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Survivors, its time to celebrate the arrival of spring with some sweet savings! From March 13th to March 20th, DYSMANTLE is on sale nows the perfect time to jump back into the bitter-sweet apocalypse (or start your adventure)! That said, we must say that here in Finland it feel still a bit more like winter with -4C/25F. In any case, they call it Spring Sale, so somewhere there must be a real spring! So, stock up on resources, craft powerful gear, and dysmantle your way through the open world at a discount while the sale lasts. While you're here don't forget to check out our upcoming game DYSPLACED! Its still in development, and we've just posted the latest dev diary! https://store.steampowered.com/app/2430390/DYSPLACED/
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.
-Petting interaction doesn't appear near other interactive objects. -Recipe cost balancing. -Misc bug fixes and tweaks.
Get the new DYSMANTLE DLC today with a 10% launch discount!
https://store.steampowered.com/app/2439690/DYSMANTLE_Pets__Dungeons/
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.
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
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/
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.
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.
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".
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.
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/
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/
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.
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/
The Undead Horde will start pouring in on December 8th 2022!
https://store.steampowered.com/app/2065810/Undead_Horde_2_Necropolis/
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.
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/
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.
Join us for a developer launch stream to celebrate the "Underworld" DLC release!
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.)
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.
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.
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...
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!
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!
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.
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.
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!
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.
https://store.steampowered.com/app/1277500/Skeletal_Avenger/
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.
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?
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.
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!
Go see it here: https://store.steampowered.com/app/1277500/Skeletal_Avenger/
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.
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.
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.
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!
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.
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.
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.)
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.
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!
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.
Get ready for the ultimate Lovecraftian Monster Onslaught - Tesla Force is now available! Just go here:
https://store.steampowered.com/app/1149710/Tesla_Force/
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?
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).
DYSMANTLE - the bittersweet post-apocalyptic action rpg is now available. Just go here and learn more: https://store.steampowered.com/app/846770/DYSMANTLE/
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.
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!
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!
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
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.
Tesla Force is now available on early access - just click the link below!
https://store.steampowered.com/app/1149710/Tesla_Force/
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!
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/
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!
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:
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.
Digging for a buried treasure. It's here SOMEWHERE but the hint is a bit vague.
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
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.
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
The dusk falls and the night approaches. One should be very careful when venturing deeper into the woods. The skull should say it all.
The old link tower deep in the northern forest wakes up and starts transmitting and receiving. Much has been accomplished here.
In the very literal sense. But where's the corpse though? (Spoiler: you'll find out later).
Down: the abyss. Up: post-apocalypse. Forward: much treasure.
Your move.
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.
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...
Undead Horde is rising on Early Access Today! Check it out here:
https://store.steampowered.com/app/790850/Undead_Horde/
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/
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?)
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
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!
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