
Hi there, dear Fractal Space players!
Weve had quite a lot of new things added to the game recently, and many long-lasting issues were addressed in the latest updates.
Well discuss here the new and changed elements in Fractal Space.
You can also check this post on our official website here.
Taser Customization
Were very happy to announce a
new feature that was requested a lot over time by the community on both
PC and the
Pocket Edition of
Fractal Space: The ability to
customize your Taser!
https://youtu.be/QsX_JiNxozg
In the video above, youll see that you can
separately select a color for:
- Structure: Color of the Tasers body structure; becomes brighter when aiming at an interactive element
- Laser: Color of the laser when not aiming at an interactive element
- Laser Active: Color of the laser when aiming at an interactive element
- Screen: Color of the Tasers screen when aiming at an interactive element
- Impact: Changes the color of the shooting impact lightning effect, particles and explosion lighting (not visible in the video)
When you
start the game, you have access to a
2 default unlocked color swatches:
- Cyan: Default Taser Structure / Laser / Screen color
- Green: Default Laser Active color
There will be
approximately 20 color swatches in total. In order to
unlock new color swatches, youll have to find them by
exploring all levels and picking up the
Color Packs in the game:

If you try to
activate a locked color, a
hint will show you in
which Chapter it can be found:

Some
Color Packs can be found in the
first run; rare
Color Packs can
only be accessed in New Game+ using
Taser Power Level 2,
Dodge and
Hyper-Speed.
New Objectives System
The game was missing a core element:
objectives and
objective markers. We have now added this to the game, and
completely reworked the objectives system. You can see a
demonstration of this
new Objectives Systemin this video:
https://youtu.be/tcTrL-R96NU
As you can see
in the video above:
- Multiple objectives can be active simultaneously
- An objective can be completed or cancelled
- Objectives can have an associated Marker, showing an action name and distance
We are
keeping objectives as general goals like
Open the Door or
Find an Exit, and we
rarely provide step-by-step help in order to
avoid making the game too easy.
However, its now
much harder to forget what you are supposed to do, by simply pressing
Tab or
Dpad Down to
see your current objectives and their markers anytime.
Chapters 1, 2 and 3 have new,
reworked objectives throughout the level; we will
soon be adding them toChapter 4 too on the
Experimental branch.
Controls Remapping
Controls Remapping has been improved,
bugs have been fixed, which makes it
more stable and
all cases should work fine:
https://youtu.be/AZFgbkXt0_I
Gameplay Changes
Many changes were done to the
core gameplay of the game; some that are
hard to notice if you dont know about them, but they
should prove to make the game more comfortable especially for newcomers.
New Area
We have added a
new hidden area in
Chapter 1 in which you can find a
Bonus Recording (coming later) and a
Color Pack:
https://youtu.be/uS2FfoLrePo
And below is a
Time Lapse of
how this area was created if youre curious :)
https://youtu.be/ohMcypxl06Q
Multiple Paths
The game now supports
multiple paths to
reach the very first Taser Ammunition Pack in
Chaper 1 on
New Game+ demonstrated in the video below using the Dodge ability:
https://youtu.be/Z45gvUuRpqo
New Skip
We have added a
new skip path in
Chapter 1 for
New Game+ only,
next to the very first crushers you encounter in the game:
https://youtu.be/JAT3AJylcnQ
Improved Area
In
Chapter 1 on
New Game+, you can
walk on the vent next to the very first Power Core; this area
looked visually buggy; it has been
reworked to look more like an
intended secondary path:
Interaction
- All interactions no longer require to aim precisely to objects
- Power Cores can now be inserted even while they are currently moving to their insertion preview position
Jump
In some cases, the character
wouldnt respond to jump requests; now this shouldnt happen anymore and the player
should always jump when requested, even while moving fast
considering there is a valid ground below.
Slopes
There were
many issues when the
player was moving fast on slopes. Now, moving fast
up or down a slope will still ensure
the character remains sticked to the ground all the way instead of slowly
flying down the slope sometimes
(that was preventing you from jumping while going fast down slopes).
Jetpack
- Jetpack activation requests wouldnt work every time, especially if you requested to activate the Jetpackjust as you were touching the ground. It should now always turn on when requested, or jump if there is no more fuel.
Mine Beams
We have
reworked the mine beams visual effect to be
more distinguishable from normal lasers, and to look nicer:
https://youtu.be/gbTSm4CXR5k
In-Game Bug Reporting
We have
reworked the in-game bug reporting system. It is now:
- Faster to upload
- More stable: Sometimes, there could be errors after posting bugs
- Uploads screenshots, log files and save games directly to Haze Games
- Reported bugs in-game are now linked to the Discord Server
https://youtu.be/WFpqZqjnv9I
It is now the
recommended way to report bugs: Please press
ALT+B directly in-game.
A
great addition thanks to these changes and
The Promidius hard work on the
Discord Server code, bugs are now fully linked to the server, and it will
automatically post a new bug report on the
#active-bugs channel!
New Sounds
- Heartbeat: There are 2 new heartbeat looping sounds: slow (low health), fast (low health while Hyper-Speed is active)
- Jetpack: New sounds for firing the jetpack, the jetpack loop and jetpack stop
- User Interface Sounds: New sounds for user interface confirm, cancel, show taser screen, etc
- Dodge: New fast wind sound when performing a Dodge
Next Steps
From now on, we have the
following main next steps that we are going to be actively working on.
Finishing Chapter 4
Chapter 4 on PC is currently
only available in EXP builds. We will now
make some final additions:
- Implement all remaining temporary silent dialogues
- Integrate all the Objectives using the new Objectives System to help guide the player
- Minor level changes to result in more clear puzzles / somes easier challenges based on feedback of experimental testers

After these
3 steps are completed and testing is done,
Chapter 4 will be available in the default branch!
Building Chapter 5
We have
just started the work on Chapter 5 for PC; It will be a
long journey of work,
estimated to 2 months.
Chapter 5 will be a
reworked version of Chapter 4 on mobile, with many
new rooms and new PC-Exclusive content. The existing mobile content will be
completely re-designed to
look and play better with the
PC gameplay mechanics.
When it will be ready to be tested, it will
first only be playable on
EXP builds.
Creating the Level Editor
We have started working on
first tests for a Level Editor for Fractal Space a while back. However, its in a very early state, and
cannot be tested currently.
We will now be
spending some time every week working on the Level Editor in parallel, and we will now
share screenshots and progress of how the
Level Editor is coming up on social media,
hopefully once a week!
Updating the Pocket Edition
https://youtu.be/1s2iQAbm29g
With our
focus on progress for the PC version recently, we havent updated the mobile version for a while. Well now be
working on the mobile version in parallel, in order to:
- Fix many bugs that were reported
- Add Taser Customization to all mobile versions of the game, with exclusive colors for players who Donate or purchase the HD Edition on Android and iOS.
- Add Speedrun Mode support on mobile versions
Well
keep you updated as progress is made on the mobile version update; there will first be a
Beta-Testing phase on both Android and iOS.
That's it for this month! Thank you for your support and for reading us!
[ 2019-07-14 20:07:54 CET ] [ Original post ]