Hello everyone and welcome to the notes of version 1.4.0, also called The Final Patch. After this update we consider the project to be finished and will enter maintenance mode. In short, we will cease active development of content for the game and will only periodically release small bug fix patches if any such action is required. It has been a wild couple of years and we are proud of what we have managed to achieve with the game and as always thank you to our fans for the continued support. This was initially supposed to be a small bug fix patch, but we decided to add a little something (or little somethings) into the mix.
So, lets get the ball rolling on what you get in this patch.
Update Highlights
New Additions
The base game map will now have Night Terrors, which will appear after day 24. These new enemies are tied to an additional elevator you might find inside Ark level 3. As for what, where and when, I will leave that for you to find out. The night terrors were originally something that a team member included as "an upcoming feature" in one of these update posts something like two years ago, probably as a mistake. I have been jokingly pestering him ever since about when exactly are these night terrors going to be added to the game? It seems he finally caved in.
Both Frore and Hibernus regions have been expanded a little. The player is now able to open a shortcut of sorts between the two. There are a couple of sub-locations, couple of new POIs and a food recipe to be found. Badnews Bay is the place to look for an initial entrance. There are some quality of life changes as well, the most important of which is that if you are a DLC owner, you are now able to use the link towers to travel between the main map and the DLC maps provided you have invented the compass and you have opened a link tower in any DLC map. For that one person who likes to play Dysmantle on their second monitor, the game now remembers which monitor you set it to so you can rest easy.
Bugs, Balance & Buddies
Otherwise there is a massive amount of smaller and larger bug fixes. Of the larger ones, there were some huge issues with some quests being unable to be completed if you did certain things in wrong order, namely the DLC1 main quest during a certain link tower phase. There were also cases where the player was unable to enter the final DLC2 platform. The final larger issue was with DLC3 Isle of Doom & Isle of Mana questlines. These have been fixed. Some minor UI revisions should make some map information easier to parse and for some UI elements to work better in a variety of display resolutions. Besides fixes, there are some tweaks and balance changes here and there. There are minor revisions of content all around the island, but these are pretty much only something that a person who has spent most of this decade working on the game would notice. Lockpicks are now cheaper, so there are a few more locked doors in the early game. Gas clouds can now (mostly) be evaporated by destroying nearby pipes from which they emanate. Most larger buildings now have fire extinguishers. There was a boring stretch of wilderness so there are now a couple of burnt cars there. Things like that.
Pets & Dungeons DLC owners should notice that their pet cant kill them anymore, which is always a huge plus for any pet owner. We removed the collisions so you cant be pushed down a ravine by a well meaning but otherwise oblivious buddy. Enemies will also change targets to you from a stunned pet, so you cant use them as bait anymore. All in all the pets should also behave better, not destroying things you dont want them to. Finally, the Lab Guardian boss has been replaced by a custom made one, for which we have our community moderator Arianna to thank for.
Modding & Workshop
Whew, that was almost everything, but there is still one big piece of the puzzle left. As we are ceasing active development for the game, we would like to pass on the torch to you, our fans. First of all, the modding kit is now included in the folder structure of the game. Unfortunately we're not able to provide support for using these tools, but there should be some documentation available in the kit. With these tools you are able to create new content, edit the map with our editor or just play around with cheats. Or even localize the game to your own made-up language!
Second, upon launching the game you will now have a launch option to play Dysmantle with Mods. If you launch the game this way, you will see a new button Mods in the main menu. From there you can enable and disable mods with ease and it also has a direct link to the. Workshop! Steam Workshop will be enabled upon the release of this patch, so it should be easier than ever to both make, but also release modded content. We have some very talented modders in our Discord, so head there if you have any questions about the tools provided.
Final Thoughts.
There will likely be some hotfixes to this patch as it is never as simple as releasing a patch titled final and everything working 100%, but for content, this is it. Kind of a weird feeling to be honest. At the same time there is a wistful sense of finality, but on the other hand a huge sense of relief as it is done. Literally done. As for whats next for us: In anticipation of ever more challenging projects we have increased our size from 10 people in 2020 to 14 now in 2024. We will still be developing our own engine further to make sure it can power all of our future projects. One of the projects has been revealed so far, a fantasy spin-off of Dysmantle called Dysplaced. We are now working hard on getting it ready for Early Access. We are also working on another project, but it is still far away from any sort of reveal so you will just have to stay tuned. I guess thats all for now. Happy spring to everyone! -Hazamuth & All of 10tons. https://store.steampowered.com/app/2430390/DYSPLACED?utm_source=steam?utm_campaign=dysmantle_update_28
Changelog
VERSION 1.4.0 - Finalizing ADDED - The game launches on the display selected in the graphics settings. - Night Terrors (after day 24). - Ark Level 4. - Extended Frore and Hibernus regions. - Link Towers can be used to travel to DLC maps and back. CHANGED - Showing better POI info for tougher enemies and quests. - Damage floaters are scaled down if the camera is farther. - Material drops increase has a chance to affect single material drops as well. - Made the Home Portal effect with Timed Crates a bit clearer. - World map filters button order now matches the tooltip order for gamepads and keyboard. - Misc UI tweaks. - Storage Box can now be built on ground. - Raised Katana Base DMG 15 -> 25, Damage raised per level 5 -> 6 - Raised Riot Shield Base DMG 18 -> 30, Damage raised per level 4 -> 6, Replaced knockback modifier with damage deflect - Lowered Expert Lockpick cost from 15 Steel, 5 Electronics -> 8 Steel, 4 Electronics - Lowered Master Lockpick Titanium cost from 4 to 2 - Lowered Rift Toolkit Mana Chunk cost from 5 to 3 - Changed A Leak at the Peak keycard location so it wont get lost. - All Search Efficiency Food Recipes modifiers from 11 -> 15 - Last two levels of Scavenger Skill Search Efficiency modifier from 20 -> 25 - Changed Buried Treasure Medal counts to 30/64/98 - Multiple terrain and object fixes and changes across all content. - (DLC3) Replaced Lab Guardian boss with a more fitting encounter (thanks to arianna!) - (MODDING) ACTOR_MARKER POI type is now the default for unknown types instead of QUEST. - (MODDING) Doubled the maximum number of actors that can exist in loaded chunks of a stage at the same time (now 65536 actors). FIXED - Fixed co-op player 2 special item getting hidden if player 1 has nothing equipped. - Point of Interest Info UI layout fixed for 3 visible buttons. - Showing all the features in inventory screen instead of the first 20. - Link Tower Transmitter UI properly updates the UI after crafting. - Destroyed built objects are instantly reflected in the world map. - Fixed ambience sounds played with tombs objects. - Fixed refiner bug with long pressing the + sign. - Added few validators to prevent audio logs from being destroyed prematurely - Fixed a few small tropic plant not being destroyable - Fixed campfire numbers for achievement + medal - Quest widget rendering fix. - Main Quest Search Launchpad Key goal is now not completed until you find the key. - (DLC1) Fixed a main quest bug, where fixing a link tower early locked progression. - (DLC1) Mana spirit now get stunned and killed from mana gun hits. - (DLC1) Mana gun stunned animation - (DLC2) Added a backup marker to raise the bridge to the final platform if it hadnt been activated by the cutscene. - (DLC2) Added missing death animations to buildable chemistry sets A,B & C - (DLC3) Enemies no longer target lock stunned pets, but change to player when possible - (DLC3) Improved pets' avoidance - (DLC3) Removed collision between player and pet - (DLC3) Fixed Isle of Doom & Isle of Mana questlines - (DLC3) Added additional starting point for DLC1/DLC2 pet dungeon quest - (DLC3) Added failsafe method to progress quests if player is on Isle of Mana/Doom before they completed the related quest phases - (DLC3) Removed 2x Amber Lily (now there's 5 of each of them) - (DLC3) Added a small decal as a hint for Pocket Pet puzzle in main DLC3 island - (DLC3) Moved one DLC3 boss away from VIVARIUM area - (DLC3) Fixed some reflective panels in DLC3 content being marked destructible - (DLC3) Fixed IGNORE_PET_ATTACK tag
[ 2024-05-02 09:48:01 CET ] [ Original post ]
- Added more DLC2 lilys to DLC3 Island
- Added couple mana shards to dlc3 island & desolatum shelter
- Localization fixes
- Removed extra iron collar from invetion tree
- Pet shelter 4 reward: cat mask to bandana
- DLC3 island loot tweaks
- Added missing localizations & Localization fixes
- DLC3 reward room boss no longer a point of interest.
- Added couple enemies and loot boxes here and there
- Added DLC3 stuff to mobile UIs.
- Invention screen repositioning
- Fixed pets moving with drones
- Fixed Ark turret props
- Invent screen adjustments & tweaks
- Fixed pet hub buried teleporter tip Hedgewood -> Hedgefield
- Fixed null pointer error in DLC3 main quest
- Invention tree bandana back next to safari outfit
- Shelter 4 reward fix: Bandana to Plague Mask
- DLC3 island inner door not disabling open interaction after use.
- Blocking older bug reports than 1.3.0.
- Fixed pocket pet giving XP
- Fixed main game end area cinematic/quest trigger
- Fixed pets dying with mana plane
- Petting interaction not shown if TRIGGER_TYPE_HOLD_DOWN_BUTTON is near.
- Added Pet Hub Portal Device to the forge where you find the recipe (only shown after unlocked).
- Pet recipe blueprint background unification.
- Added DLC content marker star to recipe info screen too.
- Added DLC content marker to food recipes too.
- Added hires image source arts.
- Added workbench to pet hub
- Replaced recipes-dlc3 with community provided ordered one
- Updated recipes.xml ordering
- Car battery modifier change
- Balancing DLC3 recipes
- Changed DLC3 island bridge to not be a visible POI before DLC3 is purchased
- Groundskeeper boss rework
- Buried teleporters now marked completed when the pet stage is completed.
- Properly revealing the pet hub teleporter on the main island.
- Boss animation tweak
- Trinket modifier fix
- Added [BRIDGE] tags to DLC2 content and Crown new area
- XAudio2 workaround
- Teleport pet to last known safe position instead on top of player
- Pet doesn't block Beam Gun
- Unlocks control collar if tester is already past the quest phase
- Additional quest phase checks & Groundskeeper boss check
- Quest extra checks. set quest target ghosts visible permanently after phase
- Making sure new chunks are now started loaded if exit has been signalled.
- DLC1 teleport location tip fix (Dexter -> Sinister)
- Digging crash fix
- Reordering of recipes in file
- Pet collider positionin adjust so that they go over steps
- Lab boss activation fix and cinematic tweaks
- Unparented radios (parented radios are destroyable)
- Fixed radio broadcast listening screen.
- Adjusted DLC3 boss default drops
- Removed lootboxes from pet stages
- Fixed some stair issues
[ 2023-10-24 08:30:37 CET ] [ Original post ]
-Petting interaction doesn't appear near other interactive objects. -Recipe cost balancing. -Misc bug fixes and tweaks.
[ 2023-10-20 07:07:29 CET ] [ Original post ]
Get the new DYSMANTLE DLC today with a 10% launch discount!
https://store.steampowered.com/app/2439690/DYSMANTLE_Pets__Dungeons/
[ 2023-10-18 15:11:19 CET ] [ Original post ]
Hello everyone! We are happy to announce that update #27, version 1.3.0, is out, and with it, the third and final DLC for Dysmantle: Pets & Dungeons.
Update Highlights
The Free Patch
The free patch concentrates on bug fixes and a few quality-of-life changes this time. After 1.2, there were issues where people got stuck on certain quest phases or could not start NG+. Numerous issues like these are fixed. There were also issues with the A Leak at the Peak quest, where it was unclear when and where it would start. The quest starting phases have been remade, and the start position has changed, so you should be able to find it immediately upon getting to the escape pod at Crown. The third significant change is that we have further optimized the game's memory usage. Optimization should positively affect lower-end hardware and stop crashes from happening.
Pets & Dungeons
The main attraction of this release is, of course, the brand-new DLC! Underworld and Doomsday were almost entirely separate from the main game, having their respective open-world maps and stories. Pets & Dungeons will have more of an effect on the base game. We did pack in a new open-world map, but it is only part of the action, as you will be required to uncover additional mysteries in the base game map. To get the story going, you are required to inspect some canine dwellings found around the island. If you have destroyed these humble abodes before, dont worry, as they have re-appeared. Chalk it up to mana.
From there on, you will encounter a couple of interesting types and start collecting new friends for yourself. Every pet can damage enemies and objects and has an associated gameplay-affecting modifier. You can equip them at will to a brand new inventory slot. The pet damage is tiered according to when you might find them during the game. There are both canine and feline companions. And a fox, cant forget the fox. Over twenty in total! During the quest, you need to enter a number of dungeons that contain both combat and puzzle elements. You will find not only pets but also secondary items enabling you to interact with your pets. New cooking recipes are designed to enhance your newfound friend's damage capabilities.
Of course, not everything is directly related to your pets, as we are aware that you, the player, also require some new flair and functionality! There are some new headgear, some of which are more grounded and some more exotic. New weaponry and trinkets will enable more options for different builds and wanton mayhem (or even silent approaches). Did you want to repopulate fishing spots? Now you can, with the new fish food bag! There are a couple of other delicious rewards for going through the DLC main quest, which I wont spoil, but they should speed up things and open up new tactical avenues. Another cool thing is that if you own Pets & Dungeons and any or both of the previous DLCs, you will gain access to bonus content, including items and pets but new challenges to overcome.
Future
As mentioned in the opening paragraph, we are wrapping up Dysmantle as a project. We will be releasing a few patches as needed to fix any issues people might encounter with this new release, but after that, we are going into maintenance mode. This means that new content will not be developed for the game. We would like to thank everyone who played the game and enabled us to continue growing and expanding Dysmantle to where it is today. Dysmantle was our first open-world project and a monumental undertaking for our company. It taught us much about the genre from the development point of view, and we can use this knowledge to refine our future projects further.
So, what is next for us? As some of you might already know, we are working on a fantasy-themed open-world project, Dysplaced. Check it out from the link below! We also have some as-of-yet unannounced projects in the early stages, so stay tuned for those. https://store.steampowered.com/app/2430390/DYSPLACED?utm_source=steam?utm_campaign=dlc3_announcement
Changelog
VERSION 1.3.0 - Pets & Dungeons ADDED - (DLC3) New Pets & Dungeons DLC. - (DLC1) New content if you have DLC3 Pets & Dungeons. - (DLC2) New content if you have DLC3 Pets & Dungeons. CHANGED - Pause menu background doesn't show the game screen to reduce memory footprint. - Showing star in front of all DLC related quests to make them stand out better. - (DLC1) Mana Crossbow final upgrade costs 1 less mana shard, down to 4. - Bigger new invention notification bubbles in invent screen. - Reordered invent screen to make it less cluttered. - Reordered inventions in collections screen by ( base game -> dlc1 -> dlc2 -> dlc3 ). - Players should find the "Leak at the Peak" quest more easily now. Accessible at crown escape pod. - Small terrain changes around Crown to accommodate new quest - "You Rip what you Sow" level requirement lowered to 12. FIXED - A rare crash when entering the Pause Menu. - A rare crash when accessing a Link Tower. - Fixed spawning to upper corner when exiting the game without saving after fast travelling. - Fixed game not transitioning to NewGame+ in Ark Level 3 in some cases. - Fixed buried treasure POIs not showing up in minimap after completed. - Fixed an issue where "Wicked Leaper" would not activate correctly. - Added some death planes to "Pyramid Tomb" for cases where players got stuck. - Fixed some wrong medal completion amounts. - (DLC1) Added a check to main quest if the player had activated a certain link tower before they were supposed to. - (DLC2) Lily recipes were missing tags to mark them as DLC only content. - (DLC2) Fixed issues with Recycler not accepting some mana related items. - (DLC2) Fixed an issue with main quest phase relating to missile not showing destroyed objects correctly. - Memory usage optimizations.
[ 2023-10-18 10:09:39 CET ] [ Original post ]
Hello folks! As some might know, we teased a continuation to Dysmantle when we released the Doomsday DLC. After a hearty development period, we are happy to announce the third DLC for Dysmantle: Pets & Dungeons! We are looking for a late September release window for the DLC, but as usual, schedules might change if we deem it necessary to provide the quality expected of us by our fans.
So, what sort of package can you expect for the upcoming DLC? As the name suggests, you can adventure around the Island with a pet buddy. While you can only have one pet out at a time, there are several to discover and choose from. Pets range from ordinary yet fluffy to exotic and (still) fluffy canines and felines. There are over twenty new companions to discover! Mechanically speaking, this means a new inventory equipment slot reserved for your pet where you can freely choose a suitable pet for any situation.
Equipped pets will offer you boosts to your modifiers and help with both combat and wanton destruction. New trinkets, headgear, and food recipes enhance your pet's inherent strengths and weaknesses (while offering possibilities for questionable fashion choices). Your trusty sidekick will also follow your orders via new interaction items, and this is especially helpful when delving deep into the other parts of the DLC: dungeons.
As you might have guessed, your buddies dont just materialize out of thin air but must be actively searched for in, you guessed it, dungeons! Early on during your new journey, you will meet an exciting yet talkative pair of, err characters that will give you a direction to pursue and offer a brand new mystery to solve. Dungeons themselves will test both your brain and brawn and require full utilization of your newfound buddies' abilities.
Structurally, this DLC ties into the base game more tightly than previous downloadable content, as the dungeons are hidden in various spots of the main Island. It is a perfect addition to a fresh playthrough or a New Game+ run. Seasoned veterans will also likely find new additions empowering enough not to shy away from them. In addition to all of this, a new open-world map is tied into the story of the DLC that you slowly open up during the new adventure.
As an extra offering, if you happen to own either (or both) of the previous DLCs, you will receive access to bonus content!
Without further ado, here is the link to the store page so you can check it out yourself and wishlist it to be notified when it is available! Dysmantle: Pets & Dungeons
[ 2023-08-31 10:15:19 CET ] [ Original post ]
We're proud to reveal DYSPLACED - an huge open world rpg with survival, builder and crafting gameplay. Thrown into a realm of myth & magic its up to you to learn how to thrive in this world. Play solo or with a friend - online or local!
Wishlist the game from the link below!
https://store.steampowered.com/app/2430390/DYSPLACED/
[ 2023-06-27 12:12:26 CET ] [ Original post ]
ADDED - Tracked items are now at the top in the upgrade screen. CHANGED - Standing on top of destructible objects is not considered last safe position (used for Rubber Duck teleport and previous body position). - Increased Build Limit gained from recipes and skills by roughly 100. - (DLC1) Lowered mana crossbow upg. costs and added modifiers for backstab critical chance & amount. - (DLC2) Recycler is now able to use LUMBER, WOOD, SCRAP_WOOD & PLANTS for fuel. - (DLC2) Added a storage box (no campfire) to the final platform. FIXED - Crash with missing sound drivers. - Minor graphical & terrain issues (holes, player getting stuck). - Wooden doorways were missing FIRE damage mask. - Fixed Axe losing multi hit modifier on lvl 4. - Fixed light intensity suddenly changing at 6 AM in some settings. - Quest triggers do not prevent destruction of building platforms anymore. - Fixed a faulty trigger in main quest, where the quest wouldn't forward if the player had acquired "Launchpad Key" out of order. - Fixed a bug that caused some cutscenes to occasionally not finish correctly. - Co-op players can no longer move two pushables to the same location at the same time. - Fixed material count in the hoe error text. - (DLC1) Added a quest marker to "Desperate Existence" info quest phase for clarity. - (DLC2) Fixed two circuit puzzle chords in Decima shelter that would not route power correctly. - (DLC2) Added death planes to Nona entrance ditch. - (DLC2) Recycler shows proper time durations for items. - (DLC2) Added a check for the closed door that leads outside to Concrete Forest that opens it if the player has managed to get on the other side for any reason. - (DLC2) Fixed the Gantry gate being open at init due to faulty script. - (DLC2) Fixed an issue where the warhead wouldn't reveal itself even though the player was in the correct quest phase. - (DLC2) Beam Gun Battery can no longer be picked up with Material Collector. - (DLC2) Fixed a bug that could cause some doomhive spawns to remain immortal. - (DLC2) Fixed some faulty syntax in PT-BR localisation. - (DLC2) Added some missing RUS localisation strings.
[ 2023-04-27 08:58:56 CET ] [ Original post ]
ADDED - Tracked items are now at the top in the upgrade screen. CHANGED - Standing on top of destructible objects is not considered last safe position (used for Rubber Duck teleport and previous body position). - Increased Build Limit gained from recipes and skills by roughly 100. - (DLC1) Lowered mana crossbow upg. costs and added modifiers for backstab critical chance & amount. - (DLC2) Recycler is now able to use LUMBER, WOOD, SCRAP_WOOD & PLANTS for fuel. - (DLC2) Added a storage box (no campfire) to the final platform. FIXED - Crash with missing sound drivers. - Minor graphical & terrain issues (holes, player getting stuck). - Wooden doorways were missing FIRE damage mask. - Fixed Axe losing multi hit modifier on lvl 4. - Fixed light intensity suddenly changing at 6 AM in some settings. - Quest triggers do not prevent destruction of building platforms anymore. - Fixed a faulty trigger in main quest, where the quest wouldn't forward if the player had acquired "Launchpad Key" out of order. - Fixed a bug that caused some cutscenes to occasionally not finish correctly. - Co-op players can no longer move two pushables to the same location at the same time. - Fixed hoe plants use amount text. - (DLC1) Added a quest marker to "Desperate Existence" info quest phase for clarity. - (DLC2) Fixed two circuit puzzle chords in Decima shelter that would not route power correctly. - (DLC2) Added death planes to Nona entrance ditch. - (DLC2) Recycler shows proper time durations for items. - (DLC2) Added a check for the closed door that leads outside to Concrete Forest that opens it if the player has managed to get on the other side for any reason. - (DLC2) Fixed the Gantry gate being open at init due to faulty script. - (DLC2) Fixed an issue where the warhead wouldn't reveal itself even though the player was in the correct quest phase. - (DLC2) Fixed some faulty syntax in PT-BR localisation. - (DLC2) Added some missing RUS localisation strings.
[ 2023-04-26 10:54:09 CET ] [ Original post ]
VERSION 1.2.0 - Doomsday ADDED - Doomsday DLC - New end game area and a related quest at Crown. After reaching escape pod at Crown, return to the area with "helipad". - New game+ for those who reach the Ark level 3. - Surreal door can be opened. - Paint Brush tool can be used to color walls and built objects. - Portable Monster scanner. - Rubber Duck trinket that stops you from drowning by teleporting you back to shore. - Fast travel map highlights current player location. - New Save Game backup system. Save is backed up each time you're saving so you shouldn't lose any progress in case something awful happens. - Using compressed textures with 2x resolution (but less memory consumed) on Windows. - New sound for the monster lure. - Map marker is now shown on the ground and disabled when the protagonist walks over it. - Area ascension level is shown in the map and in the Collections Screen. - Death count is now shown in the Collections Screen under "Total Progress". - Gamepad icon set art can now be selected (xbox, ps, switch) in controls options. CHANGED - Long range teleporter doesn't work in tombs anymore. - Fishing spots are now discovered from farther away. - Enemy position & pathing changes in multiple base game areas. - Upgradable gear list is now sorted, fully completed items are on the bottom and the ones you can upgrade are on the top. - Reworked the left branches of the invention tree and repositioned everything to else to fit better. - Buffed Power Fist range slightly. - Buffed Sledgehammer modifiers, by adding multiple object hit modifier. - Buffed Monster Lure effect radius from 600 to 750. - Home Portal unlock from lvl 15 to 25. - Home Portal Long Range from lvl 17 to 30. - Material Transporter from lvl 36 to lvl 20. - Explosive stun duration from 6 seconds to 5 seconds. - Raised tamed adult deer damage done to enemies from 10 to 25 - Buffed Hunting Rifle damage & modifiers. One less max ammo in turn. - Lowered costs for: Bandolier, Katana - Need to kill only one vulture for Collections text, buffed drops. - Axe upg. levels 3 & 5 now add multiple object hit modifier. - Cost to sow ground with hoe from 20 -> 12. - Dice effect buffed to 2.5%/5%/7.5%/10% - Changed damage thresholds and drops for stone, streetlights, fabric dropping objects. - Leapers are much more agile now. Nerfed damage done by them in turn. - (DLC1) Sawed Off Shotgun: Reduced spread 16 -> 1.2, ammo max 7-> 6. projectile amount 15 -> 12, projectile damage multiplier 0.75 -> 1 - (DLC1) Thimble damage reduction from 2% -> 5% and now has synergies with DLC2 content. FIXED - Optimized memory usage in pause menu and in general GPU usage. - Optimized texture sizes. - Minor bugs here and there. - Fixed two digspots at Vulcan which were undiggable. - Fixed an issue where some doors would not open correctly in COOP mode. - Minimap now stays centered on the player no matter what. - (Base game & DLC1) Fixed pathing issues, floating objects, graphical glitches. - Fixed fast traveling from campfire to same area link tower. - Fixed Collections showing wrong text in Audio Logs. - Crown link tower area changed as it covered few wrong areas. - Some wall pieces of the type "Log" were missing death sounds. - Fixed the Amber Mana Pills so usage doesn't contribute against attaining surreal key. - Slight terrain optimisations to areas in the base game that are adjacent to water. - Fixed level 1 and 2 recipes getting marked as new at last levels with no new skill options. - Small fix to main quest progression at the point where you have to find a key for a door on the road to launchpad. - Sawed Off Shotgun was missing long press prompt. - Some cooking recipes had white text on white background. - (DLC1) Fixed "Call of Mana" quest phase where players could destroy actors required for quest progression prematurely. - (DLC1) Fixed Mana Crossbow now showing up in "Collections".
[ 2023-04-19 10:05:20 CET ] [ Original post ]
It has been a hot minute since the last big update and things are heating up still! The update #26, version 1.2.0 is now out! There are some nice additions packed in this bad boy and I will now give you some highlights on what to expect.
Update Highlights
Doomsday - The Hidden Archipelago
Of course the star attraction here is the new DLC: Doomsday. As with the last DLC, upon purchase and activation you will get a popup denoting a new questline (provided you have gotten out of Capernaum). This quest will take you across a new open world map that has been loaded with new obstacles, deadly enemies, shiny new materials and a whole lot of things to smash to bits and pieces in pursuit of new items and abilities. The Steam store page will tell you a bit more of what to expect if you choose to embark on this new adventure. As with the last offering, dont want to spoil too much in advance, so you will just have to see for yourself. Check the DLC here: https://store.steampowered.com/app/2147250/DYSMANTLE_Doomsday/ ps. We have already started the porting process for other platforms as well, so sit tight. Now for all of the stuff you will receive for free!
New Endgame Area
Some of you who worked really hard to push through the Ark might have felt that when you got the Power Fist, there wasnt anything to really use it for. Thus we tasked the poor level designer to make up a really hard and nasty endgame area with an accompanying quest to offer a tough gauntlet with a really sweet food recipe at the end of it. Now you know what you have been stashing those Namazu for! The new area is activated upon reaching the escape pod at Crown and going a bit back to the helipad. Upon arrival all should be clear.
Surreal Door & Deathless Runs
If you have managed the arduous task of obtaining the key, you can now open the door and see what lies beyond. Remember to think like a proper magpie and snatch anything that seems valuable to take with you. We also added a death counter into the Collections screen under Total Progress so you will know for sure how many times you have expired. Also fixed are some pertinent issues, so using Amber Mana Pills will not count against gaining the key.
New Game +
You might have found a map of the Island at the Ark level 2. There are some red lights which seem to denote certain locations or objects. If you manage to turn all those lights green, you will get to go deeper and reach a way to start over. You will be able to retain some things (such as the prizes from the new area and beyond the surreal door) in addition to your level, skills and all materials put into the Ark. Once you start the next cycle, everything will otherwise be as when starting the game from scratch with a fresh save (including the possibility to reach the surreal key). Well, that was a lie. Enemies will be a bit tougher and there might be some new dialogue in certain places. NG+ cycles are not limited, so head deeper and deeper if you wish, but it will only get more challenging.
New craftables
Paint brush will allow you to paint those disturbingly white walls and some of the objects and furniture you are able to build. You can finally have as good looking (or as unsightly) adobe as you wish. Rubber duck is a trinket that stops you from drowning. We know it is quite aggravating to be in a tough spot and backpedal into a lake when defending yourself against undead threats. Rubber duck will teleport you safely back to land without any loss of life. Portable monster scanner should be a godsend to those people who want to do ascensions, as you will now be able to check monster positions out in the field instead of heading back to link tower each and every time. As alluded earlier, there are now additional incentives to doing ascensions besides only gaining some more of those smooth and shiny mana beads. Ascension level is also now shown per area in the Collections screen.
Quality Of Life
You can now set your preferred gamepad icon sets in the controls options. This should make it much more comfortable to play with your chosen controller and not worry about popups and interactions having some weird non decipherable symbols that dont correspond to your chosen hardware. You are able to choose from Xbox, PS (colored/grayscale) and Switch icons. Do note that this is only available for some platforms, such as PC. The upgrade list is now ordered in the way that fully upgraded items are moved to the bottom, to ease on the visual clutter and making it more clear what you are able to upgrade. The invention tree has also gotten a slight revamp. The leftmost branches have been reworked from three to two sub branches which should have better progression. We also did some rebalancing around certain items and craftables that people felt were either too strong or lackluster. You should now find more reasons to change your loadout from time to time and perhaps try new approaches and builds. Ill leave the details to the changelist. On the technical side we have managed to optimize memory usage and texture sizes which should speed up the game on hardware on the lower end of the spectrum. Save backup system has also been revamped so that the game creates a backup file every time the game is saved, instead of at certain intervals. This should lessen the impact any unforeseen happenings might cause. Whew, now onto the actual changelog: VERSION 1.2.0 - Doomsday ADDED - Doomsday DLC - New end game area and a related quest at Crown. After reaching escape pod at Crown, return to the area with "helipad". - New game+ for those who reach the Ark level 3. - Surreal door can be opened. - Paint Brush tool can be used to color walls and built objects. - Portable Monster scanner. - Rubber Duck trinket that stops you from drowning by teleporting you back to shore. - Fast travel map highlights current player location. - New Save Game backup system. Save is backed up each time you're saving so you shouldn't lose any progress in case something awful happens. - Using compressed textures with 2x resolution (but less memory consumed) on Windows. - New sound for the monster lure. - Map marker is now shown on the ground and disabled when the protagonist walks over it. - Area ascension level is shown in the map and in the Collections Screen. - Death count is now shown in the Collections Screen under "Total Progress". - Gamepad icon set art can now be selected (xbox, ps, switch) in controls options. CHANGED - Long range teleporter doesn't work in tombs anymore. - Fishing spots are now discovered from farther away. - Enemy position & pathing changes in multiple base game areas. - Upgradable gear list is now sorted, fully completed items are on the bottom and the ones you can upgrade are on the top. - Reworked the left branches of the invention tree and repositioned everything to else to fit better. - Buffed Power Fist range slightly. - Buffed Sledgehammer modifiers, by adding multiple object hit modifier. - Buffed Monster Lure effect radius from 600 to 750. - Home Portal unlock from lvl 15 to 25. - Home Portal Long Range from lvl 17 to 30. - Material Transporter from lvl 36 to lvl 20. - Explosive stun duration from 6 seconds to 5 seconds. - Raised tamed adult deer damage done to enemies from 10 to 25 - Buffed Hunting Rifle damage & modifiers. One less max ammo in turn. - Lowered costs for: Bandolier, Katana - Need to kill only one vulture for Collections text, buffed drops. - Axe upg. levels 3 & 5 now add multiple object hit modifier. - Cost to sow ground with hoe from 20 -> 12. - Dice effect buffed to 2.5%/5%/7.5%/10% - Changed damage thresholds and drops for stone, streetlights, fabric dropping objects. - Leapers are much more agile now. Nerfed damage done by them in turn. - (DLC1) Sawed Off Shotgun: Reduced spread 16 -> 1.2, ammo max 7-> 6. projectile amount 15 -> 12, projectile damage multiplier 0.75 -> 1 - (DLC1) Thimble damage reduction from 2% -> 5% and now has synergies with DLC2 content. FIXED - Optimized memory usage in pause menu and in general GPU usage. - Optimized texture sizes. - Minor bugs here and there. - Fixed two digspots at Vulcan which were undiggable. - Fixed an issue where some doors would not open correctly in COOP mode. - Minimap now stays centered on the player no matter what. - (Base game & DLC1) Fixed pathing issues, floating objects, graphical glitches. - Fixed fast traveling from campfire to same area link tower. - Fixed Collections showing wrong text in Audio Logs. - Crown link tower area changed as it covered few wrong areas. - Some wall pieces of the type "Log" were missing death sounds. - Fixed the Amber Mana Pills so usage doesn't contribute against attaining surreal key. - Slight terrain optimisations to areas in the base game that are adjacent to water. - Fixed level 1 and 2 recipes getting marked as new at last levels with no new skill options. - Small fix to main quest progression at the point where you have to find a key for a door on the road to launchpad. - Sawed Off Shotgun was missing long press prompt. - Some cooking recipes had white text on white background. - (DLC1) Fixed "Call of Mana" quest phase where players could destroy actors required for quest progression prematurely. - (DLC1) Fixed Mana Crossbow now showing up in "Collections".
Up Next
Of course there will be a post release patch to fix any issues people might be having. At the same time we will be porting the new update to other platforms. Then again, that much is clear. I know what you are really here for. We mentioned the last time we did a news post that we werent sure whether Dysmantle would head into maintenance mode or whether we will make another DLC. I have both good news and bad news. The good news is there will be a continuation, while the bad news is that is the extent of the information I am able to share with you at this date. We hope you will find enough enjoyment from this update that the wait for the next communique wont feel too long. See you later!
[ 2023-04-19 10:02:32 CET ] [ Original post ]
A while ago we announced the second DLC for Dysmantle, called Doomsday. In the announcement we gave a broad release window of April as development and testing was still in progress and we wanted to give the DLC the time it needed in the oven. We are glad to tell you that the baking process is almost over and that the DLC will be released on the 19th of April. Also to reiterate, the DLC will be released on every platform the base game and the first DLC have been released on, but the porting process will take some extra time, so look forward to the DLC on those platforms in the near future.
As alluded to in the previous announcement, we are also tying some loose ends that have been hanging for the longest time. Like with the last DLC, we will also release a free patch concurrently with the DLC containing all sorts of fixes and new additions. In that patch you will finally be able to get a prize for doing that deathless run, discover a new *tough* end game area near the Crown (for those people who wanted some uses for that power fist) and we also added a new game+ option into the mix. We hope you are looking forward to the release of Dysmantle: Doomsday and version 1.2!
ps. The date will be changed to the correct one on the store page with a little delay.
https://store.steampowered.com/app/2147250/DYSMANTLE_Doomsday/
[ 2023-04-06 09:20:00 CET ] [ Original post ]
Undead Horde 2: Necropolis is now leaving early access and the full version is available! This includes all planned and unplanned features, Windows and Mac version (Linux via Proton/Steamplay) and all the localizations!
Don't miss out on the special launch discount, available for a limited time!
https://store.steampowered.com/app/2065810/Undead_Horde_2_Necropolis/
[ 2023-03-30 13:00:15 CET ] [ Original post ]
After a period of radio silence we are happy to broadcast once more and what better way to return to the airwaves than with a banger! We are very happy to announce that the second DLC for Dysmantle called Doomsday is nearing completion and will be released into the wild in the near future, which is most likely during April. We dont want to give out a specific date at this point as it is more of a when it is done type of deal and we want to make sure the product is up to snuff.
Like with the first DLC Underworld, Doomsday will contain a brand new open world map filled with multiple new quests and challenges to overcome. You will slay and be slain by new types of enemies while scouring the map in search for exotic materials. There are a host of new tasty food recipes and ingenious inventions to craft, some of which are very tantalizing. We think it is a pretty dense package with a lot of content to chew through. So prepare yourself for a venture into the Hidden Archipelago which houses Three Sisters, a shadowy and somewhat conspicuous research center dabbling in mechanical marvels, biological horrors and amoral scientific practices. Inside you might find some answers to long time questions and hidden mysteries, but more importantly a new source of things to whack, slash and dysmantle.
As with the last DLC, the release of Doomsday will be coupled with a patch: 1.2.0 Update #26 to be exact. You can expect to find fixes to bugs, technical optimisations and free content in the form of new inventions, one of which should make searching for those pesky monsters a bit easier when preparing for ascensions. I dont want to spoil too much so youll just have to have a look yourself when the time comes.
Here is a nifty link to the Steam store page of Doomsday, which might give you some valuable insights on what to expect. Of course a good way to be informed on when the DLC is available is to wishlist it, but that is your prerogative!
Dysmantle: Doomsday
So what is next for Dysmantle? We know that there are some plot threads dangling in the base game in the form of a certain red phone and an aggravatingly hard to procure key. These will be resolved in a future patch. What happens after that is up in the air and the two options at play here are to either develop a third DLC or start the process of transitioning to maintenance mode and ceasing regular updates and development on the project. We havent arrived at a decision yet, but thought it proper to give an advance warning. Once we reach a decision, well communicate it.
ps. Doomsday will be released on all the same platforms as the base game and the Underworld DLC, but these will be ported after the initial release and will take some time.
[ 2023-02-23 10:11:06 CET ] [ Original post ]
Undead Horde 2: Necropolis is now out on Early Access - the undead are marching! About one fourth of game content is now open and playable in this version.
There's also a substantial 20% discount for a limited time which will not be repeated for a while.
Find it here:
https://store.steampowered.com/app/2065810/Undead_Horde_2_Necropolis/
[ 2022-12-08 15:03:19 CET ] [ Original post ]
The Undead Horde will start pouring in on December 8th 2022!
https://store.steampowered.com/app/2065810/Undead_Horde_2_Necropolis/
[ 2022-12-02 09:22:30 CET ] [ Original post ]
Hello folks! It has been a busy couple of weeks here in 10tons offices. After releasing the Underworld DLC and the accompanying patch 1.1.0 out in the wild we have received a lot of feedback from you people, both positive and negative. Reception for the DLC has been somewhat mixed, so we sat down with the team, put our thinking caps on and identified some key points where we could improve the overall experience.
While our coders have been hard at work squashing bugs and deploying hotfixes to common issues people were having with the release, our level designers started the process of making some sweeping changes to the DLC content. Ill go through some of the highlights of the update before posting the full changelog. Some of these changes have already been deployed via hotfixes, but for claritys sake these will be highlighted as well.
Do note that due to time constraints, this update will contain some new text strings that havent been localized yet to our other supported languages. These will follow a bit later.
Update Highlights
Changes to DLC enemies
The mana enhanced enemies specific to the DLC do offer some added challenge as the players need to get rid of the protecting mana crystals before being able to damage them. However, the players felt that they were limited in ways they were able to deal with these new foes. We made two large changes to how they work. First of all, the enemies now receive low damage even when they still have crystals on them. Secondly, you are now able to use power attacks and explosives to get rid of all of the mana crystals at once. This change should offer some new avenues to approach enemy encounters in the Underworld. The Mana Spirits are a formidable foe that can really be a challenge to fight if you encounter them unprepared. We added a small info screen to explain the concept of the enemy when you first encounter them in the same vein that the Scrapper is introduced at the start of the game.
Changes and Additions to DLC content
The Underworld is quite a different beast when compared to the base game Island, both visually and in how the player traverses and explores the area. We received a huge amount of feedback concerning both the layout of the new map and about the general feel of it. On that basis we have revamped the map layout and made some new additions. First of all, the Underworld now has three link tower areas instead of just one it had before. This change should make the map more approachable as the player is able to see parts of the map earlier, helping to plan out your expeditions and explorations into the unknown.
Speaking of exploration, if you have played through the DLC before you might notice that the map looks different than it used to. Although in-universe everything could be explained away by the magic of mana and the mysterious nature of the Underworld, the reality is that we made some extensive revamps to the map terrain in places where we felt the terrain was too complex to traverse or otherwise confusing. This should make traveling around the Underworld feel more clear cut and focused. Of course you should also have a good reason to traverse around the Underworld again, if you have already completed the DLC, so what better reason to get back on the trail than to discover some of the new areas we have added since the initial release! These additions can be divided into two rough categories: Spicing up areas that felt a bit barren with new additions and few completely new areas to explore. There are new campfires, POIs, text content and who knows, you might even find a new quest or two!
As a clarification, this new content is not cut content, but content that was developed after release based specifically on your feedback.
Home Portal Long Range Recipe
As you might deduce from the name of the recipe, with this upgrade the player is now able to use the new home portal invention in places other than the main island. This feature was planned, but didnt manage to make the cut in time for the initial DLC/patch release. We hope that this addition will change your quality of life for the better.
Building Additions and Fixes
Inner Walls buildable pack is a new invention that was originally deployed in a hotfix, so it might have been missed by some. You now have the ability to build inner walls to your abode, as a house is only a hollow shell without the ability to divide the space up into rooms. Included in the pack are a wall, a doorway and a newly added pillar for good measure. There are also a good number of fixes to the whole building feature, including but not limited to optimizations to the building UI screen so it loads faster and workarounds to situations where the players managed to trap themselves into a never ending cutscene via building, a terrifying prospect for sure.
The building feature is planned to get some more features in the future, but well discuss them at a later date. Those are the large changes this time around and we hope youll enjoy them. Next up, the full changelog. VERSION 1.1.1 - Underworld Revisited ADDED - Inner Walls buildable pack. - Added Home Portal Long Range recipe. - One small location and POI to Sunburn Desert. - (DLC) New locations and new structures with new POIs. - (DLC) New quests. - (DLC) Mana Spirits have introduction screens the first time player meets them. - (DLC) Added a storage box to catacombs. - (DLC) New trinket, "Thimble". CHANGED - You can't open timed crates after travelling through home portal (until you camp or die). - Buildable selection screen shows up faster and consumes less memory. - Protagonist movement stopped and fall landing animation not played if falling small distances. - (DLC) Extensive map terrain restructuring in various places. - (DLC) The DLC now has three link tower areas instead of one. - (DLC) Normal attacks now damage mana enhanced enemies a little even though there are crystals left. - (DLC) Power attacks and explosives now destroy all of the crystals a mana enchanced enemy has. - (DLC) DLC specific content such as skills signified with a star emoji. - (DLC) Mana Chambers only require materials once. - (DLC) Mana chambers now raise the dead inside their radius (not bosses though). - (DLC) Mana crystals no longer drop mana chunks. - (DLC) "Spirit Trouble" now needs only 4 spirits killed. FIXED - Multiple crash fixes. - Multiple terrain fixes in both DLC and Island. - "Construction Work" now accepts all kinds of doors. - Fixed an issue where the player would turn invisible at a campfire after using a bed. - Prevented saving while materials "are flying" to fix a material duplication bug. - Potential fix for bugs where the player can fall through platforms. - Partial fix to rectangular black voids in the world. - Teleporter getting stuck. - Save backups now also work in release developer mode (for modders). - It is now possible to take materials from built storage boxes. - Fix to hoe issue. - Fix to main quest showing up weird in the quest tab after completion. - No longer possible to build a new door on a doorframe that already has an existing door. - Myth tablets now work even when the primary coop player is dead. - Player does not get stuck to buildables in cutscene mode anymore. - POI Info screen now shows location correctly. - Enter build mode quick access button now works only if the same button has not been bound to some other action. - (DLC) Some objects were missing permanency tags, making them respawn. - (DLC) Missing drops for certain objects. - (DLC) Multiple typo fixes. - (DLC) Not being able to attain all audio logs. - (DLC) Fixes to multiple issues where the player would get stuck after using campfire fast travel. - (DLC) Second co-op player no longer loses control after dlc1 ending cutscene. - (DLC) Treasure hunter skill now takes quest requirements into account. - (DLC) Turret laser sight now disappears when the turret is destroyed even if there are crossbow bolts attached to it.
[ 2022-09-09 17:29:05 CET ] [ Original post ]
Our next release was announced today: Undead Horde 2: Necropolis. We're quite far into development already and the early access on Steam is slated for 2022 and full release early 2023. Wishlist & follow here - more details will follow soon: https://store.steampowered.com/app/2065810/Undead_Horde_2_Necropolis/
[ 2022-09-01 11:28:59 CET ] [ Original post ]
Like a mighty eagle, the update #24 (aka 1.1.0) has just landed! And the bird brings you many sweet new treats.
It's kinda two-fold: there's the free content update part focused on building your new home, and the Underworld DLC that expands the game with a brand new open world map and all sorts of new recipes, features, skills, and whatnot.
Let's go through some of the new stuff! I'll try to separate which ones are part of the free update and which require the Underworld DLC.
Update Highlights
Tabula Rasa - The Builder's Isle
A new mini island has mysteriously appeared north of the Evac Site on the main island. There you will find a new quest that will walk you through the new build features. That's also your very own space where you can start building whatever you want. Your home. Your base. Whatever you want to call it. As you complete the phases of the new quest, you'll unlock more and more new stuff to build: new walls, doors, furniture, and decorations. You'll be able to create your own hut/base/cabin/house/mansion from whatever pieces there's available. We'll be adding some more stuff to build in future free updates as well. Also if you bought the Underworld DLC, you'll unlock some special new buildables otherwise not available.
A well deserved rest. The build limit has been greatly increased, so you'll able to place a lot more objects in the base game, and even more with the stuff you find in the DLC. We'll probably be increasing the limit in the future updates as well.
Home Portal
The Home Portal is a reward for completing the new construction related quest. Once invented, it allows you to create a quick portal that will take you to Tabula Rasa -- and back. Currently (as in 1.1.0.30) it only works on the main island, but we're hoping to make it work anywhere you may roam. (Except tombs maybe.)
Build Mode Usability Improvements
New hotkey for accessing the Build mode has been added. By default it's bound to B on the keyboard, but you can change it as you wish. It brings up the Build mode, so you don't have to spend your active inventory slot for Builder's Kit anymore. Building your home is a delicate process. Sometimes you do make mistakes and place objects in ugly positions and unwanted angles. Destroying stuff should be familiar to you by now, but occasionally you need a tool finer than a sledgehammer. So we've added another usability improvement for deleting objects you no longer love. While in Builder's Kit mode, just hold down ALT on keyboard (LB on gamepads), and click away to delete (and refund) the ill-fated objects. We'll also keep our ears open if you have any ideas how to improve things. (One thing we're thinking about is how to move the protagonist out of the way when you want to build something in that spot. We haven't yet decided how to do it, but we've got our thinking helmets on.)
Greener Grass
Farming used to be something you do outdoors only, but glad that's over now! You'll now be able to start farming indoors by constructing Planters. You can even build an elegant greenhouse made of glass around your to-be-vegetables, or maybe just have a garden in your living room. You do you!
Don't mind the skeleton. It was but a minor work mishap. Seed Bag is also getting a fancier new version. It's waiting for you to find it deep below sea level in the Underworld DLC. Enhanced Seed Bag is what we call it. Single plant action with that bad boy plants 9 seeds at once (in a 3x3 grid)! It can also be upgraded to speed up the planting action, and be used to grow new Mana Plants. Prepare to harvest some nice little mana berries!
New Tools (aka Weapons)
There's a new tool meant for smashing in town, and it's called the Wrench. It sits in the Invent tree behind the Baseball Bat, and could be new blunt tool of choice. Give it a go! The Underworld DLC also expands the selection of craftables with things like Sawed-Off Double Barrel Shotgun and a Crossbow, but those you have to find and earn first.
Fast Travel Between Campfires
In the Underworld you can travel freely between all the campfires you've lit. After completing a certain quest there, you'll also be able to take that knowledge to the main island. Fast Travel has never been so convenient and safe!
The Call of the Underworld
Obviously a big part of this new update is the Underworld DLC. I'm not going to spoil much of it here though. Once you purchase it, provided you've gotten yourself out of the first area (Capernaum), a new Quest will popup up and show you the way to the world under. Safe trips!
You can check out the DLC here: https://store.steampowered.com/app/2004110/DYSMANTLE_Underworld/
CHANGE LOG
You can find full change log below.
ADDED
- Underworld DLC. - Builder's Isle added to the main island north of the evac site. - New building related inventions and objects, unlocked after Builder's Isle progression. - Added "Wrench" as a tool to fill the gap between Baseball Bat and Sledgehammer. - Built object names are now shown in the map. - Added quick key access for Builder's Kit. - Now remembering your previously selected buildable between sesssions. - Delete function for "Builder's Kit". - All headgear besides gas mask are now upgradable. - Showing the map sector (like K23) in big map for the cursor location. - UI navigation now works with any bound movement keys.
CHANGED
- Large metal objects now drop additional scrap metal when destroyed. - Changed around "Combat" side of the invention tree to accommodate Wrench and shuffled some trinkets around. - Buffed the build limit modifier on all "Builder's Kit" upgrade levels and on food recipes giving build limit. - Quests now visible in build mode. - Fisher skill now gives better fishing speed bonuses early on and rewards more XP for fishing. - Tweaks to temperatures in areas with extreme temperatures. - Nerfed items and food recipes giving enemy aggro range decrease so that maximum cap is now at most 70% - Buffed the "Riot Shield" damage, shield hp and knockback distance.
FIXED
- Rare crash related to entering the pause menu. - Destroyed built objects are now instantly updated in the big map. - Usual open world glitch & terrain fixes. - The survivor does not fall through built structures anymore when throwing knives. - Fixed showing of negative numbers for item uses, now capped at 0. - Inner "Fortress" doors van now be destroyed only after outer doors have been opened. - Link tower achievement had incorrect number of link towers associated with it.
Up Next
Next we're going to bring this update to all the platforms out there, and then start working on the next update. In reality this work is somewhat simultaneous, but just don't expect the next update to come out before this one is available everywhere. The work on the next big secret DLC after this one is already well under way. However, I don't dare estimate when it'll see the light of day. It's going to be different than this one, but it'll also feature a new big open world map. We'll keep you in the loop! Happy building and see you in Discord!
[ 2022-08-24 18:52:30 CET ] [ Original post ]
Join us for a developer launch stream to celebrate the "Underworld" DLC release!
[ 2022-08-24 07:58:38 CET ] [ Original post ]
We're happy to announce that we're on the final development stretch of a shiny new DYSMANTLE DLC called Underworld! We were hoping to get this out before the summer vacations, but unfortunately things simply aren't yet ready for release. The current estimated Steam release date is some time at the end of August, so we're close!
The DLC will feature a new open world map called the Underworld. Note that this is not an Undercrown related thing, this will go way deeper -- and beyond. The story will shed some more light onto the mysterious event happening on the island, and almost all the existing game features are expanded in some way: there will be new quests, recipes, skills, monsters, weapons, outfit, headgear, fish, plant to farm, buildables, and so on. For those who survive the Underworld main quest, there will be a sweet and useful reward: [spoiler]among other earthly rewards, you will be able to fast travel between Campfires[/spoiler].
All this will arrive with the upcoming 1.1.0 update #24 which will also contain some free playable content. The focus will be on giving you more tools to build stuff like platforms, walls, furniture, etc. We're expanding the main island a bit to give you some more room for your building activities and to add some Quests related to it. But more on that later!
You can find out more about the Underworld (and perhaps wishlist it?) at it's Steam page here:
https://store.steampowered.com/app/2004110/DYSMANTLE_Underworld/
The next step for the team is to once more recharge our batteries with the traditional Finnish 4-5 week summer vacation. This long break makes it up a bit for having to live in a cold and dark country like Finland. This might not be the best time to make that statement though as it's midsummer (Juhannus), which means that the sun basically doesn't go down AT ALL. It's surreally bright during the night time. Also it's almost 32 Celcius (~90F) outside right now, so... not exactly cold. But it can get -32 during winter!
Anyway, have a great summer everyone! (Missing the office AC already.)
[ 2022-06-28 11:38:52 CET ] [ Original post ]
Version 1.0.4: Touch-ups
This is a minor update with many smaller tweaks and balancing updates. The next update (1.1.0) will be a big one!
Change List
ADDED
- "Dentured Fangs" and "Berserker Charm" can be upgraded. They were also rebalanced. - New spit attack pattern for the "Puker". - Traditional Chinese localizations. - Performance improvements.
CHANGED
- UI tweaks (mostly for touch interfaces). - Text size tweaks. - Language menu sorts languages by language code (always shows reference language first). - Language menu sets cursor focus over current language. - Buffed the "Leaper" enemy damage on all attacks a bit as the enemy was underperforming compared to specs. - Buffed trinket effects for "Shock Absorber" and "Rabbit's Foot". - Plant beds can now be destroyed with a shovel. - The survivor now respawns at the home shelter if he dies consecutively three times in a very short period of time. - The collection now shows zero for materials that the player does not carry or have in the storage. - It is now possible to walk through a dead co-op player. - Invention notification now makes a sound. - Hunting rifle now has modifiers for all upg levels (conceptually a high crit dmg & chance weapon). - Added fishing xp buff modifier to "Tackle" an fixed some faulty modifiers. - Invent screen has less empty space around the grid. - Faster material pick up (more materials picked up at once). - Russian now uses the sama font as other languages.
FIXED
- Quest text locations show up properly in all stages. - Not possible to destroy "Fortress" entrance doors through the main gate any more. - Localisation fixes. - Fixed an issue with the "Ark" level 2 door not opening when it should. - "Riot Shield" HP now shown correctly after quick swap. - Materials do not disappear anymore when starting a co-op game when saving is not possible. - "Arcade is dead" cabinet can now be searched only once. - Fixes to faulty positioning of co-op player spawns. - Usual open world glitch & actor fixes. - Campfire achievements now uses the correct amount of campfires. - Radio achievement now takes into account radios in shelters. - Fixed discrepancies between some texts and voiceovers not matching. - Fixed slider value changing with gamepads and keyboard. - Fixed Crowbar missing most of its upgrade effects. - Timed crate gold medal had wrong amount of crates found required (51, is now 52). - Fixed main quest getting stuck by not acknowledging all the found fuel cells.
[ 2022-05-17 19:45:23 CET ] [ Original post ]
Boom! Another patch has just dropped!
Do note that, even with the boom and all, this is mostly a maintenance/fix update. However, there is a couple of new quality-of-life features included.
One of the new things added is something that has been requested pretty much since the first early access versions. There can be lots of things happening at once if you run around in the wide open world. You may not always have the time to read the texts thoroughly while being eaten alive at the same time. So now, if you notice you missed some text, you can go to the new Text Log screen and go through the lines again. The screen includes pretty much all the texts you see in the game world (all the protagonist "thoughts", read bulletin boards, notifications, etc).
The text is visible for the duration of the game session only, so after you save & exit, all that text is lost like tears in the rain. (In other words, the save state doesn't contain these texts.)
Another requested feature has been a quick menu for swapping your active items. After unlocking all four tool slots, it can be a chore to cycle through them all by pressing the switch item button repeatedly. So now long pressing the button pauses the game and opens up a menu like this:
I hope this will reduce the unnecessary swapping cycle. (This will be also be the primary way to swap items in the upcoming mobile version.)
As usual, full list of changes can be found below.
CHANGE LOG
ADDED
- Added Survivor's Log screen with texts you've encountered during this game session. - Quick Swap Active Items menu (Hold down item swap button). - Performance optimizations. - Camera distance slider. - Caribou can be tamed.
CHANGED
- UI tweaks. - Wood pile drops more wood. - Storage Box Upgrade available sooner (level 8 after crafting the Sleeping Bag). - Builder's Kit requires Fabric instead of Iron. - Breaking foliage, tableware or farmables don't cause freeze frame effect. - Allowing using gamepad DPAD for navigating CarriedMaterials screen. - Smelters and Sawmill can now use carried materials. - Lowered smelter & sawmill build costs, to further encourage building multiples of them. - Lowered amounts needed to refine most materials, but increased the time to complete. - Roughly doubled the amount of "fuel" provided by refining building fuel sources. - New HP and Level icons. - Red-blue color blind friendly player colors in color blind mode. - Increased map cursor speed and tweaked its sensitivity when using a gamepad.
FIXED
- Localization fixes. - Crash related to loading new areas. - In case player did not get a fuel cell drop from killing the bosses, installing fuel cells should still be possible if bosses are dead. - Fixed an issue with the "Volcanic Trail" quest where the player did not light up the campfire at Vulcan. - Usual open world glitch and issue fixes. - Changed the tomb "Shining passageway" a bit so the player can't get stuck. - Added POI markings to a couple of quests that were missing them. - Fixed Smelter and Sawmill HUD font scale and icon colors. - Campfire menu Inventory button opens the inventory for the correct co-op player. - Crash when loading a save with too many times fished (over 6k fishes). - Fixed a sequence skip in "Last Stand". - Fixed fishing in certain spots. - Aiming now stops correctly, when the player changes equipped tool. - Improvements to "run toggle". - Material slots no longer overlap with the map. - Hiding fabricator recipes in Invent screen. - UI scale fixes. - Showing unlocked recipes properly in collection (doesn't happen automatically for old saves). - Throwables now hit targets more reliably. - Destroyed wall caps do not block melee attack anymore. - Camera z near/far fixes.
Up Next
I know it's the same story as before, but we're still working on releasing the game on other platforms. At the same time, part of the team is designing and implementing the new content for 1) the next bigger free content update, and 2) the upcoming DLCs. We're pretty much on schedule. Still not sure if we're going to do yet another smaller patch before the next bigger patch, but we'll see. As for the next content update, here's a little work-in-progress sneak peek:
You may be able to figure out what's that all about! But I do want to make it clear that it will take some time before this will be available. The best estimate at the moment is 2022/Q2. Stay tuned!
[ 2022-03-07 14:17:28 CET ] [ Original post ]
After hanging around in beta for quite some time, the Italian localization is now available for everyone!
(Also not sure if I should to apologize for (deliciously) reducing Italian to . But forget Michelangelo, Galileo, Leonardo, and folks -- pizza is where it's at! Especially #teampineapple.)
Anyway, this patch is a smaller maintenance & fix patch with the usual bunch of improvement and tweaks. The performance (as in frames per second) should be up to 30% better as we've been optimizing the game and the engine for lower-end hardware. For other changes, see the full change list below.
CHANGE LOG
ADDED
- Italian localizations. - Performance optimizations. - Option for player indicator circles to tell co-op players apart more easily. - Green dot indicator for gear you can afford to upgrade.
CHANGED
- UI tweaks. - Allowing using larger windowed resolutions but hiding the window title bar and using thinner frames in those cases. - Decal tweaks and sharper sources graphics. - Player no longer receiving damage during cutscenes (prevents you from dying to poison puddle while you can't move). - Launchpad tunnel doors are now always open if the player has finished the game.
FIXED
- Localization fixes. - Player death position set properly for both of the players (using position for whoever dies the last). - Acquiring map happens right after you leave the first link tower even if there are notifications queued. - Showing built structures like turrets in the map before loading the actor type assets. - Fixed quest items in "Hot Head" not returning to destructible when they should. - Walking animation does not get stuck anymore during "Warm up the engine" main quest phase. - Saving now works correctly when exiting the game while sitting on the campfire. - Clicking special tool icon now correctly changes the special tool instead of the primary weapon. - Mouse and gamepad controls now use the same minimum and maximum camera tilt values. - Usual open world fixes to visual glitches and some objects.
Up Next
We're still working on releasing the game on pretty much all the meaningful platforms out there. The new content will be available after everyone gets the 1.0 version, so it may still take some time. The estimate for the first content update is still Q1 (this year). We may or may not release another fix update before that. Basically it depends on if we're able to fix enough of those smaller things you've reported. There are lots of minor bug reports waiting, but we simply don't have the resources to fix every single one of them. For example [spoiler]we know that if you enter a tomb with all the slots filled with materials you can't drop (such as fuel cells or mana stuff), you're not able to pick up the tomb reward nor leave the tomb. You're stuck, so you have no choice than to restart the tomb, go and store your materials, and do the tomb again. Ideally there'd be a more elegant solution to this, but as this doesn't get you permanently stuck, it's fine for now.[/spoiler] Happy new year and buon appetito!
[ 2022-01-14 18:21:12 CET ] [ Original post ]
First of all: thank you everyone for the successful DYSMANTLE full launch! If you're reading this, you probably had something to do with it! Yay!
The transition from Early Access to Full Version went better than we anticipated. Nothing blew up! (Unless you ask macOS users who had some terrible crash issues for a couple of days, but all that is fixed now. Apologies.) The game is selling pretty well, which is a nice bonus for a small indie studio like us. It also means that it makes sense for us to continue developing the game longer. It's good for everyone!
So, the first hot fix update is here. This one is pretty straightforward reaction to all the feedback and bug reports you have sent. Keep those coming! There are also a couple of smaller new things such as the options icons, but mostly this is about fixing stuff like localizations, quest phases, and audio issues.
This is the Update #20 with build number 1.0.1.x. Wonder what happened to Updates #18 and #19? They didn't have a fancy Steam announcement like this, but #18 was the Release Candidate version and #19 the Launch Version 1.0.0. So we aren't as bad at counting as people are saying. We're just bad at spelling our game names properly. But that's fyne.
Anyway, without further stalling, here's the change log...
CHANGE LOG
ADDED
- Option screen tab icons. - More resolutions visible in resolution selector (Windows and macOS).
CHANGED
- UI tweaks. - Both players now sleep when sleeping at the campfire. - Changes to numerous object parameters, such as hp, dmg threshold and drops. - Buffed katana "DMG to monsters" parameter. - Initial Bandage invent cost raised a bit. - Increased Lumberjack damage vs trees. - Removed main quest Crown phase where you needed to visit the Collapsed Road to continue. - Changed Crown Station Tomb puzzle to a simpler one. - Slight Tomb Guard damage reduction. - Adjusted the 'Displaced' quest. - Stage sounds are suppressed while playing myth tablets.
FIXED
- Localizations (still some strings waiting for translation). - Audio crash (macOS). - Fixed material magnet and retweaked modifier. - Numerous open world fixes to graphical glitches. - Slight optimisation to open world. - The quest "Displaced" now only rewards xp upon completion. - The main quest now correctly progresses to the "link relay" phase after scanning for relays. - Monsters are able to traverse through opened drawbridges now. - Power attack effects should not appear anymore during normal attacks. - Player can now press the run button down while exiting the camp fire screen. - Fixed saving game for Windows user names with special characters. - Audio system falls back from XAudio2 to DirectSound if early initializations fail. - Fixed a bug that sometimes caused wandering enemies to get stuck on obstacles. - "Archaeological Expedition" quest phase fixes if the player has skipped portions of it by mistake. - Releasing a combined running/dodge button while running and changing weapon at the same time does not start dodge rolling anymore. - Potential fix for a bug where player's falling animation keeps playing forever. - Material slots cannot hold negative amounts anymore.
Up Next
We're working on three DYSMANTLE related things at the moment: 1) fixing stuff, 2) creating new content, and 2) bringing the game to other platforms. We're optimizing our engine for some of the performantionally (it's a word) challenged platforms, and all that will eventually benefit Steam users as well. All this will keep us busy for at least the rest of 2021, so you can start expecting new stuff in 2022 Q1. We'll likely release more of these minor patches before that though. We're hoping to add Italian localizations before Xmas too. Hot DYSMANTLING everyone!
[ 2021-12-02 14:30:40 CET ] [ Original post ]
So, it seems we have this thing called Steam Awards. We actually had some trouble categorizing the game. Here are the categories and our thoughts. "Game of the Year" was maybe too brave for us. We think DYSMANTLE is great - but is it the best of all throughout the whole year? "VR Game of the Year" - This wouldn't fly. "Labor of Love" sounded good - however DYSMANTLE has been out for only a week as a full version and the description mentioned "been out for a while" "Better With Friends" - well I guess we could have gone with "Better With a Friend Sharing the Same Screen". To be frank, there might be truer multiplayer games out there. "Outstanding Visual Style" was something we thought for a while - DYSMANTLE has a distinct style and it is well executed. So this was an option. However, then we thought that a lot of games want to be this one and some of them are quite stylish. "Most Innovative Gameplay" - well, we've played games like Baba Is You so we really couldn't choose this. "Best Game You Suck At" - that would imply the game maybe has a steep, but rewarding learning curve. We think DYSMANTLE isn't that - it's quite easy to get into and not too stressful. "Best Soundtrack" - well, we do have some music. But no, some games have a dozen and more good tracks. "Outstanding Story-Rich Game" - we do have a story and it's quite interesting actually. But then again we thought there are games which actually focus on gripping storytelling so we skipped this. "Sit Back and Relax" - Hey, you can actually do this with DYSMANTLE, especially if you compare it to other post-apocalyptic starvation-fueled wasteland warrior games. So we have a winner: DYSMANTLE is probably the most relaxing post-apocalyptic survival game! So, that's our category of choice "Sit Back and Relax" - with the most relaxing post-apocalyptic open world survival game! And that's our choice - you can obviously choose differently. In any case, have fun in DYSMANTLE!
[ 2021-11-24 21:59:44 CET ] [ Original post ]
Today you can play DYSMANTLE as the 1.0 version. The game is now complete with all the planned features, content, localizations so far. So, you can complete the game completely and even continue playing after that. We're so happy to reach this point and we hope you'll enjoy playing DYSMANTLE!
That said, we'll still have more to come, so stay tuned for future updates - and maybe even a few surprises!
But for now, go for launch!
Change List
Localizations The adds 1.0 includes localizations for these languages.
- English
- Simplified Chinese
- Russian
- German
- French
- Spanish (Spain)
- Japanese
- Korean
- Turkish
- Portuguese (Brazil)
[ 2021-11-16 12:23:07 CET ] [ Original post ]
Tomorrow is the day - the launch day. To celebrate we'll host a developer launch stream. Two brave DYSMANTLE developers will play the game until exhaustion. Well maybe not exhaustion, let's say that until a suitable ending.
[ 2021-11-15 17:52:15 CET ] [ Original post ]
Ok, we now have an official launch date for the PC version. This has been a long journey but we're finally there! You probably guessed after the last update that we'd be leaving early access soon since there's now an ending and all.
So, the date is: Nov 16th 2021. The exact time depends on your timezone but here in Finland we'll be pushing the release button so that the game would be available 14:00 EET. This means we'll push the button around 13:50 to account for any delays. This event your're reading is set to trigger 14:00 EET Nov 16th 2021.
We'll also host some launch festivities like a developer launch stream. We'll post a streaming event with exact details on that later.
[ 2021-11-10 10:41:41 CET ] [ Original post ]
We're getting closer to the 1.0 release and leaving Early Access. The game finally has an ending, so you should now be able to finish the story and 100% of other goals you can find in the Collection. We're almost ready to launch!
Note that this doesn't mean we'll stop developing the game at the 1.0 version! We've still got plenty of things we want to add to the game after the launch. But more about that later!
Update Highlights
The Ending
You'll be able to complete the game and see the end credits scrolling. After that, for convenience, you can get back to the game and continue completing your side quests, points of interest, etc. So keep calm and march forward to the end! The final story titbits are also revealed, but I'm guessing some of you have already pieced most of the clues together. Some of the things are still left unknown, but we're hoping to add some more details about the events and things like [spoiler]The Ivory Man[/spoiler] in the upcoming updates.
Steam Trading Cards and Badges
All that stuff is now available! If you've already played the game for several hours, you should get a few cards instantly after this update. Good luck badging!
Localizations
This new update adds in German and Turkish, but, again, the full list of upcoming localizations is as follows:
- English
- Simplified Chinese
- Russian
- German
- French
- Spanish (Spain)
- Japanese
- Korean
- Turkish
- Portuguese (Brazil)
Leaper
There's a new monster type in town! [spoiler]It'll jump at you![/spoiler] This should provide a bit more variation to the combat. We'll be making some more balancing and AI tweaking changes in the next patch as well.
Voiceovers
The voiceovers (by real human actors) are now in. [spoiler]Note that the voice on the radio is supposed to be synthetic.[/spoiler]
Obelisks
Those mystical obelisks are now accessible and completable as Points of Interest. There's also a new quest related to them. It should start automatically when you go near one of the Obelisks.
CHANGE LOG
There are lots of smaller changes this time. Many limitations such as the XP Level Cap have been removed. We've also temporarily hidden some of the locked stuff (like those buildable ??? categories) that isn't yet ready for release. Most of that stuff will be added back in later when we've got time to properly polish them. For full list of things see below.
ADDED
- Access to the Ending at Crown Station. - Access to the Obelisks. - New enemy type Leaper. - Level Cap is now practically removed (set at 300). Note that Skills will run out at some point (total 72 Skills in this version). - Added one more Link Tower Ascension Level. - Ark Level 2 accessible. - Map shows POI levels (for example Link Tower ascension level). - More sfx for certain interactions. - New power attack gfx and sfx. - New katana animation and sfx. - New fish type - Zany Zander. Tied to fishing spot change below. - New craftables (Sickle, Power Fist, Khopesh, Soldier Helmet, Soldier Uniform). - Shadow detail levels. - Turrets you've built are now shown on map. - Obelisks, Tombs, Shelter, and Entryways show more info when clicked on the map. - Myth Tablet voiceovers. - Added Intro, Outro voiceovers. - Added Crown Station audio log voiceovers. - Saving user selected language setting. - New quests to introduce the obelisks and the mana rifts. - Loading save properly when clicking Play in MainMenu. - Showing mini map arrow towards last player death position. - Added German and Turkish localizations (work in progress like the others). - Drawbridges are now Points of Interests too. - Gamepad vibration support.
CHANGED
- Updated Chinese and Russian localizations. - Ex humans are able to spot the player through windows now. - Rebalanced all fishing spots, including "normal" water. Gist of it is that player is able to get all fish types from normal water with very low percentages, while fishing spots themselves are more specialised and more rewarding. - Weapon attack animation speeds and ranges changed. - Weapon damage ranges and modifier types have been changed across the board. - Weapon and secondary weapon modifiers will now be unlocked and enhanced via upgrades. This is in addition to damage. - Raised proximity mine damage (48 -> 96 ) and halved the triggering time once enemy is within radius. - Raised throwing knife and triple throwing knife base damage (20->33) and reworked modifiers. Should scale better. - Some tombs were remade while others have been rebalanced. - Optimized lighting shaders. - Reworked invention tree flow and at which levels things unlock. - Lowered initial backstab crit multiplier (2.0 -> 1.5) with the idea that it grows better over time instead of being too good right away. - Lowered MG turret cost and buffed rocket turret turn speed, range and projectile splash. - Progress percentages don't round to 100% unless you've got everything completed. - Hid the missing buildable categories for now (will be added back later). - Mana rifts now show up as "?" before completing associated quest. - Material refining amounts and times changed and smelter & sawmill build costs reduced. This should encourage the player to build them wide to raise production. - Farming yields , crop growth times and amounts of material needed to plant nerfed. Farming was still too good, where the player would gain absolutely huge amounts of food materials within few hours in the game. - Last trinket and secondary slots are now able to be opened.
FIXED
- Wishing Wells requests now limited by your max carry capacity. (Only for new requests.) - Performance improvements. - Some medals were uncompletable, while others were off by certain amount. - Horde enemies do not twitch anymore while moving. - Scroll speed with gamepad in maps is now consistent and does not depend on the map size. - It is now easier to throw consecutive grenades especially when time has been slowed down. - Fixes to actor 3D meshes and certain colliders. - Tomb Guard damage was bugged and too high. - Player can't dig through walls anymore. - Fixed pyramid myth voiceovers. - UI tweaks.
Up Next
We're almost ready to announce our Launch Date! The next update (#18) will be mostly about fixing and tweaking stuff. And trying not to break anything. Even though the End is Nigh, there will be life after the end. We've got plans for both FREE update content and even some DLCs. There are features we still feel we need to expand a bit. We'll get to the specifics later, but for one the building aspect of the game definitely needs more stuff. We've also got (secret) plans for expanding the Undercrown. Aaand we want to deepen the game story, and .... So I guess DYSMANTLE development isn't over any time soon :D
[ 2021-11-05 15:56:30 CET ] [ Original post ]
Well this one took a bit longer than we expected. I guess we were a bit optimistic about the amount of content planned for this update. But we're finally here! We did decide to leave a couple of things for the next update, so contrary to our original plan, this one doesn't contain all the planned content yet.
Without spoiling too much, this update includes three major areas (Crown Station, Vulcan Island, and the Pyramid Tomb), EIGHT shelters (each an unique underground level), building turrets and defenses for tower-defense-like mini game (enables entering those shelters), and lots of other tweaks and additions.
About Localizations (Part Two)
We're moving forward with the localizations. Almost all reference strings are in place, and we're getting ready to order localizations for selected languages. The current game build contains work-in-progress localizations for Simplified Chinese and Russian. The full set of Official localizations available at release include: English, Simplified Chinese, Russian, German, French, Spanish, Japanese, Korean, and Turkish. The voiceovers will be in English only. The bigger news is that we will also be opening up the Steam Workshop for localizations! We know we are not able to "officially" translate the game to all the languages you are requesting, but we can enable the community modding tools to add any language imaginable. This will happen some time before the release (hopefully). Looking forward to playing the game in Klingon and not understanding a word!
Update Highlights
Crown Station
You can now enter the Crown Station area via the elevator in Undercrown. You'll be finding out about the K23 radio station, listening to audio logs, and... progressing your Main Quest. (The ending is not included in this build yet, so you'll just encounter those familiar blue barriers at some point.)
Vulcan Island
The mysterious sea area beyond the west coast is now also accessible. Spoiler on how to gain access to it: [spoiler]Read all the Myth Tablets on the island and you'll see a short cutscene for a clue where to go next...[/spoiler]
Pyramid Tomb
You can now enter the Pyramid Tomb after [spoiler]you've completed all the Tombs on the island[/spoiler]. You'll find [spoiler]tons of useful, a new weapon recipe, and the sarcophagus of the king[/spoiler]. [spoiler]All photography inside the Pyramid Tomb is strictly forbidden, so no screenshot for this, sorry.[/spoiler]
Shelter Defense
You may have wondered what's inside those shelters on the island. You'll be able to open those hatches in this update. Unfortunately you won't be making new human survivor friends.
Build defenses to stop the horde of monsters, and the shelter is ready for entering. You may be surprised what you find there occasionally. [spoiler]
[/spoiler]
New Skills
A couple of new Skills added this time. There's a new Turret Specialist Skill related to turret handling. Note that you'll also be able to make new inventions that will unlock other turret type and increase the ammo capacity. The Animal Friend now has a third skill level. It makes the animals you've tamed fight by your side in combat. Unleash the Combat Bambi! We'll have to see how much tuning this feature still needs though.
CHANGE LOG
ADDED
- Access to 'Crown Station'. (THE ENDING NOT INCLUDED YET) - Access to 'Vulcan Island'. - Access to 'The Pyramid Tomb'. Requires completing all the tombs. NOTE: Revisit them if the stones don't lit up properly. - Shelters defence now accessible! - Shelters accessible after fighting the horde. - New enemy type (dweller/horde). - Added buildable Turrets. - New material: Central Processing Unit (only findable for now) - Level Cap is now 50. Up by EIGHT levels! - Ark Level 1 fully accessible. (Level 2 coming later.) - New craftables (Hard Hat, Material Transporter, turret related inventions) - Added Turret Specialist Skill. - Added Animal Friend skill level III (animals fight by your side). - Added Russian localization for testing. - Added more sound effects for different situation and actions. - Loud weapons (eg. grenades, rifle), now produce a sound which attracts enemies. - Main menu bg animations. - Showing new invention notifications when leveling up. - Home shelter Point of Interest set completed when going near it. (You may or may nor be able to enter it later, but not for now.) - Voiceovers for the archaeologist Abby.
CHANGED
- Updated Chinese localization. - Rebalanced Ark XP rewards. - Tomb sarcophagi remain open after looted. - Changed sfx falloff for certain sounds. - Tweaks to complex collider generation. - Performance improvements. - "It" spins indefinitely now. - Reworked some quests so it is more clear for the player "what to do" and "where to do it". - All deer kills accumulate into one card now instead of one per type: male, female etc.
FIXED
- Buildables are properly persistent in Undercrown. - Wolf and deer move animation fixes. - Usual open world visual glitch & terrain fixes. - CTD fix. - Fixed some faulty soundscapes where wrong ambience was playing. - Audio level adjustments. - Player making a dodge roll after a power attack in some instances. - Fixed undiggable spots in Undercrown. - Fixes to some achievements not triggering. - Fixed some collision issues with cylindrical objects. - Fixed Open the Floodgates intro where people were getting stuck. - Fixed crosshair misalignment when using hoe. - Receiving temperature based damage while fishing does not cause animation oddities any more. - Monster lure doesn't break from fall damage. - Performance improvements. - Fixed monsters trying to walk through obstacles while wandering. - Sound (XAudio2) related crash fix. - Fixed a Coop issue where it was possible to install more fuel cells than players had. - Dead actors now fall under the water. - Added some missing animations to few existing actors. - Fixed some cases where waterfalls and other particle effects would not render correctly.
Up Next
This update contains almost all the level content we're planning on including for the Launch Version. The Ark Level 2 and some small parts of Crown Station are coming in the next Update #17, which will hopefully not take as long as this one did. In addition to that we'll be also activating those Obelisks, adding one or two new monster types, and any missing or forgotten feature we've got time for. And of course balancing, polishing, fixing bugs, and optimizing. The one after the next one (Update #18) will contain all the localizations and voiceovers (English only), but very little new stuff as we're trying to keep the build as stable as possible for the big launch. We'll also have our hands full with other launch related tasks. But what happens after the launch? The game is doing pretty well at the moment, and people are liking it, so if the launch goes well, we'll also be doing Post-Launch content updates for this game. I'm not 100% promising anything as it does depend on how well the game performs, but if all goes well, that's something you can expect. And finally, I can't say this enough: thank you for all the bug reports, nice reviews, encouraging words, and everything! It's been a long ride (especially in the midst of COVID), so all positive feedback from you guys has definitely helped to get through this! We're finally seeing the light at the end of this tunnel!
[ 2021-10-06 14:19:20 CET ] [ Original post ]
https://store.steampowered.com/app/1277500/Skeletal_Avenger/
[ 2021-09-29 12:03:59 CET ] [ Original post ]
After a long(ish) and refreshing summer vacation, we're back with another major update! This one unlocks two new areas in the game: Frost Horn and Undercrown. There's also a new Animal Friend Skill, and lots of smaller fixes and tweaks.
About Localizations
Before we get to the update highlights, a few words about localizations. Full localizations will be coming before the full launch, which will take place later this year. (The estimated launch time frame is late October / November at this point, but we'll know better after the next update). The current game version has Simplified Chinese localizations, which we're using to test that things work properly. However, you may see some English in the Chinese version after this patch as we're still waiting to get new strings translated. To speed up the launch of this update, we decided to launch this update as is. If you want to play the more complete translation, wait another week or switch back to the 'previous_default' branch. I know this is not optimal, but I think it's the best compromise we can make at this point.
Update Highlights
Frost Horn
Frost Horn is now accessible. Trying to keep this more spoiler free this time. You'll be visiting a dam and wondering what's at the bottom of that artificial lake. Maybe there's a way to get to the bottom of it?
Undercrown
After progressing enough in your Main Quest, you'll be granted the access to the Undercrown - the last fortress and shelter of the good people of the island. Note: [spoiler]the underground map is HUGE, but you won't be exploring all of it. We may expand it later, but currently we're mostly only focusing on the parts that lead you to the Crown Station[/spoiler].
Achievements!
We've finally added Steam Achievements! Each of those should be hopefully attainable with your current save states. Some of them, like the Gatekeeper, which is unlocked when you beat the first miniboss, can be unlocked by just walking near the position where you originally killed the monsters. Same for the bigger bosses. Anything that requires doing thing X certain number of times should unlock after you do it one more time, even if you already have the required amount for that. I hope that made sense. You will probably also notice bunch of them unlocking automatically when start the game after the update.
Obviously some of the achievements such as the one above are not yet attainable for you guys. There are still a few more campfires and link towers you can't reach with the latest version.
Animal Friend
You can now befriend the animals running around in the wilderness with the new skill Animal Friend. Each skill level makes the animals less and less afraid of you, and also unlocks some new interaction features. Skill level I allows you to craft Animal Treats item and feed the animals. Once fed, they'll start following you like bunch of creeps. Expand your selection of Animal Treats, and you'll be able to lead a whole flock of animals where ever you fancy. (Although, alas, the animals (not affected by Mana) are still being respawned when you rest at the campfire or die. There may be a solution coming for this later.)
So you remember that baby deer? With Animal Friend skill level II you can also pet it like a boss, and go awww all day long. There's even a heart symbol shown. If the animal is injured, petting also heals it.
But don't worry. You can also continue murdering the animals senselessly and feast on their flesh. Your call. While we're planning on keeping this feature pretty simple, we're likely to expand this in the upcoming patches. So do let us know your thoughts on this!
Local Shared Screen Co-op Tweaks
To be honest, we expected all sorts of problems with the co-op as the whole feature was added in a bit of a hurry, but there were surprisingly few issues with it. We've fixed most of the issues people have reported (thanks!), and we're almost ready to take off that additional Beta text from the feature. Almost. So everything should a bit more fluent and foolproof now. For example, both players can now use mouse+wasd controls as long as the other player is using gamepad.
Linux Support Through Proton
The game is not officially available on Linux, but we've heard it works pretty well using Proton. Or it did before the last patch broke it, but it should be fixed now. Can't make any guarantees about the performance, but let us know if there are any crashes and we'll hopefully check it out. We're also planning on doing a native Linux version at some point.
CHANGE LOG
ADDED
- Access to 'Frost Horn'. - Access to 'Undercrown'. - Level Cap is now 42. Up by FOUR levels! - You can now install the fourth fuel cell to the Escape Pod. - Added Achievements. - Added Animal Friend skill levels I (feeding) and II (petting). - Added Animal Treats item for taming animals. (Placeholder art) - Added Sleeping Bag upgrade levels for sleeping longer and better. - Added medals for farming, building, and animals tamed. - Added water sound effects for rivers, waterfalls and coasts. - Second co-op player can now join using keyboard+mouse. (The first player uses a gamepad in this case.) - Bug reporter text editor word wrap. - All map filters can be toggled by pressing space or gamepad Y. - New 2D art for all fish types.
CHANGED
- Sleeping rested bonus effects depend on sleeping bag upgrade level and hours slept. - You can level up with experience you get by storing materials - Readable objects are now indestructible until after you have read them, so you don't miss anything by wildly swinging around. - Memory usage optimizations.
FIXED
- Chromatic aberration effect doesn't stay on when you die during it. - CTD fixes. - Memory Leak Fixes - Usual open world visual glitch & terrain fixes. - Tomb Guard positions are properly reset in Solaris Tomb. - All stage ground is generated before showing the first frame. - Grammar fixes. - Fixes to numerous sound effects. - Fixed Ark doors being shut if left the Ark or game before they got opened. - Fixed D3D11 renderer Linux proton support. - Some quest objectives are now more implicit and clear. - Fixed losing inventory (including Fuel Cells) in co-op. If you got stuck because of this, just finish all the bosses and go to the Escape Pod and the main quest will continue. - Cold and heat buildups now work correctly with coop.
Up Next
This is both scary and exciting, but we're actually seeing the end of the road here -- for version 1.0.0 that is. There's probably only one more huge content update, which will add the remaining areas (including the Crown Station, shelters, etc) and features (like building turrets). After that, a couple of smaller updates with balancing, minor content, proper voice overs, and the localizations. We're not yet sure what will happen post-launch, but in any case, we'll be doing some updates after the 1.0.0.
Against our hopes, we're still working semi-remotely as COVID-19 took a slightly bad turn here in Finland. But well over half of us have already gotten two shots, and the situation is getting better, so we're hoping to fully return to the office in September. This is the last stretch in any case, but then again the game is almost finished as well, so maybe this won't have that big a positive effect on the schedule at this point. Anyway, exciting times ahead! The next update will be massive as it should contain all the content we're still missing from the game. You can expect it to be available in some time September.
[ 2021-08-21 12:03:39 CET ] [ Original post ]
Another big update has arrived at last! You may also notice that it's simply referred as Update #14 instead of the game build version number 0.7.2.27. Those version numbers probably won't mean very much, so I guess the simpler number makes more sense.
This update brings you four bigger things, and gets you one step closer to escaping the island. You know what I'm talking about, right?
Update Highlights
Solaris
The Solaris desert is now accessible. The locomotive at the Sunburn Desert train station (Q17) has been tweaked, so you can progress further there. You will need to complete the related quest goal first though. I won't spoil much, but remember to visit the gift shop diner at O14. Don't forget your sunscreen!
The Ark
The fenced off area in Frore is now open. There's a terminal which will open the gate to the inner area. Note that the Ark is optional content and is not required for completing the main quest. The Ark Quest is colossal as you will learn!
The Ark is an underground complex. Most of the first level is available at this point, but level 2 is not yet accessible. You'll find those familiar blue dev-work-in-progress barriers there. We'll keep opening the facility towards the full launch.
Local Shared Screen Co-op (BETA)
The feature we teased the last time is indeed co-op as some of you guessed. We had sort of prepared for adding this (development-wise), so we decided to try if everything worked as expected... and surprisingly it did. I'm sure there are still small issues, so we're putting heavy emphasis on BETA. You can play online with your friends (or enemies, just remember to enable friendly fire) using Steam Remote Play or a third party alternative such as Parsec. The second player can join the team any time. Just click Co-op in the pause menu System tab. Everything should be completable in co-op already, but some tombs may be either a bit easier or way more difficult with two players. Please report any problems you may find and we'll fix things!
Mana Rifts
You may notice some strange time bending phenomena on the island. Don't worry about it, just continue progressing the main quest and it will all make sense (hopefully).
Simplified Chinese Test Localizations
We're moving forward with our localization development efforts, and testing the system with probably the hardest language we could think of. Most of the game strings you can find in game are now localized to Simplified Chinese thanks to our Chinese friends at Across Media. Note that these are still test localizations and there will be errors of all sorts. Full text localization support for other languages will be added when the game is otherwise complete. There will be standard EFIGS and Russian and Turkish localizations at full launch too as promised.
Baby Deer!
Over the early access period, we've received one particular feedback over and over again: the deer are too hard to hunt in early game. We're listening. We hear you. We've now added another deer variant that is slower and weaker, so you can catch it more easily. This should help you gather those precious materials you need. You monsters.
CHANGE LOG
ADDED
- Access to 'Solaris'. - Access to the Ark (first part). Accessible in Frore. - Added Local Co-op (BETA). Accessible in the Menu 'System' tab. - Level Cap is now 38. Up by TWO levels! - Added possibility to bind keys to rotate camera left and right. - A new deer variant. - New material: Mana Chunk which can be refined from Mana Beads using Smelter. - Added Simplified Chinese localizations for testing. - Sound effects here and there. - Mana Rifts. - Added new fishing spots to numerous spots around the world as some areas were lacking in fish feet.
CHANGED
- Smelter is now a heat source when activated. - Idle animation tweaks. - Clarification interaction for the Central train if the player does not possess the TPU. - Made some steps in "A Way Forward" quest more implicit. - Minor text and grammar fixes. - Nerfed farmable plant growth time and the random range that governs the amount produced by a single harvest. Most of the plants have lower initial seed costs, though. This is to encourage tilling more farm plots. - Boosted select trinket effects to make them more viable. - Made the number of uses for knives, shiv trio, grenade and lure smaller. - Raised proximity mine damage. - Gave Shiv trio a slightly weaker version of the same damage modifier that throwing knives has. - Tweaked reward probabilities for most of the fishing spots. - World map renderer optimizations and new visuals.
FIXED
- Projectile damage (throwing knives, monster slimes, etc caused excessive damage). - CTD fixes. - Usual open world visual glitch & terrain fixes. - Fixed Co-op crashes when fast travelling, entering tombs, and reloading save in certain conditions. - Main quest getting stuck at the evac site if you were too fast.
Up Next
One rather immediate next step for the dev team will be the traditional Finnish Summer Vacation, which will pretty much last for the whole July. We'll try and recharge for the last push towards the full launch later this year. Note that we will not likely be answering your questions on Discord during this vacation. We'll head back to the office in early August. (Also literally hoping to return to the office physically, as COVID-19 situation is getting pretty good here in Finland. But we'll evaluate this again in August.) I also have to mention something. Thank you for all the kind encouraging words and the positive Steam reviews you've sent our way. Game dev (like many other jobs) can be tough, especially during this COVID thing, so getting positive feedback really means a lot.
Overall, the game dev is still progressing nicely. We've got the next (a bit colder) part of the map about 80% complete already, so it should be out maybe in halfway August or so. All in all, we're still behind the schedule, but we're still hoping to wrap up the main island area in September, which could put the full launch mark around October or so. And we know: that's almost 12 months in early access. Our initial estimate was 6 months max. But the bright side is that the game is definitely bigger and better than some of our early roadmaps predicted. Have a great summer everyone!
[ 2021-06-24 19:37:57 CET ] [ Original post ]
The massive 0.7.1 update is finally here! This one opens up TWO AND new areas on the island. You'll be freezing your furry hat off in Polaris, checking the seaworthiness of some boats in Westport, and visiting jails in Central West.
This by far is the single biggest update we've done in terms of area size content.
Update Highlights
There's A LOT of new things inside this latest update, but I'm only going to mention a couple of them. Full change list below. (BTW. if you think we shouldn't be posting so many screenshots of the new content here, please let us know below. We don't want to spoil too much, but it's hard to describe the content without light spoilers.)
Westport Harbor
The west coast harbor is a must-see place to visit. Just don't expect to find any seaworthy boats at this point in time.
[spoiler]Mana Crater[/spoiler]
Hopefully this isn't spoiling anything you haven't already guessed, but you should definitely visit [spoiler]the crater[/spoiler] and the surrounding installation in Polaris. [spoiler]Classified photo:
[/spoiler]
New Audio System
New XAudio2 based sound implementation is now in place. As mentioned before, the old DirectSound based stuff is still there as fallback in case you're running some older Windows version. Please send in bug reports of any issues you may have!
New Winter Box Art
It took a while, but the last hand painted loading screen art is finally in place.
CHANGE LOG
ADDED
- Access to 'Polaris' and western part of 'Central', and 'Westport'. - Level Cap is now 36. Up by TWO levels! - New Craftable: Motorcycle Helmet, lvl 32. - Rice can be found in the western part of the island. - New XAudio2 based Sound Implementation. Falling back to DirectSound implementation on older systems. - New Skill: Scavenger. - New winter loading background image. - Lighting a campfire autosaves the game if you're not in danger. - More protagonist reactions. - Showing Change Log when x.y.z version changes if you have opened the Change Log before. - Stack trace is logged when the game crashes (contains only the code path, no player information). - Intro cutscene is now skippable.
CHANGED
- Destroying buildings you've built puts the materials directly back to your storage box (avoids grinding XP this way). - Eased up the notorious 'puzzle' in Serpent's Crossing. - Partially rebalanced some wearable stats. - Slightly increased sledgehammer speed. - Raised large rock DMG threshold, so they can't be broken with the tools available now. (Sorry!) - Knockback effect improved.
FIXED
- Tomb Mana Orb is no longer lost if you Restart Tomb without picking it up after completing the tomb. - Quest markers no longer shown for quests you've picked up. - Quest tracking box panel has correct height for multiline goals. - Fixed sound volumes for some collisions. - Few clarifications and additional checks to quests "Dirty Money" and "The Last Stand". - Health bars are not drawn too high anymore. - Few specific cases of player getting stuck in the game world. - Usual round of fixes regarding floating objects, terrain glitches, etc. - Minimap points of interest now colored properly. - Performance optimizations in areas where there are lots of searchables (like the city). - Link towers with changed internal PUIDs now show activated in old saves. - Fleeing animals do not run into the water anymore so easily. - Player's melee attack now prioritizes turrets over other obstacles. - Grammar and typos.
Up Next
The area we will be heading next is the southern desert Solaris. Spoiler: it will be hot! You will also be able to finally reach that third fuel cell required for your Escape Pod. There's also a new bigger feature coming. Many of you have been requesting this. What is it? I'll just leave this one image here and hope you'll crack the puzzle:
But don't get too excited! It may not be what you think!
[ 2021-06-03 15:00:40 CET ] [ Original post ]
The Central City is now open for business! You will be dodging turrets, picniccing at Pioneer's Park, visiting the Town Hall, and figuring out how to power up a train. And ultimately acquiring a Sledgehammer. Goodbye walls!
The city is located to the west of Crown Station, and there are three ways of entry to the new area: two from the north, and one from the south. If one of them proves more difficult than the rest, try another way in!
Update Highlights
New Early Access Roadmap
We've revised our Early Access Roadmap to reflect the updates we've done so far, and the updates that are planned before the full launch. Minor changes may happen, but that's the big picture. You'll find a nicer scrollable version of the chart inside the game in the Change Log screen. You may also notice that the Summer 2021 full launch has turned into ominous 2021/H2, but we're still hoping to launch closer to July than to December. We've also got some Post-Launch stuff planned, but waay too early to talk about that yet.
Welcome to the Mighty Mall!
I'm not sure if it's mandatory to have a mall in a post-apocalyptic ex-human piece of fiction, but we didn't want to take any chances and get the z-police after us. So here you go.
It's not the biggest of the malls, but the customers love it.
Deeper in the city there's also a pub where you can spend some quality time with the fellow patrons. (This is a mockup screenshot though. You are not allowed to stand on tables like that. They'd throw you out if you did.)
XP Level Cap Hike
You can now level up to level 34. That's three levels more than in the previous build. We realised we need to be a bit less prudent with the levels in order to reach the level cap targets we've got planned for the launch version. Instead of our previous plans, we'll probably make it so that you can eventually get all the skills in the skill pool if you level up enough. So the final cap will be the total amount of skills we'll have. If you want to start a new game and try pick things in a different order, that's fine, but you can also play a looong game where you try and get all the skills at once. This will mean that those XP bonus skills are now worth picking as they don't end up taking one of the finite skill slots.
New Icon
There's a new icon to replace that old red crowbar on a white background which was always meant to be merely a placeholder. You'll be seeing the larger version of that whole box shot in the next update perhaps!
Total Progress
The Collection Total Progress tab now shows your progress towards full completion of the game. Note that the numbers only reflect the current build, so the percentages may change as we add new content. But you can get a feel how much of the Early Access content you've completed at the moment. You can't 100% everything yet.
[strike]New Audio System[/strike]
As those of you playing the beta versions have noticed, we're working on new audio system to replace the old DirectSound based implementation. We're using our XAudio2 sound system that we developed for Xbox One as a base, and adding some new features. We were meaning to include it in this patch, but we not able to fix all the glitches we encountered yet, so we reverted back to the old sound system for now. Hopefully you'll meet the new system in the next update!
CHANGE LOG
ADDED
- Access to 'Central'. - Level Cap is now 34. Up by THREE levels! - Sledgehammer! (Unlockable through area progression.) - Fancier Early Access Roadmap. - Showing menu text when you can't save game. - Some Quests have More Info button in Quest menu. - Autosaving game when storing materials, accessing Myth Tablets, wells, etc if no enemies are near. - Collection total progress bars. - New Builder's Kit Quest for the sawmill (located near the original Sawmill).
CHANGED
- You can't save when notifications that would result in save state changes are showing. - Lighting performance optimizations. - Rebalanced all wall tile HP and DMG thresholds. - Changes to multiple other HP and DMG thresholds of objects. - Chaser spotting animation is now roughly 20% faster. - Optimized more compact stage format saves almost 0.5GB of space! - Performance optimizations. - Vultures drop eggs if somehow killed. - Raised Proximity Mine Damage by roughly 20%. - New UI interaction sounds. - Increased the amount of material actor stacks that can reside in 10 meter radius from 30 to 150.
FIXED
- Fixed world map point of interest clicking outside map borders. - Fixed world map are information not showing before going to Collection screen. - Showing Quest reward recipes properly. - Serpent's Crossing doesn't show 1 extra monster in link tower radar. - Added additional checks to older quests requiring opening of certain doors for the possibility of the doorway being destroyed. - Object shadow fixes. - Island map rendering fixes (showing decals). - Not stealing mouse cursor multitasking out of the game window with camera rotate button held down. - Sound panning for sounds playing behind the camera. - Usual open world fixes regarding floating objects, weird decals, etc.
Up Next
If everything goes according to the master plan, the Polaris Express will leave from Platform B in three weeks. You know I'm talking about the next update, right? The level design is progressing nicely, and as you can see in the Roadmap (above), we're planning on launching TWO new areas in the next update. So it will be a big one. Full steam ahead! Choo choo!
[ 2021-05-12 15:07:54 CET ] [ Original post ]
Go see it here: https://store.steampowered.com/app/1277500/Skeletal_Avenger/
[ 2021-04-28 11:16:51 CET ] [ Original post ]
Continue your expedition deeper into the heart of the jungle. Uncover some of the island's ancient past. Acquire the Hunting Rifle. Chase the Gas Masks. Welcome to Serpent's Crossing!
So you'll be retracing the steps of Judith Abigail Susan James as she travelled through the jungle decades ago. Maybe you'll find out what happened to her? Did she ever find those eluding Gas Masks? You need to be careful though: the jungle can be a merciless place.
Your journey starts where the previous update ended, near that ring of stone tablets.
Update Highlights
Hunting Rifle
You may remember this weapon from the trailer. Yup, the Hunting Rifle is finally here. (Sorry deer, we postponed it as long as we could.) We've been going back and forth with the control scheme for firearms like this. This isn't a twin-stick shooter like some of our previous games, so we can't use the same kind of systems. Most of the action is melee-based. We tried a few options, but in the end it didn't seem to make sense to have a completely different control scheme for the rifle, so we decided to use the same controls you're (probably) already familiar after using any of the throwing weapons. Quick press just picks up the gun and fires at the locked target, and long press starts free/manual aiming. Releasing the long press fires the rifle, and moving or dodging will cancel the shot.
We've also got a few other firearms like this planned, but more on those later.
Gas Masks and Toxic Gasses
You may also notice there are more toxic gasses blocking your way elsewhere on the island. And some more may be coming in the later updates to areas you may have already explored. So better gear up! They say masks are important, you know.
Optimizations and Visual Glitch Fixes
This new update should fix those half-baked decals you may have been seeing. You should also not see half-loaded map chunks when you rest at the campfire. You may still see occasional misplaced objects and decals on the island though. You can report those in the newly added Visual Glitch category and we'll fix them for the new versions. The game should also run smoother with less lagging while streaming the open world content -- especially when you've already destroyed a lot of the environment. We'll continue making these optimizations towards the release.
Change Log
ADDED
- Access to 'Serpent's Crossing'. - Level Cap is now 31. - New craftable: Hunting Rifle (level 31). - New monster type. - Audio logs can be relistened in Collection. - New Skill: Doctor (placeholder skill icon).
CHANGED
- Structures you've built yourself reward less XP when destroyed. - Killed monsters reward more experience. - Rebalanced monster loot to be more rewarding. - Object loot balancing with the aim of reducing some bottlenecks regarding rare materials. - Slowed down mutated hurler attack by 25%. - Acid pools have higher damage now making standing in them a bad option. - Tutorial tweaks. - Unified loading screen background art character to look more like the in-game model. - Collection UI tweaks. - Extensive changes to object damage masks to incorporate the rifle. - Upgrade Gear screen shows the stats at the maximum upgrade level.
FIXED
- Smoother font outlines. - Cold/hot resistance gear quests don't keep triggering protagonist remarks if quests are completed. - Pause menu memory usage optimizations. - Allowing installing other Link Tower transmitters even when max ascension level is reached. - Performance optimizations. - Upgrade gear screen material flow animation.
Up Next
We're working hard on the next area, which will be the central "city" location. Still not 100% sure if it'll be the very next update or the one after that, but you can expect a new update in 2-3 weeks as usual. You'll be likely unlocking the recipe for the Sledgehammer in that update. I'd say the island is about 62% complete now. This new area and the next one are a bit more complex, and have taken a bit longer to finish than expected, but luckily a few of the remaining areas contain a bit more more wilderness / desert, so they should be slightly faster to develop. All-in-all we're a bit behind on the schedule, but really have no other option than to just keep pushing through as fast as we reasonably can. Still working remotely, which is definitely taking its toll, but fortunately we're seeing the light at the end of this COVID-19 tunnel as more and more ppl are getting vaccinated here in Finland. None of us yet though. Hoping to return to the office maybe within four months. Anyway, I hope you like the update!
[ 2021-04-21 11:25:18 CET ] [ Original post ]
The new (sort of intermediary) update is finally here! This one opens up a small new playable area connected to Sunburn Desert, which serves as an entryway to the next area after this one. This one is a bit harder to describe without spoiling too much, but you'll be introduced with the Crown Archaeological Expedition lady (and her audio logs), and start to dig deeper to the island's ancient past.
Highlights
Myth Tablets
You may remember these previously from the tombs. Well, they have now been relocated above ground. Ultimately we decided we want to have hints about the island's ancient past spread wider and have you encounter them earlier in the game. If you'd start a new game now, you'd be bound to discover one when you follow the main quest line. If you have already cartographed the spot where a Myth Tablet is located, it's automatically revealed as Point of Interest in your map. You can find the "first" one near one of the four Link Relays you may have activated.
Tomb Rewind
The tombs now have their own physical Rewind button (in the spot where the Myth Tablets previously were). It can be used to reset the tomb. Note that it may still be more convenient to simply use the Restart Tomb button in the System menu. (Also if you're really really stuck that's your only option. That or the tasty Amber Pills.)
Item Upgrade Levels
Item upgrade levels are now shown in the Invent screen, and more items have them in general (mostly trinkets). Some of the items were rebalanced to take this into account, so you may encounter some changed stats. We'll continue tweaking this later as well.
New Game Options
When you're starting a new game, you'll be now presented with some initial options. But if you've already started your journey, don't worry, all of these are configurable in the Options menu later as well. Yes, these options also include whether to show emojis or not.
Change Log
ADDED
- Access to Fool's Canyon. - Level Cap is now 30. - New craftable "Bandolier" (Level 30). - Myth Tablets are now located all over the island. (If you've fully discovered the area, they should automatically show up as map icons.) - Tombs have Reset button. (Note that there's also Reset Tomb option in the menu.) - Initial Game Settings when starting a new game (same settings available in Options screen). - Upgrade levels are now shown in Invent screen. - Showing upgrade change effects as unified 'from -> to' text. - Showing Keys in Collection.
CHANGED
- "Stop Monster Respawning" automatically completes if you have a transmitter installed in Capernaum. - Wolves are more aggressive and spot the player easier. - Grenades and throwable bombs are now thrown a bit further with quick tap action. - Most of the trinkets now have three upgrade levels and their effects have been adjusted accordingly. Generally they start out weaker, but in the end surpass the old effects they used to have.
FIXED
- Music volume updated properly in audio options. - Enemy AI improvements for cases with supporting actors and ground height differences. - Tweaks to link tower activation animation. - Auto-collect checkbox does not have a focus anymore when material info screen is opened with a gamepad. - Fixed issues with fuel duration calculations in sawmill/smelter. - Selecting Save & Exit while sitting by campfire does not reset hit points to 20 anymore. - Fixes and tweaks to how falling works. - Enemies cannot start to fight with each other mistakenly anymore. - Exploding slime does not cause damage to thrower's friends anymore. - Improved Mutated Hurler's throwing direction prediction. - Fixed a bug where the player could run backwards after pressing a melee attack button.
Up Next
Next we'll have a very short Easter break, and continue full steam ahead with the next update next week. In the upcoming patch, you'll be continuing your expedition deeper into the jungle east of the Fool's Canyon as shown on the map above. The next update is expected to be out in two weeks if everything goes well. But, again, do note that these are just estimates: we don't want to push out anything (too) broken etc. Happy Easter!
[ 2021-04-01 10:31:10 CET ] [ Original post ]
Friday -- what a nice day to drop an update right before everyone working on the game is leaving the (virtual) office!
Hold on to your Cowboy Hats and Ice Brinks, and get ready to embark on the Sunburn Desert! What to expect on your sunny holiday?
Vultures
Lots of sand
Cacti
Among other things, you'll be tracking a Lost Convoy, visiting Mandrake's Diamond Mine, and squatting the Shady Mansion. That's all I can say to avoid further spoilers.
So we're making steady development progress. Over half of the island is now playable, but there's still a lot of work to be done.
Highlights
Builder's Kit Improvements
We've fixed lots of small things regarding the Builder's Kit. All the things you've built will now show up on your map. We've also added a new Teardown Efficiency invention which enables you to get all the materials back from the stuff you've built. No new buildables have been added in this patch though, but more stuff coming soon(ish)! We'll want to fix all the issues regarding this before you can unleash your inner builder. You'll also need some context before you can/want build the turrets for example.
Amber Pills
Consider this. You've ran deep into the desert without proper outfits. You've ate all your food items on the way just to stay alive in the sweltering heat, and you've finally managed to reach a distant but safe campfire. Victory? Not really, because you can't really get back out from the desert anymore if you've already eaten all your food items. Amber Pills to the rescue! These tasty treats now have an additional long press use for swallowing a handful of pills instead of just one. Use this and you will awake near the first campfire at your home shelter. So even after series of bad decisions you can now always return home. (Just don't tell that to your skeleton.)
The Old Train
You may remember this screenshot with the dude wondering what to do with the train. Well, you'll now be introduced with your very first train. Note that this isn't the same one you'll find there near Mandrake's. (Also, to avoid Early Access disappointments, you can't ride the train just yet.)
Quest for Stopping Respawning Monsters
Some players seem to be disappointed when they see the monsters respawning after resting at the campfire. Some see this as a reliable source of certain materials. You can choose how you want to play it, but we'd like to make it clear that you CAN in fact stop the respawnings. It's your only way to get Mana Beads, which will become very important as you venture further. We've now added a new quest to highlight this, so expect to get a new quest after leaving the campfire the next time. If you've already installed the transmitter to that particular link tower, don't worry, installing it to any new link tower will complete the quest!
Change Log
ADDED
- Access to new area 'Sunburn Desert'. - Level Cap is now 29. - New craftables: Proximity Mines (level 28), Safari Outfit (level 26, same as winter coat). - New quest: Stop Monster Respawning that's triggered after you leave a campfire when you're at least XP level 3. - Graphics option: vertical sync. - Controls option: lock mouse cursor inside window. - Added fourth main tool inventory slot. - Added Invention: Teardown Efficienciency which gives back all of the building materials when breaking an object you've built. - Showing things you've built on the map. - Amber (Mana) Pills long press action now takes you back to home shelter (for situations where you've managed to get too far and have no other way back). - Own tooltips for keyboard in some screens. - If you've disabled auto-collect for some material, now showing auto-collect disabled text when near those materials. (To avoid getting bug reports about this.)
CHANGED
- Dropped material pick up radius is reduced for 10 seconds to prevent accidental pickup. - Reworked Criticals. Gained bonuses are now additional instead of percentual increases.This should both make the criticals work as intended and make it a lot clearer to the player what their critical chances are. - Rebalanced numbers for modifiers and trinkets related to critical hits. Affected are Critical Hit Chance, Backstab Critical Chance, Critical Hit Damage, Counterweight and Acupuncture Needles. - Buffed Machete attack speed by 5%. - The quests "Preparing For Winter" and "Sweltering Heat" now trigger once the player meets harsh temperatures for the first time. This also unlocks required inventions for the quests. Further, due to this change, "Ice Brick", "Hot Water Bottle", "Fur Hat" and "Cowboy Hat" have had their level requirements removed. - Moved a number of inventions in the invention tree to more logical places (No effect, if already unlocked). - Nerfed a number of food recipe effects that were too good for their own right. - You can't build in Tombs. - Builder's Kit can't be used if enemies are too near or targeting you. - Balanced material requirements for smelter products. - Faster load times.
FIXED
- Sawmill unlocking when crafting Builder's Kit. (To unlock Sawmill, just go and use the Sawmill once more in the north.) - Some edge cases with wrong temperatures in certain areas. - Monster scanner now counts stationary monsters too. - Not showing up new monster slain popups for creatures that don't have a collection entry. - Usual fixes to graphical glitches and typos. - More clarifications for some quest descriptions and objective texts. - Fixed gamepad tooltips showing up in cases where they shouldn't.
Up Next
The next update will focus on Lore and Ancient Myths. It will contain only a small new area update, but that one will prepare you for your journey into the next area after that. Much excitement!
[ 2021-03-12 17:16:19 CET ] [ Original post ]
Update time! In this update you'll be entering deeper into Narrows Vale, avoiding trapping pits, investigating Sanctuary Farm, and melting some iron at Pike's Steel Manufacturing to fix that broken Link Tower. You will be using your very own Smelter -- one which you've built with your own greasy hands.
This new update finally introduces one of the missing major features: building, Do note that this is the initial implementation of Builder's Kit. We will be fine tuning everything and opening up more build categories in the upcoming updates. But it's finally here!
Highlights
Builder's Kit
You can unlock Builder's Kit invention only in Narrows Vale at the moment. Building itself is pretty simple. Just equip Builder's Kit, pick an object to build, and place it in any allowed position. We'll be unlocking more building categories and improving the tool in the future. You'll be eventually building more machines, furniture, decorations, simple walls, and defensive structures like turrets. But that is not available yet. At the moment you can simply build Smelters and Saw Mills to enhance your Iron, Steel, Titanium, and wood production capabilities. You can build pretty freely anywhere you want, but we may need to tweak this too when you guys figure out how to completely break the game... again.
Accessibility Options
We're adding new options tab for accessibility. Not sure how you feel about the emojis being there, but it seemed a better place for them than the game play tab. We'll probably be adding more options as we get better sense of what you need and want.
Borderless Fullscreen Window
Sadly, the previous update with exclusive full screen tweaks broke the game for some people. The game screen could just freeze with sounds and music still playing. We're very sorry for this. Luckily many of you were kind enough to help us debug through it and come up with a solution. So everything should be better now as we've moved to a borderless fullscreen window implementation which should work a lot nicer in all situations. Alt-tabbing is now swift and pleasant. The performance should be better than before as you don't have to run the game in your desktop resolution to take advantage of this. Let us know if you experience any issues with the new code!
Change Log
ADDED
- Access to new area 'Narrows Vale' (Part II, west side) - Builder's Kit (accessible in Narrows Vale near the smelter). - New Skill: Builder. - Level Cap is now 28. - New craftable: Material Magnet (level 27). - Accessibility Options tab. - Accessibility Option for color blind mode. - Accessibility Option for reduced blinking effects. - Accessibility Option for trypophobia. - Reset to Defaults buttons for Options screen.
CHANGED
- Gamepad cursor focus is moved to Cook button after clicking already cooked recipe button to automatically fill in the ingredients. - Default UI scale is smaller on PC. - Save slots now show player level, play time, and location. - Clearer wording on both Checkpoint Terminal quests. - Improved player's melee targeting. Target locked enemy is now always the primary target when attacking. - Fullscreen mode is now always borderless fullscreen window. - Link Tower scanner now shows all monsters in the area (even those you haven't discovered yet). - Buffed "Magnifying Glass" with an extra effect. - Improved invention tree readability and changed some invention positions. (Already unlocked inventions will stay so) - Thumb up emoji not shown in inventory screen if emojis are disabled. - Outdoorsman outfit only equippable at a campfire.
FIXED
- Bug report screenshot with low detail settings. - Graphical glitch when toggling shadows in graphics options. - Graphics options presets affect all the settings. - Skill change text now only shows effect for the skill and its previous levels. - Hundreds of issues relating to floating objects and graphical glitches. - Decals shake with the object actors when they're hit. - Decals deleted when walls turn into rubble. - Quest tab now correctly hides tracking checkboxes for completed quests. - Incorrect descriptive text relating to some items and inventions. - No longer showing invention number bubble for recipes you need to first find on the island (like katana). - Opening the map does not reset filters anymore.
Coming Up Next
The island development is progressing in schedule so far. We're still on track for Summer 2021 release. As we've mentioned in the Early Access box, we will also be increasing the game price at least in some regions. This will happen likely before the next update. (One (rather embarrassing) reason for this is that our EUR price was actually lower than we planned, but another one is simply that the game is moving towards the full release and is slowly missing less and less features / game area.) So what's up next? The next area after this one will be a completely new biome located south of Narrows Vale.
We're hoping this to be available in two weeks as well. Meanwhile, remember to consider joining our Discord Server #dysmantle to hear occasional feature leaks and whatnot: https://discord.gg/bhJds2R . Thank you for all the dysmantling!
[ 2021-02-26 15:17:08 CET ] [ Original post ]
New update is now here! This one expands the game area in the south by opening up the Checkpoint Rho. Among other things, you'll be checking in to Blue Ponds Motel, kicking tires at Fincher's Auto Salvage, and wondering when you'll be able to get to that broken Narrows Vale Link Tower (spoiler: in the next update). And yes, that's a katana in the update banner above.
As usual, to avoid more spoilers I'm not going to say much about the area itself, but I do want to make clear that this is Part I of the new area Narrows Vale. The next part will be available in the next update. So expect to see some under development barriers there.
In terms of overall progress, I'd say the island is roughly 40% complete now, and we're making good progress with the next areas as well.
Update Highlights
Modifier Categories
Modifiers are now listed in more user friendly manner in the inventory screen and organized under offense, defense, and misc categories.
Sharper Textures
You may have noticed the game build size increase with the latest update. The biggest reason is that we now have 4x sharper textures included. You can finally drool after that pizza billboard in sharp 4k. (Spoiler: we also have a new non-pizza billboard now, and more coming soon.)
Quest HUD
Quest HUD items can now be minimized and maximized by clicking the icon with mouse. This interaction is not available with gamepads, but you can of course toggle tracked quests in the pause menu Quests tab.
New Monster
There's a new monster type/variant added in the new area. Don't want to spoil it, but here's an anonymous teaser.
Change Log
Here's the full change log:
ADDED
- Access to new area 'Narrows Vale' (Part I, east side) - More radio messages to replace static. - Level Cap is now 27. - Graphics options / resolution screen has display index selection. - Showing Material names when hovering mouse over game screen material slots (mouse only). - Showing Material names in Carried Materials screen when focus is over a material slot. - Showing Material names in Collection Material grid. - Quest HUD items can be minimized by clicking the icon with mouse. - All Modifiers listed in categories in Inventory screen. - Audio option for pausing sounds and music when app window is out of focus. - Gameplay option for pausing the game when app window is out of focus. - Audio option for playing copyrighted music (streamers can use this to avoid having to clear the copyrights for videos). - New player character remarks for different situations - Higher resolution textures.
CHANGED
- A message is now played when the player tries to destroy an object that is required for a quest. - The player is now able to throw the monster lure. - Modifiers now listed in more compact form. - Another slight change to "Tomb of Timing". - Low health indicator isn't triggered as easily. - Skills now shown in the order picked in Collection.
FIXED
- Saving options controller type selection. (Note that both controller types can still be used simultaneously.) - Fixed cases where quest related objects would become indestructible for good after completing the quest and quitting the game. - Showing player hit points bar properly when resuming game. - Alt-tab crash fix and improved fullscreen mode handling. - Several cases of positions in "Canaveral" where people were getting stuck. - Some rare cases where the player could still trigger miniboss cutscenes after initiating the fight.
Up Next
The next update will bring you the second part of Narrows Vale. You can expect it to be available within two weeks. Stay tuned!
[ 2021-02-12 14:19:00 CET ] [ Original post ]
After a very nice and refreshing holiday break, we're back on track with the updates! And this is a big one.
Version 0.6.6 brings access to a new area called Frore. It's linked to Hibernus (beyond checkpoint Kappa), and can be entered now that most of those blue transparent dev barries have been removed. Note that there are still some of them left blocking the way.
I don't want to spoil anything, so no comments on the area itself -- besides that it does include The Ark, which is NOT accessible yet. #soon(ish) #ark #ark-life
All in all this means we're almost half way there in terms of the island surface area. Not everything in those areas is accessible, so wouldn't dare to say we're actually half finished. But making steady progress I think.
As usual, the level cap has been increased +1. You'll be able to craft yourself a fancy new Winter Coat and pick up one new Skill if your XP is already hanging around the cap area.
We've also done one scary thing that we should have done in the first Early Access release... The game binaries are now 64-bit only. This fixes tons of issues and greatly improves the game stability on some systems. Looking at (opt-in) Steam hardware stats, nobody is playing this on 32-bit Windows, but if you are, please contact us at dysmantle [at] 10tons.com and we'll work something out. Meanwhile, you should be able to continue playing the previous build available in 'previous_default' branch.
Highlights
There's also tons of other tweaks and improvements. Highlighting a few of them here.
Monster Radar
After the previous Link Tower Ascension update some of you have had problems locating the remaining monsters in the areas. You'll hopefully appreciate the new Scanning functionality which shows the remaining monsters on the map.
Unified Options
The new Unified Options screen now combines the several options screen (Gameplay, Graphics, Controls Audio) under one life-embracing experience.
Depth of Field
There's also a new experimental Depth of Field effect, which works kinda nicely most of the time. However, if you find it distracting, you can always disable it in Graphics options. We'll probably be tweaking this further.
Material Stacks
Some of you tricksters have tried dropping your whole Orange Storage Box worth of materials on ground at the same spot and... it doesn't end well steamfacepalm So materials are now dropped in stacks (if you drop more than 5 at the same time). This makes the save file smaller and reduces the amount of actors (in game objects) on screen, which helps performance-wise. This feature isn't very photogenic.
Map Point of Interest Filters
Then there's a brand new Map Filters menu which can be used to customize your view on map Point of Interests. That should be helpful when trying to find all Fishing spots for example. You can also hide all completed icons which makes the remaining items pop out better.
Tree Stumps & Wall Rubble
There's also one rather embarrassing thing that we've noticed. We've spent MONTHS and MONTHS designing and carefully crafting the island, and now you guys are suddenly just smashing everything to pieces. The problem is that the environment looks a lot less attractive with all the objects gone, so we're now making sure parts of that stuff remains after the destruction. For example we added some wall rubble before, and we've now added tree stumps - nature's own gravestones.
Localization Preparation
Behind the scenes we're also preparing for the upcoming localization process. But alas, the support for the Turkish language is not coming any time soon. But I think we've been able to solve all the issues of localizing this sort of open world game, so all is well in those regards.
Change Log
But I think that's more than enough feature highlighting. Here's the full change log:
ADDED
- Access to new area 'Frore'. - Level Cap is now 26. - New craftable: Winter Coat. - In-game cutscene skip support (not all cutscenes support this yet). Hold down mouse buttons, space, or gamepad A/B to skip. - Map point of interest filters menu. - Depth of Field effect (simple approximation) in Graphical Options. - Showing completed Quests in pause menu. - Added Unified Options menu. - Added Gameplay Option to remove Material Tracking Notification Animation bouncing. - Showing farmed plants on world map and minimap. - Key combo Control+U shows/hides UI. Useful for grabbing screenshots without the UI elements. - Slightly reduced miniboss colliders sizes, so they should fit through narrow doorways. - Material stacks. Dropping bigger amounts of materials results in tighter stacks and doesn't bloat the save file. - Link Tower now has 'Scan Monsters' button option after you've installed the Radar. It shows remaining monster locations. - Cut down trees now leave tree stumps.
CHANGED
- Timed Chests are not hidden from the map after opened to make it easier to track them. - Made the "Hibernus" tomb a bit easier. - Made "Hedgefield" tower area slightly smaller so all enemies needed for ascension are encounterable. - Nerfed "Dentured Fangs". - Enemies don't just blindly follow animals any more if there are other targets. - Fishing quest now takes previously fished fishes into account. - Now using 64-bit binaries. - Slight wording change to "Endless Trash" to avoid confusion re: digging.
FIXED
- Crash that could happen when opening up the map. - Window cursor being offset after starting the game or changing display config. - Critical hit damage increases are now calculated correctly. - Oddly placed broken wall pieces are now also destroyed when nearby walls get destroyed. - A bug that permanently prevented materials being collected. - Shadow cast rendering bug. - Various crash bugs that happened when playing longer sessions. - Ruthless Pitcher should not respawn any more when ascending. - No longer possible to change secondary item while aiming a throwable. - Sleeping now increases the related medal progression correctly. - Fixes to option saving. - Tab key doesn't change pause menu tabs if bound to inventory or map. - Usual fixes to graphical bugs and glitches. - UI optimizations for screens with lots of items.
What's Up Next
After these two northern areas, the next area update will grant access beyond the southern Wall Checkpoint Rho. You can expect this area to be available in the next three weeks. We may also drop another feature/fix/feedback update before that, but we'll see. The next area after that is also being worked on, (spoiler: it's a new environment type), so you should expect that to be released very soon after the next one.
[ 2021-01-21 14:19:30 CET ] [ Original post ]
The new version 0.6.5 is now available in the main default branch! It contains tons of smaller fixes and tweaks, but there's also a couple of more noticeable features.
You can now Level Up the Link Towers by killing all monsters in the area and installing a special Transmitter. This will restore the monsters to the area. They come back tougher but with better rewards. You can repeat this cycle two times (per tower) in this version. There's a new Medal Goal for leveling up the towers as well. Leveling up will also unlock some more functionality in the future, but more on that later.
The minimap now shows the remaining monster count per area. After you've installed the Scanner Radar to the Link Tower that is.
The work is also well under way on the next BIGGER update. We're simultaneously working on TWO new areas at the moment. We've expanded the team a bit (+1), so hopefully we'll get these updates out a bit faster in the future. So more stuff is coming, but probably one new area at a time.
Back to this update at hand. Another feature I want to highlight here is the manual aiming for grenades, throwing knives, and such.
It works simply by holding down the throw button and moving the mouse cursor / pushing gamepad right stick. In addition to the obvious benefit here, this will also enable some new kinds of puzzles in the future.
You can also re-enter completed tombs now. This will be useful in the future updates where you can go in and check those big stone tablets in case you've already completed the tomb.
Full change list follows! (Well, mostly full, we're not including all the minor tweaks and fixes in this list.)
VERSION 0.6.5
ADDED
- Link Towers can be Leveled Up by installing a proper Transmitter. Leveling up brings the monsters back as tougher versions with better rewards. - Medal for leveling up Link Towers. - Level Cap is now 25. - Throwable items can be aimed by long pressing the throw button (default Mouse Right or Gamepad Y). - New Link Tower Transmitter Scanner Radar which shows area monster status in minimap and Link Tower screen. - New trinket: Denture Fangs. - Mana Shard material. - Turning animations for the player. - Completed tombs can be re-entered. - Sawmill UI Stop button. - Broken walls show some rubble.
CHANGED
- Lowered lumber requirements for bridge repair (20 -> 12). - Some object damage masks. - Tweaked quest xp rewards to be in line with level xp requirements (mostly raised). - Spirit deers should no longer run away after finishing their path and are more clear in indicating the correct spot. - Tweaked material drops from trees. - Low health indicator (red blinking) slowly becomes less intrusive after 3 seconds of taking hit. - Can now cook on diner stoves (If they haven't been dismantled yet, obviously).
FIXED
- Graphical glitches. - Fixed dead body placement around chasms. - Navigation keys do not close inventory or map tabs anymore. - Crash in Collection when clicking an unexpected button. - Enemies can now properly walk on fixed bridges. - Enemies now try to avoid pits like they avoid falling into water. - Tapping throw button quickly does not create extra grenades anymore. - Likely fix for a bug where enemies could get stuck into doors. - Doors show correct health bars, destroying a door does not destroy its doorway. - Sawmill fuel amount is now shown correctly.
THANK YOU!
DYSMANTLE launch and this month(ish) following the launch has exceeded our expectations on so many levels. It has been amazing to show you guys what we've been working on for almost three years now. This has been a nice ending for 2020. So I can't stress this enough, but thank you everyone for your kind words, critique, improvement suggestions, reporting bugs, and... everything. As discussed in the previous post, we're just about to embark on Xmas holidays. We'll be getting back to the remote offices early January 2021 -- probably around Day 7, 2021. So you could maybe expect the next update mid-January at earliest. I know it's not... optimal that there's such a long break between the updates, but the next one should probably maybe perhaps be a bigger one (access to a new area etc). We'll keep you posted on this, and hopefully make a bit more concrete post about our future update roadmap in early 2021. Note that we're probably not going to be very responsive during the holidays. We may check out Discord once in a while, but mostly we're trying to do that recharging thing everyone is talking about. Happy Holidays! PS. Remember this one? Happy holidays to you too, Rudolf! This is not in the game, so do not try and look for it :D
[ 2020-12-18 11:20:50 CET ] [ Original post ]
The first update expanding the game area is finally here! It's called Beyond Checkpoint Kappa, and as some of you might guess, it expands the game area in the northwest corner of the current game area by giving you means to get past of that barely guarded checkpoint. You'll find a new quest there. It should explain everything. So.. Good luck?
I don't want to say too much about this update as I don't want to spoil anything, but you will be fixing stuff, visiting a diner, going through trash, making some woodwork, and maybe finding some more hints about the Crown Station.
VERSION 0.6.4
ADDED
- Access to the new area beyond the Checkpoint Kappa. - Level Cap is now 24. - New invention: Rare Compressor - Players can now rebind Map and Inventory buttons. - Option to take 5 materials out of the storage box at once. - Locked doors now show the required key / lockpick in the Point of Interest Info screen. - New material 'Lumber'. - Sawmill.
CHANGED
- Doors are now connected with doorways and both get destroyed at the same time. - Lonely doors without any nearby walls can always be destroyed. - Scrapper monster AI tweaks and buffs to movement speed. - Puker monster AI tweaks. - Taking materials out of the storage box now costs XP based on the material rarity level. - The material previously known as 'Wood' is now 'Scrap Wood'. - The material previously known as 'Timber' is now 'Wood'. - Arrows on road signs now show regardless of emoji option.
FIXED
- A bug that allowed attacking through door. - Path planning crash bug. - Minimap north marker position is now resolution independent. - Destroyed Locked Doors and Radios are now marked as completed POIs. If you had already destroyed a door/radio before this update, click the lock POI info in Collection to unlock it. - Exploding barrels now work while situated on top of "wooden piers". - Eating carried materials now actually uses the buttons it shows tooltips for. - Digged up Treasures now show up in Collection properly. - Item triggering quest Buried Treasures now can't be destroyed until you have taken the quest. This update is available in the default branch now, so it has probably been already stealthily updated for you by those tiny people working inside the steam engine. That's how I imagine it works, but I'm no tech expert. If you find major issues with any new update, note that you can go back to the previous build by changing your branch to 'previous_default'. However, this time it's probably not a good idea with this update as there are slight changes in the save format. The Timber material is missing, and it could cause some weirdness here and there. A few words about the future updates. We're hoping to push out one new update within the next two weeks, and then take a two week Xmas holiday to recharge our batteries, and get back electrocuted early 2021. But more on that later!
[ 2020-12-05 10:28:08 CET ] [ Original post ]
Just a quick note for those who have been waiting for another update to drop. I know we've been pushing those out weekly so far, but because the next one is a bit bigger, we'll need some more time implementing everything. We're close, and it's coming next week though!
So just to recap, the next update will open up a new game area (yeah yeah, BEYOND THE WALL), give you access to a few new inventions, increase the level cap, and... let's you operate that large yellow(ish) thing with the saw blade you see in the pic. Any idea what you wood use that for?
Going even further, the next updates after that will (obvs) open up even more game areas, and eventually even the legendary Crown Station, but also add new game mechanics and features such as Combat Obelisks, Building stuff, and Night Terrors. We'll also have a "Lore, Myths, and Legends" update planned which will shine more light on what has been happening on this strange strange island. Eventually it will all make sense. Hopefully.
So until next week!
[ 2020-11-27 20:47:41 CET ] [ Original post ]
NOTE: this update is still in the 'beta' branch, but if no major issues arise, we'll set this live for everybody early next week. See DYSMANTLE Steam Discussion FAQ for more information about the betas and how to access them!
Lately we've been doing two things: developing the next area BEYOND THE WALL, and reading through your feedback. This (v0.6.3) update will be still about reacting to your feedback and implementing your suggestions, but the next one (v0.6.4) after this will be about adding more content and a new game area. BEYOND THE WALL!
So we've been keeping reading the reports you've sent in. To be exact all the 4104 reports you've sent in so far. And that doesn't even include all the feedback we've gathered from the forums, YouTube/Twitch videos, emails, angry people yelling on the street next to the McDonalds, etc. It has been... Overwhelming. We are (of course) very grateful of it all.
Anyway, we've organized the feedback into a nice loooong Google doc, and we're going through it in the order we get from the formula significance divided by the_time_it_takes_to_implement_it. To highlight one of the most requested things, here's a screenshot of the UI used to take materials out of the Orange Box.
Full list of changes follows.
VERSION 0.6.3
ADDED
- Level Cap is now 23! - New craftables now accessible: Weight Lifting Gloves, Storage Box Upgrade. - Added option take materials out from Storage Box. Requires the Storage Box Upgrade. - Added material Auto-collect setting (in Collection -> Materials). - Secretly developing the next areas (not yet accessible in this build). - File _developer.xml which can be easily used to enable logging in case of issues. Just rename to developer.xml.
CHANGED
- Usual changes and tweaks to multiple object HP and DMG thresholds. - Dodge roll speed is now slower than running. - Wandering enemies are now avoiding water more than before. - Bandage now heals during the animation and can be cancelled. - Trinket slot unlock limits tweaked.
FIXED
- Wishing well sound loop is no longer playing after exiting the reward screen. - Numerous open world bugfixes. - Inventory now shows correct Fahrenheit temperatures. - Bug regarding drown. - Improved blocked door detection. - Player animations with Link Towers, Link Relays, and Terminals. - Collision detection issues. - Buried treasures. - Fishing animation cancelation. - Now using less memory allocations. - A bug that sometimes made it difficult to destroy objects that had an indestructible parent. - Rare crash to desktop issues. We've still got plenty of feedback to implement, but we'll slowly move more weight on implementing new stuff as well. That is, after all, the single most requested feedback item.
[ 2020-11-20 18:54:25 CET ] [ Original post ]
Get ready for the ultimate Lovecraftian Monster Onslaught - Tesla Force is now available! Just go here:
https://store.steampowered.com/app/1149710/Tesla_Force/
[ 2020-11-19 14:39:46 CET ] [ Original post ]
We were really really hoping to get this to the default branch this Friday the 13th, but unfortunately we haven't had the time to do proper testing yet. So this is still called BETA, but it's now available for you guys if you want to get ahead! This will also be coming to the main branch soon!
The update contains many fixes and tweaks based on your great feedback, but the biggest noticeable new thing will probably be being able materialize your absolute and unconditional hate towards the trees (*) and such. Cut 'em down for resources if you feel like it. Axe the ex-humans like there's no tomorrow.
Also, you'll get to play GEMBINE! You already know where the cabinet is, right?
VERSION 0.6.2 - LUMBERJACK
ADDED
- Level Cap is now 22. - Added new craftables (such as Axe, Lumberjack outfit) for levels 20 to 25 (accessible upwards to level 22). - New craftable "Painkillers", unlocked at lvl 4, heals faster than bandage, but only 10hp per use. - Master Lockpick (not inventable yet). - Mouse camera rotation key is now rebindable. - Gameplay option "Store materials when resting" which can be used to disable auto-storing stuff on camps. - 4K resolution graphical assets for the map. - Clicking minimap doesn't open map anymore (too many mistake clicks). Added gameplay option "Open map by clicking minimap" which can be used to reverse this. - Saves are backed up automatically. If you lose a save, you can get an old one back manually. - Access to GEMBINE!
CHANGED
- "Bandage" is now craftable from level 6 onward and placed in the tree after Painkillers. - Changes to bottom branch of the invention tree to accomodate new craftable. - Improvements to how map screen texture is generated. - Deer have a higher chance to drop HIDE, Caribou are faster and tougher than deer, but have better drops. - Radios won't be destroyed by destroying the table below them anymore. Temporary fix for now. - Rebalanced drops, HP and DMG thresholds of tens of objects ranging from DMG threshold 30 onwards. - Rebalanced HP and DMG thresholds for barbed concrete, barn, exclay and wooden walls. - Berserker Charm damage buff changed to vs. MONSTER (as it was supposed to be. Sorry!). - Increased Baseball Bat damage by one. Caps at 40.
FIXED
- Show emojis option is saved steamfacepalm - The notepad in "Prison Break-In" quest is now indestructable before player interaction, destroyable afterwards. - Added a check to "Prison Break-In" to enable people to progress if they hold the key and the notepad was destroyed prematurely. - Auto-lock improvements. - Unable to "double plant" anymore. The player character would make the animation twice, but wouldn't otherwise use resources or generate another plant. - Explosives shouldn't cause plant beds to move around anymore. - All acid utilizing enemies are now immune to acid damage. - Lethal falling and lava planes now always kill the player. - The player can not dig on bridges anymore. - Opening a pause menu now stops player's melee animations so that it is safe to change the active tool. - Added drops to multiple objects previously lacking them completely. - Numerous open world bugfixes. - Rare crash to desktop issues. So this is available in the beta branch now. If needed, you can check out DYSMANTLE FAQ for instructions how to access this. Betas should be pretty stable already, but note that 'pre_beta', where we test the betas, is only for the bravest of you. (*) I almost feel sorry for the poor trees on the island. But do bear in mind these trees have zero positive effect on absorbing carbon dioxide emissions, so feel free to go crazy. If anything, cutting them down will probably make the game run faster/lighter and thus uses less CPU/GPU resources. Everyone wins.
[ 2020-11-13 17:45:40 CET ] [ Original post ]
I don't think it's an exaggeration to say that we're overwhelmed about the response to DYSMANTLE Early Access launch so far. This has been by far the best launch we've ever had on Steam -- and we're only getting started. So BIG thanks to everyone!
But no time to rest on our laurels! We've been reading your feedback & bug reports, and cooked up the first patch that will fix tons of smaller issues already reported. We've also managed to squash a couple of crash-to-desktop issues that were showing up in the reports. We're also slowly raising the Level Cap.
Here's the more detailed list of changes (also visible inside the game in Change Log menu).
VERSION 0.6.1.X
ADDED
- XP Level Cap is now 21. - 'Vignette' Graphics option (previously always on). - 'Film Grain' Graphics option (previously always on). - You can now relisten Radio Broadcast in Points of Interest menu. - 'Show Emojis' Gameplay option. Can be used to hide most emojis steamsad - Digged up treasures now show up in map.
CHANGED
- Lowered intro and boss music track volumes by a few decibels. - Increased player map unexplored fog reveal radius by 33%. - Making sure certain Skills are presented as options on early Level Ups.
FIXED
- Static enemy path planning optimization. - Gaining XP after internally getting enough XP for Level number (Level Cap + 2). - A couple of uncommon crash to desktop issues. - Tons of glitches and level bugs reported through Bug Report feature. We've been running this 0.6.1 update in beta branch for a while, and it looks like stable, but if you experience any issues, you can go back to the older 0.6.0.8 build by switching the branch to 'previous_default' the same way you would when switching to 'beta' branch. There's FAQ instructions for this on Discussions. We'll drill into more issues in upcoming patches, and of course keep reading your new feedback and bug reports. We're also trying to spend as much time as possible on developing new content. We've got so much stuff planned (and some already implemented) for this, can't wait to show it to you guys! steamhappy
[ 2020-11-08 15:31:19 CET ] [ Original post ]
DYSMANTLE - the bittersweet post-apocalyptic action rpg is now available. Just go here and learn more: https://store.steampowered.com/app/846770/DYSMANTLE/
[ 2020-11-06 10:55:26 CET ] [ Original post ]
The Early Access release of DYSMANTLE will happen on Nov 6th 3AM PST - or around 13:00 EET. To celebrate this, we will have a developer stream starting around 12:30 EET where we play the game live during the launch. The live section will be followed by a selection of our favorite streamer videos and pre-recorded 10tons content.
[ 2020-11-04 09:24:40 CET ] [ Original post ]
The week started with sending out keys to content creators, streamers and other influencers. Their videos have started to come in and here's a collection for you to enjoy! And thank you for the videos! https://www.youtube.com/watch?v=T33lc7MFfOQ https://www.youtube.com/watch?v=KTuyZB4EHwE https://www.youtube.com/watch?v=oTSC3GNVW9o https://www.youtube.com/watch?v=hccJzFt1EBs https://www.youtube.com/watch?v=Q1OwE92DMnQ If you're streamer and would like to try the game, contact us at prcontact (t) 10tons(dt) com from an address which can be verified from your channel page!
[ 2020-10-28 12:11:23 CET ] [ Original post ]
We're thiiis close announcing the Early Access release date for DYSMANTLE. Just a few bugs to crush, features to fix, and placeholder art to replace.
I wanted to give you heads up though. We'll be changing the store page features to match the first Early Access release instead of planned Full Launch release. This means the localizations will be turned off for a while, and the supported platforms will say PC Windows only. The plan is still to have the game available on macOS and Linux, and in several languages including English, Italian, Spanish, Japanese, Chinese (simplified), French, German, Korean, Portuguese (Brazil), and.... Turkish. It's pretty much the same set of languages which we've done for our earlier games... plus Turkish.
You can check out the Early Access texts on the store page for more information on how the Early Access launch will differ from the Full Launch. More refined timeline is available inside the game via Change Log button in the Main Menu.
So we're very close! Much excitement!
[ 2020-10-21 14:25:32 CET ] [ Original post ]
We have some urgent news on Skeletal Avenger - The dungeon dashing and decapitating roguelite. The items are:
1) Come watch us play Skeletal Avenger on the developer stream happening NOW on Oct 8th! We'll be playing a couple of hours at least so check the game page if we're live!
2) Download the demo - available only until Oct 13th!
You can do both here:
https://store.steampowered.com/app/1277500/Skeletal_Avenger
[ 2020-10-08 12:45:19 CET ] [ Original post ]
We've noticed... an interesting campaign for Turkish localizations at the DYSMANTLE discussions.
DYSMANTLE Discussions Turkish Language Support!
I guess if so many people (totally not bots) are into that esoteric language (hey we're Finnish, ours is the worst), I guess we can confirm that DYSMANTLE will be localized to Turkish as well. Well played, Turkey. 12 points.
HOWEVER, I want to be clear here. We're going full steam ahead preparing for the Early Access this fall, and we're trying to figure out what features will be available at day 1, and what will come in updates during the EA. Localizations are not likely to be included in the day 1 release. Why? There will be still lots of changes to the texts at that point, and keeping all the languages up to date during the development may be a bit too much for our small team. But fear not, everything will be in eventually!
So that's that. There will be a few posts like this coming before the EA to keep you up to date. To be even more up to date, you can Join #DYSMANTLE at 10tons Discord! to see weird (and not so weird) development shots like this:
That one actually has a story behind it.
[ 2020-08-20 10:15:48 CET ] [ Original post ]
Tesla Force is now available on early access - just click the link below!
https://store.steampowered.com/app/1149710/Tesla_Force/
[ 2020-08-05 13:01:58 CET ] [ Original post ]
I just wanted to let you guys know that we're not dead, we're just enjoying the beautiful Finnish Midsummer. We're just about to embark on our summer vacations in a couple of weeks, and when we get back in early August, we'll start preparing the DYSMANTLE Early Access version for launch. So it's coming this fall! Scary!
Interested in testing the game BEFORE the EA release? Go and sign up at DYSMANTLE.com if you already haven't! We'll be sending emails regarding closed alpha test opportunities in August.
Oh and do join our 10tons Discord server at #dysmantle if you want to hear occasional updates there as well.
Enjoy your summer!
[ 2020-06-20 13:39:30 CET ] [ Original post ]
Tesla Force demo is available during the Steam Game Festival Summer edition . The demo is only available during the fests 16-22nd June, so grab it now if you want to test drive the game.
Use the link here:
https://store.steampowered.com/app/1149710/Tesla_Force/
[ 2020-06-17 06:49:47 CET ] [ Original post ]
Skeletal Avenger is a fast-paced ultra-responsive hack'n'slash action with a massive weapon arsenal and decapitating special moves! Avenge a thousand wrongs in a reverse roguelite where the skeletal avengers ascend from the depths to extract vengeance!
- Fast-paced ultra-responsive hack'n'slash action
- Decapitate yourself for special attacks: Your hat determines the effect
- Reverse roguelite: Ascend from the depths and exact revenge
- Endless amount of quests to complete - each one ending in sweet revenge
- Gain rewards and equip your avengers with increasingly powerful gear
- Single player and 2-4 player local co-op
[ 2020-05-27 15:38:18 CET ] [ Original post ]
Remember when a while back when I showed you I had played DYSMANTLE for more than 400 hours and you were like :O and I was like ;) and you were like ok ok anyway the number has gone slightly up ok thanks bye we're fine busy busy busy.
So it's pretty clear at this point that we're going insane. But I hope it just means the game's going to be insanely good. steamfacepalm
Also the protagonist in DYSMANTLE has spent years and years alone in his shelter. That's a social distancing HERO for you right there. And he's totally fine. See:
[ 2020-03-25 14:30:03 CET ] [ Original post ]
I could talk about farming in DYSMANTLE.... but let's instead quickly address the infected zombie elephant in the room. As some of you have very politely pointed out, our announcement trailer does sort of (vaguely) mention the number 2019.
[previewyoutube=1zbSFUROKYo;full][/previewyoutube]
The year 2019 is coming to an end, and DYSMANTLE is still not out. And, no, unfortunately it won't come out later today either. We are more sorry than you probably know.
DYSMANTLE is a huge game for our small team, and we want to make sure we get this one right. So it will take some more time. It's going to come out in 2020, not 2019.
And to be clear, it's not that we need some more time polishing it, we need more time adding more content and mechanics. Lots of stuff is still missing. Why? Some might call it feature creep, but the simple truth is that after seeing the initial reaction for the DYSMANTLE announcement, we decided to make a game to match those high expectations we had set. The game that could have shipped in 2019 wouldn't have matched those expectations.
So TL;DR: we're sorry, DYSMANTLE development is going to take some more time, but it's going to be great.
2019 has been an awesome year, but here's to hoping 2020 will be even better.
[ 2019-12-31 13:31:27 CET ] [ Original post ]
Digging for a buried treasure. It's here SOMEWHERE but the hint is a bit vague.
[ 2019-11-08 22:05:25 CET ] [ Original post ]
With science as your super power, charge up your coils and zap into action! Tesla Force is a rogue-lite top-down shooter featuring endless procedural gameplay with tentacle splitting action. Play as Tesla, Curie, Lovecraft and Shelley and blast the cosmic horror back into the galactic abyss!
https://store.steampowered.com/app/1149710/?snr=1_5_9__205
[ 2019-10-11 07:01:12 CET ] [ Original post ]
Just ran into this weird thing. It's not ringing, but still kinda seems like a trap. Who would build something like this??
What's the worst that could happen to me? I was wasting away just waiting for the phone to ring.
[ 2019-09-21 09:50:02 CET ] [ Original post ]
The old machinery no longer serves the purpose it was built for. Rusting. Useless. The reindeer eating mushrooms outside thinks it's the perfect metaphor for his own life lately.
Or maybe I'm just reading too much into this screenshot.
In any case, after the refreshing summer break, DYSMANTLE development is moving forward at nice and steady speed. At this rate, the game is finished... when it's done. ouchheadshot
[ 2019-09-03 17:19:32 CET ] [ Original post ]
The dusk falls and the night approaches. One should be very careful when venturing deeper into the woods. The skull should say it all.
[ 2019-06-11 09:07:50 CET ] [ Original post ]
The old link tower deep in the northern forest wakes up and starts transmitting and receiving. Much has been accomplished here.
[ 2019-05-29 18:35:27 CET ] [ Original post ]
In the very literal sense. But where's the corpse though? (Spoiler: you'll find out later).
[ 2019-05-10 11:23:15 CET ] [ Original post ]
Down: the abyss. Up: post-apocalypse. Forward: much treasure.
Your move.
[ 2019-04-25 06:55:02 CET ] [ Original post ]
Yes. This is from DYSMANTLE as well. From the depths below.
When the wretched island was discovered by the modern civilized man, what they found was ruins. Dilapidated remains of ancient holy places. But that wasn't the only wondrous thing they found on the magnificent, extraordinary, wretched island. There were riches beyond belief. Untamed power ready to be harnessed.
Yet something wasn't quite right.
[ 2019-03-27 20:14:25 CET ] [ Original post ]
Teasing a poor monster who just wants to get by. And have a bite of your flesh. Is that too much to ask?
The melee combat is pretty much what you'd expect. You try to hit your foes with your sharp or blunt hard things while staying away from their claws and whatnot. Textbook melee.
You don't have to play fair though. You can backstab for extra damage, and use your special ranged attacks (aka. off hand items) to take down selected foes from a distance. Those unfair ranged attacks have limited uses, but they'll get replenished at the campfire.
But that's not the only thing that happens when you sit around that welcoming but enigmatic blaze, and stare at the flames for a few moments too long...
[ 2019-03-09 21:01:26 CET ] [ Original post ]
Undead Horde is rising on Early Access Today! Check it out here:
https://store.steampowered.com/app/790850/Undead_Horde/
[ 2019-03-06 14:47:27 CET ] [ Original post ]
Finally! We have a launch date for Undead Horde Early Access. It is March 6th! We're roughly 3 months behind our estimated schedule which isn't too bad considering this is a brand new game. Lately we've been talking of launch during February, but it became quite crowded so we opted to delay just a bit more.
Wishlist & check out Undead Horde here:
https://store.steampowered.com/app/790850/Undead_Horde/
[ 2019-02-21 13:48:32 CET ] [ Original post ]
Just a quick update. People have been requesting more information about the game -- especially regarding the thing you see in the gif above. You can see the same stuff happening in the trailer as well.
So what's happening there exactly?
That is an entrance to an underground tomb -- a dungeon, if you will. Basically they're the remnants of an old civilization that used to live on the island ages before the modern man inhabited it after WW1. We're currently working on polishing the inner sections of these tombs, and are hoping to show you a short video of it in a month or so.
As you can piece together from the materials we've shown you so far, there is something... weird about the island. Thematically we're mixing together post-apocalyptic modern(ish) retrofuture(ish) setting with some elements that you would find in fantasy RPGs. So this is not your traditional post-apocalyptic setting. But more about that later as well!
BTW. if you like what you see, it would mean a lot to us if you could tell your friends about the game and spread the word! (If you don't like what you see, please tell absolutely no one?)
[ 2019-02-15 15:06:51 CET ] [ Original post ]
We're very humbled by the reception DYSMANTLE has gotten so far!
It's been about a week since the game was announced, and the game has already received more wishlistings than some of our games in their lifetime :O
So as a gift I give you Rudolf.gif, a magificient beast from the prealpha version of the game. Not 100% sure if this particular mythical easter eggy creature will end up in the final game though. But if it does, it'll only appear during the festive season. :)
Thank you! steamhappy
[ 2019-01-25 13:07:17 CET ] [ Original post ]
After spending a long long time in the dark (metaphorical) hole of intense indie game development, it feels great to get DYSMANTLE properly revealed to you guys.
So... Check out the game trailer & description and let us know what you think!
[ 2019-01-16 11:46:52 CET ] [ Original post ]
🎮 Full Controller Support
As you ascend from your shelter after the long long years, a brave new old world awaits you. A world inhabited with nasty and vile creatures. A world with no other human soul to be seen. A world with nature in reigns now. A world that's about to get even worse.
You need to find a way to escape the wretched island. But before that, enjoy the bittersweet apocalypse.
- Break over 99% of all objects for materials with the right tools. No barrier will stop you.
- Fight with (or run away) nasty and vile creatures of the post-apocalyptic era.
- Explore the handcrafted open world and uncover its mysteries.
- Survive. Clear areas of monsters and claim it as yours.
- Build outposts to establish your presence.
- Craft permanent weapons, tools, outfits, and trinkets.
- Hunt dangerous game or tame them for your post-apocalyptic zoo ranch.
- Farm exotic plants and reap the rewards as crop gets ripe.
- Solve puzzles above ground and underground in the Tombs of the Old Ones
- Fish cunning scaly things under the watery surface.
- Cook delicious recipes for permanent stat and ability upgrades.
Explore the ruins of the past and discover technology from the hitech era. Gain technological advantage against the hostile environment. Or go deeper and recover the ancient lost knowledge from the hidden tomb chambers of the old ones. Acquire materials with almost magic-like properties and use them to craft insanely powerful gear.
Over 99% of everything can be broken for materials with the right equipment. Do that, and collect the sweet nectar of the old world: plastics, rubber, and metals. There is a reasonable number of different materials to gather. Find Recipes to craft permanent items and upgrades.
Explore the vast hand-crafted open world and build Outposts to establish your presence. Claim back the land area by area. Find hidden treasures and solve puzzles long ago forgotten. Find your means of escaping the island.
The world after the end is inhabited by nasty creatures. Something vile has affected most of the wildlife and former human inhabitants of the island -- turning them into aggressive beast-like creatures. Slay them and collect their loot - or run away and come back when you're stronger. Fight using various melee and ranged weapons. Create traps and lure monsters in. Do whatever it takes.
You will not be fighting just to maintain the status quo. This IS NOT a game about starving. You won't be constantly looking for a tasty cockroach to fill your over-metabolic stomach while waiting for the unavoidable bliss that is death. You will never die of hunger. You will get more powerful, and unlock permanent upgrades. The world is a dangerous place, and you may take a few steps back once in a while, but eventually you will thrive.
Enjoy the bittersweet apocalypse.
I think this is pretty obvious, but the game is still in development. This means the details will still change and features may get added, changed, or removed. More details will be announced during 2019!
Our team is not very big, so things take time. We're also building our own very technology and 3D engine for the game at the same time. We like to make sure we can do all the crazy stuff we want -- while ensuring everything runs smoothly on devices from PCs & next-generation consoles to mobile phones (and maybe toasters in the future).
Please wishlist the game to support the development! :)
- OS: Ubuntu 16.04 or SteamOS
- Processor: 2 GHzMemory: 2048 MB RAM
- Memory: 2048 MB RAM
- Graphics: SM 3.0+
- Storage: 600 MB available space
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