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Hey everyone, I know its been a whileabout three months since my last updateand I want to kick things off by saying Im really sorry for the silence and for taking the Dross demo offline. I didnt plan for it to be down this long, and I feel bad about leaving you all hanging. Your patience means a ton to me, and Ive been working my butt off behind the scenes to make this game better than ever. Sometimes that means stepping back to rip things apart and rebuild them right. Whats Been Happening? So, whats been keeping me busy? Well, Ive been tearing into just about every system in DROSS to fix, refactor, and optimize it. The demo being offline wasnt the goal, but its given me the space to do some heavy-duty upgrades. Heres the rundown of the big stuff:
Hello everyone, this is Salt, the solo developer of DROSS. Its been a while, but I am very pleased to finally announce the new update to the demo. Version 0.8.1! This update comes right as Steams Halloween Steam Scream 3D festival is going on. Completely unrelated I assure you. Version 0.8.1 seems like a small change from 0.8.0. And it kinda is! But not really. Theres has been so many changes to the game, I will have to read my own list of changes. New weapons: I have re implemented the plasma Rifle, as well as the automatic Shotgun. Both are higher level and a bit harder to collect. They are found in the shop (for a price). And later level armories. Enemy armor: Some types of enemies will spawn with addition face armor. This increases the spawn cost of the bug. And slows them down a bit. This occurs more frequently as the game levels, as well as the players levels increases. It also has something to do with the player landing many consecutive headshots. Nest infestation: Enemies wander around between nests. Now, there is clear infestation between the nests in the level. This is from the players view, as well as visible on map. You are more likely to encounter enemies in these areas, so be aware. As the infestation increases, so does the art to show it. As well as the strength of the red on the map. Enemy Director: The enemy director has been expanded to keep tabs on how well the player is doing, as well as the bugs. It keep tally of shots fired, hit, and where. How much damage the player takes vs enemies. Its not prefect, no. But hopefully will improve the pacing of combat. Allowing for breaks between combat and similar. It also controls what types of enemies are spawning in, and that is affected by how well the player is doing, their level, as well as the floor level. Along with many other variables. Polish: I have also bee putting in a lot of polish in areas where I felt it was needed. The doors that are locked are clearly marked as locked in red. Explosions add subtle light and smoke. Grabbing an item out of combat has its own animation. Holding grenade or weapon select slows time a bit. So many small changes that hopefully will add up and be an overall improvement. First Person Animations: I ran into some major issues with this! Most accurately it came up when I was trying to blend animations from one to another. The initial rotation of several arm pieces were rotated several hundred degrees at start. And while that went unnoticed and did not affect anything on their own. When blending, this caused the hands to spin around wildly. Ultimately it was a lot less work to remove and redo all animations, compared to trying to repair the existing ones. So, they are different. Some are not complete and very minimal. But hopefully the ones that are done are better. And now going from holding a weapon to guarding is better. Also, the player can now guard without a weapon. Corridor themes: To emphasize the themes of each different floor, without adding too much work on to do list, i added a few different reskin themes for the corridors. Hopefully the do more to add to the environment than detract. I think they turned out pretty decent if a little simplistic. That said theres a lot more I can do with this if it works well. Player luck & shops: The players have a new Luck stat. This now affects things like items appearing in boxes and cabinets. As well as give Sales on items in the shop! There are many subtle ways to increase and decrease your Luck. These are just a few of the many changes to the demo so far. It has been a lot of work to be honest. However, I am glad I was able to and I am happy with how everything turned out. I hope you are too! Its taken far longer than planned, and I spend more than a few all nighters up working on it. Its been a lot. A few day back I got a really nice compliment. While everything needed a lot of polish, its worth doing. Its something special. So, I guess I need to keep going and try to make it the best it can be! Please let me know if youre liking or disliking the changes so far. And comments or criticism is welcomed, thank you so much for trying out the latest update to DROSS! Till next time, cheers! ~SALT_
Hey everyone, It's time for the 0.8.0 Demo Update! FIXES
Hey everyone, It's time for the 0.7.9 Demo Update! This update has a number of bug fixes and includes patch notes for 0.7.7 and 0.7.8, we got kinda bad at post notes with each release but we'll be better about it going forward! 0.7.7 FIXES
Hey everyone, It's time for the 0.7.6 Demo Update! [previewyoutube=8MTP9V0uQ_s;full][/previewyoutube] This update has a number of bug fixes and introductions some new features to DROSS such as weapon upgrades that change the gameplay and style of each weapon such as turning the nailgun to into a sawblade lobber. This update also introduces a new enemy, the enormous Growler bug. Check out the changes below.
Hey everyone, It's been a little while since we've updated the demo but we have a huge update for you. Honestly it's much to list so we'll give you a sample of some of the fixes and changes we've made in this build. The major content for this update is the introduction of the plasma rifle and major rework of how bugs and nests spawn and pathfind through the level. Below is a list of bug fixes and other tweaks and adjustments. This is by no means an exhaustive list but pretty close. As always please leave your feedback here or in the forums and we'll be happy to check them out. We also expect to have a much more regular cadence to updates as we make our way toward release. Until next time!
Hello everyone, We're pleased to announce the release of v0.6.0 of the DROSS demo! This update primarily focuses on adding polish, bugfixing, and making a smooth gameplay experience. Many of the changes are too numerous to list. -New weapons for you to discover -Performance enhancements -Environmental polish -Fixing lighting artifacts Additionally we're part of Realms Deep 2023! We're part of the live show so be sure to tune in to the show airing at 8 PM CEST / 2 PM ET / 11 AM PT either on the steam sale page or at https://www.twitch.tv/3drealms/ Thanks again for playing the demo and don't forget to wishlist! https://store.steampowered.com/app/2083940/DROSS/
We're happy to announce that for Steam Stealth Fest, we released a new demo version 0.5.0. The major improvements include a completely revamped tutorial, new sound effects, changes to the core gameplay loop and a whole slew other changes. Of course with this many changes there are bound to be some bugs (literally and figuratively) be sure to post any issues you have in the Steam discussion forums or use the demo feedback form located HERE when reporting your issues. This will help us track down and squash those bugs. Good luck surviving!
DROSS DEMO // version 0.41 - May 23 update
Hello everyone Fury here, its been quite awhile since the last update. Salt has been working tirelessly at updating and polishing things and Im very excited to be able to share with you all what hes been up to!
New bug types (more variety)
So theres two bug types that have been added to the game. One of them is the biter swarms which were already in the game, but now theyll roam the map as well as guard the nests for some extra spookiness. The second bug type doesnt have a name yet. I will say that theyll certainly keep everybody on their toes and they should be pretty exciting to fight, no major spoilers on that yet!
Tutorial new features
The tutorial has had lots of bug changes. Just things to help guide the player better in what theyre supposed to do. There's lighting in the right places, less information overloading, and all in all making things more clear and concise with more environmental storytelling than throwing it all in your face at once. The text all in all in the game still needs some updating, so theres still a bit to do, well keep on it! :)
Saw upgrade
Theres an upgrade for your saw ability thats been added. This upgrade will allow you to use your block to build up a charge that you can use with the use button while youre blocking, killing bugs close to you with a powerful grenade attack! This blocking ability temporarily holds the charge so youve got to use it quickly, but its quite powerful!
Art improvements
Theres been a few updates the the art ie: the elevator, the double doors, and the bug nests goop among many other updated art pieces.
Gun leveling
As you level up your gun the artwork now changes, its not quite done on every gun, but lots of them have been updated!
Bug fixes:
Theres been some bug fixes as well, its hard to even remember all of them sometimes. Lots and lots of bug fixes all the time lol. To list some of them hes fixed the colliders being so big, which has really improved how it feels to move around the world. The movement also has been reworked to feel a lot better as well. There was issues with it not using the physics engine and as a result if you had a very fast or slow computer you would likely fall through the world, run through objects, or have issues colliding with objects. Fixing this has also fixed many of the issues with the frame rate as well. Theres been an update to the settings menue where you can change the volume of the music and the master volume, which is all sound in game. The HUD has also been changed to be more concise and to feel less cramped. So theres new artwork for the HUD and the compass isnt a physical moving thing that you have to look up or down to see in game, now its attached to your helmet and youll only need to look left and right to look around on youre compass. Ive saved the best error for last, it was honestly really funny to find. If you kicked a barrel you would fly through walls, not because of the physics with the barrels, but because of the money inside of them! Lol!
All in all Im super proud of Salt, hes been working very hard on making everything better and reaching out to people in order to see what people like and what they dont. Thank you so much to everyone whos taken the time out to play test and help us find bugs and give ideas on what would make things better. We couldnt do this without YOU! If anyone finds any bugs that need fixing please dont hesitate to tell us in the comments and again thank you to everyone whos helped us through the development of this project with all your comments, criticism, and support!
-Fury
Today was a very busy and productive day. I have just finished up fixing several rather severe bugs, so, finally I am releasing an update to the demo. Here it is!
Dereliction 2022 // Demo version 0.3.5
[previewyoutube=e1x0R4x_qtE;full][/previewyoutube]
It has been a month or so. I haven't been posting much. I haven't uploaded many updates to the demo. But, I have been working hard on Dereliction 2022.
Here is an update on most of the changes to the Demo. Now Version 0.3.0
Dereliction 2022 // Demo version 0.3.0 released
I have not been posting or sharing any of the work I have been working on. Not for any reason really, but I just have been focusing more on working on the game. However, I felt I should write a little about this newest demo update. Here it is.
Story:
No spoilers, but I have been adding story elements to the game. This has required a decent overhaul to the level loading, but I feel that it adds a whole lot to the game. It adds more purpose to your actions, and more of a reason to keep going.
I have barely started, but the groundwork is in place. Story arches will cover many floors, require different actions to complete, and give rewards or change the story outcome. Some decisions open more options, and some close other paths.
Hello everyone. This is Salt_ I have been resting a bit from Steam Nextfest so I havent posted anything written in a while. I have a new update for the Demo, and at version 0.25, thats me saying the demo is about 1/4th done. Yes I plan to have a whole lot more in the demo! Special thanks to BONEGRINDER for all the help and feedback on the demo & updates! A lot of major changes, fixes, etc, have been because of all the help! And thank you too for everyone else who has left comments and feedback too! I really appreciate everything! I would like to thank NinjaGuyX for interviewing me. I have never done anything like that before, and it was a little stressful, but a really awesome experience! Here is the interview video: [previewyoutube=DiceX9cagJs;full][/previewyoutube]
[previewyoutube=J5lOklZ5sFo;full][/previewyoutube]
Hello everyone happy NextFest! It has been a stellar few days so far. I have gotten a lot of feedback that has helped me fix a tonne of issues with the demo.
Heres an update on all the changes to Dereliction 2022 in the past few days:
So, let me start by mentioning that this demo is in pre alpha, and the actual game is way off. I have so much that needs to get done, or fixed.
The reason I put this demo up for this Festival is to get the amazing feedback that I have gotten, fix any and all issues that come up, and continue to work on the game.
Thank you to everyone who has tried the demo, added it to their wishlist, streamed the game and posted comments. It means a lot and helps so so much.
Update version 0.2 Live Now!
[previewyoutube=cD3yil55uks;full]Dereliction 2022 // 30 second Teaser - Indie DB[/previewyoutube]
Here is a major update to Dereliction 2022. This is demo version 0.2. So its still a pre alpha, but it certainly has come a long way since its initial demo v 0.1. New item, enemies, sounds, and music. Dereliction 2022 now runs on SteamDeck and is fully supported and compatible with the system ( Its been the best experience for me so far testing )
Ive put a lot of work in on the starting area, to help new players know what to do any where to go. Its all the stuff that was missing and much needed for the initial demo. And maybe I was too eager to get the demo public. But if youve tried any earlier versions, or none at all, this is the one to play!
[previewyoutube=yGdD_H5JfpM;full][/previewyoutube]
Hello everyone, I have a surprise for you. Dereliction 2022 : demo update version 0.1.9 is here! And, Fury has sat down to play it! So thats really awesome, and maybe she will give you some advice when playing.
Dereliction : 2022 update version 0.1.9
In this update I added music, reimplemented some bug variety, and (finally) the elevator alarms work. I also added volume settings and more resolution settings as requested.
Everything does feel a bit better, but Im finding it also feeling a little rough. As in rough around the edges, and I just need to polish it.
I do hope its feeling better for those who have tried the demo out, and hopefully this update will feel just a little better than the last.
I need to fix, finish, or redo a lot of the art. And the animations. And and and. However, it is a little comforting seeing (for example) last update, and how much I have managed to do in (objectively) so little time. So. Small steps.
[previewyoutube=SdC_Fw7SsmY;full][/previewyoutube]
We arent Youtubers or Streamers, its a tough job. I mean Im not even in the video :P But Fury was nice enough to record herself playing the demo, and thats really appreciated! I think it adds a lot of charm.
I do hope everyone enjoys checking out the video, and the new update. There is so much to do still, but Im glad I can be transparent on how its coming along with small updates. I get to hear what works and what needs work pretty much as Im working on it. That really helps so thank you!
Everything about the game is so different than it was a year ago, and I can only imagine how it will look once its done. I look forward to sharing more news really soon actually, so stay tuned.
Please consider wishlisting Dereliction 2022 on Steam, it helps a lot. Check out Steam NextFest this February 6th, and Ill have even more ready to show for then.
Thanks for all the support,
~Salt_
Dereliction:2022 demo Update // Version 0.1.8
Demo Update News: Version 0.17
I am working on a new update for the demo. This will be version 0.1.7.
In this update I have mostly been focusing on optimizing. Since the level is created procedurally, it usually uses a whole lot of little art pieces. These add up over time, adding strain on the cpu. Its nothing special, but I am merging more and more of the level into larger chunks that toggle on and off based on the player. It is mostly manually set up so its taking a bit of time. And I do not want to release a demo with any of the art issues I have been encountering.
Update: my semi-average computer has enjoyed the optimizing added, getting about 20-25% more fps. The game is still cpu bound, so I will be looking into whats hogging that.
One day I will get to updating and polishing the art more. The most important thing at the moment is the gameplay and framerate. It's not a good game if it looks good and cannot run at all.
I am also working on the plasma gun. It is the alternative to the plasma rifle and uses the same ammo type.
I will be adding in two more weapons right away. These will be for the Pistol and Rifle ammo, so they will be the alternate variants (i may even have 2 for the pistol, fewer rounds more damage, more rounds less damage)
Theres also a few changes to the tutorial area, the icons for the map, and just general ease of use stuff. I am not wanting to make the game unnecessary difficult due to confusing the player. So, I am trying to make sure everything is easier to figure out.
If anyone is having any issues please let me know! That's the most valuable info right now, and I want to make sure that everyone trying out the game can actually play it. Thank you everyone for your patience and understanding as I am just setting everything up.
The game shouldn't be difficult from errors or lack of instructions, It should be because of the actual gameplay. So, please don't hesitate to let me know of any issues.
Try out the demo, and let me know what you think. I appreciate the feedback I have already gotten and I can always use more. It has all really helped me improve the game, and thats what I really want to do. So, thank you.
~SALT_
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