the crops of electronic entertainment while overdosing on caffeinated drinks and dubstep.

Yes, it is our favorite vaporous vacation vendition, the Steam Summer Sale and this time we offer you a whopping 50% off on Perpetuum and all in-game items starting from June 11 to 22, both on Steam and on our website; a great opportunity to buy several copies of the game and thousands of credits to various members of your family, your pets, your dentist, your high school crush, your lawyer, your probation officer and Dave the Guy from Grocery Store on The Corner.

Perpetuum 3.6 release

One of the new field terminals

It's been a long and bumpy road, but we're finally there. Our truly random assignment system aka. Assignment system revamp Stage 2 will hit the live server on Monday the 15th of June, along with a healthy number of general updates and fixes.

Public testing of the patch has been going on for almost 2 weeks already, and those of you who have been following development saw almost daily updates and fixes. I'd like to take the opportunity here to thank everyone who participated in the testing - your feedback and bug reports helped us a lot in speeding up development, and certainly made this a better patch.

Testing will not stop though, since in this first patch we're only releasing the new assignment system for the three Alpha 1 islands: New Virginia, Attalica, and Daoden. As soon as we finish reworking the other islands, you'll be able to see and test them first on the test server.

The order of release will be Alpha 1 islands (in Monday's patch), then Alpha 2s, Beta 1s, and finally Beta 2s, the latter ones receiving assignments for the first time ever.

The testing forum topic can be found here, the first post of which also serves as preliminary patch notes.

We hope to welcome a bunch of new players during the weekend, and some of us devs will probably pop in to general chat too, so see you there!

As we mentioned in the previous post, ever since the Steam launch we've been busy working on getting new hosting. Over the last week we've finally received all the paperwork and hardware accesses to start the process:

On June 16th (Monday), starting at 10:00 we'll start the migration from our old servers in Budapest to a large datacenter in Amsterdam operated by Internap.

Internap certainly has a track record in gaming hosting, so this will hopefully lower the on-terrain latency - Amsterdam is one of the major hubs of Transatlantic networking, so players from Europe and America should notice a much more stable connection. Internap also cooked up various solutions to continually adapt networks, so in short we're having high hopes for this.

Now, a few words about the migration itself: During the period of moving, which we estimate to be around 3-4 hours (but you know how it is), all services will be down - game, web, email, IRC, everything. Some of this delay is inevitable (DNS propagation) and services will come back asynchronously: we'll try to get the game back up as fast as we can - most services are already running and working fine, we just need to synchronize some files and databases.

It's probably your best bet to follow us on Twitter or Facebook to follow our migration progress.

Wish us luck.

...I'll get me coat.

Anyway.

I don't think I have to introduce Steam Greenlight to anyone, but I'm happy to say that we took the chance as soon as we literally could and put the game up, so now you can express your desire to get the game up on Steam! Click here!

Admittedly, the recent 48 hours weren't the particularly the merriest ones in Perpetuumland, so let me try to attempt to address some of the major issues that arose and have been discussed during this period.

Exploits and reimbursements

There have been some occurrences of faulty functioning on server-side which were widely discussed on the forums. As a general statement, I'd like to remind everyone that as it says in the EULA, the abuse of such faulty mechanics is forbidden, and you may be risking your account status by doing so.

The most prominent such issue, as most might have heard of, was an anomaly which resulted in bots respawning in your hangar after they've been shot, essentially allowing you to fight with the same robot multiple times, turning Perpetuum into something of a George Romero movie. This was prominently used during a major fight on Monday; to address this, we will reimburse those players who suffered losses to these zombie bots, and will also temporarily suspend the accounts of those players who have repeatedly utilized this flaw.

Another, less problematic issue arose from the change of the production fees on Gamma islands: now that the mechanic has changed, and fees are returned to the owner corporation instead of the Syndicate, we will retroactively reimburse the corporations with these fees for their previous productions as well, since they should've been receiving these funds in the first place.

The Big One

And now for the most uncomfortable part: Our announcement about the adjustment of the gamma teleport ranges kicked up a massive stink, and it'd be feeble not to address that. To this end, we'd like to offer a chance to the major corporations / alliances involved in this game to express their opinions on the upcoming change, and invite them to a public roundtable on July the 5th (this forum and the opening post will continue to update with more information), where we'd like to provide an opportunity for the delegates of these groups to debate the change, provide us developers with enough insight so that we can handle this right, or even to make further adjustments. This also means that said change will be postponed until we have reached an agreement with the playerbase.

This all, of course, is far from being a final denouement of the situation, and we're well aware of that, but admittedly we painted ourselves in a corner a bit, so at this point what we feel is best, is to give you players a chance to right our wrongs.

Gamma Frontier

Finally the day has come, when we unleash what we essentially consider as almost a rewrite of the game (considering there's barely anything left untouched in it), and open the Gamma Frontier. This has been a frankly unreasonable amount of work, but having seen some of the things already built on the test servers, I feel it was already well worth it.

A big big BIG thank you and massive respect goes to anyone who gave the test server a shot and systematically uncovered our occasional mishaps through numbers and lines of code; we hope the final product lives up to your expectations. (And if you didn't join the test server, now you know who to blame.)

The massive list of changes and upgrades are available here, the help pages are available here, and a fairly accurate representation of the dev-team can be found here.

And now, it's your turn: Last one on Gamma is a rotten Arkhe!