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TIGSource ForumsCommunityDevLogs[D.I.E] DRIFT INTO ETERNITY
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We Are Bots
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« on: December 02, 2015, 09:06:40 AM »


=====================


Hello fellow dev,

We Are Bots Studio is a young game development studio founded during 2015. We are actually working on Hull Breach, a science-fiction game.

HullBreach is an immersive First Person Survival Game. Trapped in a wrecked ship, you have to struggle to stay alive: salvage what you need to repair the damaged systems, close the many breaches slowly riping the hull open, and try to withstand your thirst and hunger while keeping your spirits up.
Staying alive will be hard and this game won't go easy on you, you better bring all you got!



=====================


Feel free to view our Devlogs on our Youtube channel !







DEVLOG 5
DEVLOG 4
DEVLOG 3
DEVLOG 2
DEVLOG 1


All Devlog are available on: We Are Bots WEBSITE
Trailer available: HullBreach Trailer



=====================

You can support us by voting and posting a comment on Steam Greenlight:
Steam Greenligh
You can already download the demo and give us your feedback. All the feedback will be greatly appreciated.

Wish you the best !






« Last Edit: May 11, 2016, 12:34:37 AM by We Are Bots » Logged

Hadrien
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« Reply #1 on: December 02, 2015, 09:10:49 AM »

"Salle de Reparation", vous êtes Français ?

Le projet a l'air intéressant, je suivrai ça Wink
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We Are Bots
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« Reply #2 on: December 02, 2015, 09:12:04 AM »

Exactement nous sommes Français. Comment tu as grillé notre couverture ?  Embarrassed
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Hadrien
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« Reply #3 on: December 02, 2015, 09:18:55 AM »

Exactement nous sommes Français. Comment tu as grillé notre couverture ?  Embarrassed

C'est écrit sur mon premier post: "Salle de reparation" Wink Santé!  Beer!
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We Are Bots
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« Reply #4 on: December 02, 2015, 09:22:57 AM »

J'avais vu mais j'ai mis du temps a trouver ou tu l'avais vu (screenshot inventaire).
Jolie. Bien joué. Pas mal !
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« Reply #5 on: December 07, 2015, 08:27:57 AM »


=====================

We have working a lot the last week to improve your player experience. Send us your feedback to help us solve the major problems that we may encounter.

Patch note v0.77:


-Gameplay:

•  R29 now Fully Operational (broken FX, emissives, containers etc...)
•  Modified items descriptions for Standard Water Ration, Double Water Ration, Toothbrush, Deodorant, SVS, Teddy Bear, Yo-yo and Stress Ball
•  Button "Take All" (F) => Not in the Inputs yet, so you can't change the key for now.
•  When a room is on fire, temperature will automatically raise by 1°C every 10 seconds.
•  Can take more object than max weight (no malus yet, but this will slow you down among other things in the next update)
•  Death Panel now displays Game Stats (Fire/Breaches/Broken objects)
•  All object weight have been doubled to match the player weight carry stat in a more realistic way.
•  Log will warn you everytime a stat goes below 75/50/25%
•  Inventory scroll faster (3 -> 5)
•  Loosing health (3/second with a health pool of 1000) when Hunger/Thirst/Moral/Oxygen < 25%
•  Loosing health (6/second with a health pool of 1000) when Hunger/Thirst/Moral/Oxygen = 0%
•  Loosing health (3/second with a health pool of 1000) when Acrycine > 75%
•  Loosing health (6/second with a health pool of 1000) when Acrycine = 100%
•  When health = 0, you lose your life (and the game).
•  You have now a chance to take Wounds when staying in room with Acrycine and Fire.
•  Adding a teleporter


-Graphic:

•  Options Window reworked (work still in progress).
•  Emissive Communication Table in R54.
•  Emissive for Microscope et Juice Extractor in R14 and R28.
•  Adding smoke to rooms in fire. Was missing on 11 rooms.
•  Changed text of Texture Quality option (Normal size texture = High, Half-size = Medium, Quarter size = Low)
•  The RoomStats Window on the right arm has become invisible since it is not integrated yet.
•  Typo color slightly changed to make it easier to read.
•  Death Panel displays Player Stats (Hunger/Thirst/Moral/Oxygen) with icons.
•  Emissive correction on Microscope, Juice Extractor, Table Com, Air Recycler and Big Air Recycler.
•  Adding Decals material.
•  Setting lights R30.


-Audio:

•  Removed 'open inventory' sound. Will change it later.
•  Removed all sounds from Menu (re-thinking and replacement in progress)

-FIX:

•  Options Menu stops bugging after death.
•  Debugged Occlusion T0.
•  Debugged Disease and Wounds evolution (when a disease evolved, it erased the values of the previous stage, so it couldn't be healed. Now it can.)
•  To - R43 collider door fixed.
•  Changed occlusion colliders for R32 and R33.
•  Optimized interactable emissive/colliders system.
•  FPS counter hidden by default.
•  White bar under day number (when changing day) now disappears correctly.
•  Debugged Food loss over time. Now there won't be floating point approximations.
•  Room Water FX (water drops) are now desynchronized for a more realistic effect.
•  White flash after splash screen is now black (so it doesn't hurt your eyes).
•  Fixed all rooms FX for acrycine and fire (they should be able to display both of them correctly)
•  Display time for daily tips changed from 4 to 5 seconds (for an easier read)
•  Little collider correction at T-1.
•  Log now disappear when you are in the options menu.
•  Fixed a Graphic issue on Little Doors.
•  Debug inventory: selector was sometimes wrong and selected the object above.
•  Inventory Window now won't disappear when no object in container.
•  Little window at the center of inventory does disappear when no object selected.
•  Trim inventory changed and optimized (Food/Water/Moral/Material)
•  Fixed plane flicker T-1.






Thank you everyone for your unwavering support.
We have now reached the 20th position on Steam Greenlight ... and that's because of you! We all thank you so much.





Of course you can still help by voting on Greenlight:

http://steamcommunity.com/sharedfiles/filedetails/?id=563643649



Download the demo & Support us on IndieDB :



Wish you the best !


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We Are Bots
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« Reply #6 on: December 10, 2015, 06:33:36 AM »


=====================

Hello everyone,
We are Bots is proud to present you a new trailer for Hull Breach. This time, we show you a lot more gameplay and a few features that are currently work in progress and we hope it will make you more aware of what can be done in the game.

Visually, the rendering for this trailer has been downgraded, so you can see the game is really bright where it should be a lot darker. That's on purpose because it was hard to understand what was happening in the action without brightness.
Anyway, we think this trailer will please you and will give you a good reason to vote for us for the 2015 indie of the year awards. So take a look!

Check our gameplay trailer on youtube:




===================

We are working hard to provide you the best original experience we can achieve and we hope it will be enough to get your interest.
Try the demo (alpha pre-release), take a look at the screenshots, leave us a comment and if you have any question, we will be glad to answer.

===================

Of course you can still help by voting on Greenlight
http://steamcommunity.com/sharedfiles/filedetails/?id=563643649:
/
Or Support us on IndieDB :


Wish you the best !
« Last Edit: December 29, 2015, 03:55:03 AM by We Are Bots » Logged

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« Reply #7 on: December 14, 2015, 06:16:30 AM »


=====================

We have been working this week to improve your player experience. Send us your feedback to help us solve the major problems that we may encounter.

Patch note v 0.78:

GAMEPLAY

"You are here" maps finally added in a lot of corridors of the ship.
You can now hold the right click button to see the stats of the room you are currently in.
2 new rooms added: R56 and R59 (Auxilliary Air and Water Recycling).
Items can now stack in the inventory. And the overall code has been changed, so it's a lot smoother and stable.
Move speed is now influenced byt the Weight you carry (minor malus at 125, medium malus at 150, major malus at 175).
Scrollbar added to the inventory menu.

GRAPHIC

Improved design for the Logs window.
Improved design for the Main Menu buttons.
New design for the Options. Work still in progress.

AUDIO

New sound design for the Main Menu.
Footsteps volume now added to Audio options.

FIX

Key Binding Menu now displays a scrollable list for more options. Work Still in Progress.
New actions and key bindings: Close Inventory with E. Take All with F. Control the Log Manager with End, Page Up and Page Down.
All containers emissives fixed in storage bays.
Small Vibrating Stick is now limited to 1 per day.
Putting out a fire will now protect a room from fires for a short period of time.
Small glitch removed in the interface where texts remained black. Now refresh correctly.
Developer cheat codes added. Dont try to find them!
The left screen on the desks of all cabins is now random.
Bug Fixes on T0 - R32 for the occlusion culling. Also, all cabins have a larger occlusion box.



Thanks you everyone for your amazing support.
We Have Now reached the 12th position on Steam Greenlight...and that's because of you! We all thank you so much.




Of course you can still help by voting on Greenlight:
STEAMGREENLIGHT


Download the demo & Support us on IndieDB :



Wish you the best !


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« Reply #8 on: December 14, 2015, 06:27:15 AM »

Love the look, but the concept sounds like it could get kind of repetitive after a while. Breaches, fires, power failures...the potential variety in hazards seems like it might be a bit low. What other stuff will the player have to deal with?
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We Are Bots
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« Reply #9 on: December 15, 2015, 08:41:58 AM »


=====================


Hi !

Thanks for your feedback. I will try to answer the question.

I would totally agree if the gameplay only revolved around repairing the ship (with the issues you named)! You will also be able to improve yourself and your environment, craft items thanks to specific rooms in the ship, look for all the stories that will be hidden in it. Finally, you'll probably gonna look for a way to escape from this situation.
So there's a little bit more than fighting hazards, even i totally admit that it will be the main feature (repair the ship and maintain yourself alive).
Will the gameplay change a lot from one game to another ? Sadly not. Also, right now it's easy so we can try everything we wants, but later on the game will be fairly hard, survive 15 will be quite the achievment.

Hope it answered your concerns!




Hull Breach's greenligth campaign is a sucess! We've been greenlighted yesterday. Thanks all for your tremendous support on steam, every little vote counted.


Map is now fully functionnal!

Stats room UI fully functionnal!

See you next patch Friday or Sunday depending off bug Wink
Best regards.
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« Reply #10 on: December 29, 2015, 03:54:12 AM »


=====================

Hello everyone,

Hull Breach has successfully been greenlighted by the Steam Community in only two weeks. We wish to thank, with our whole heart, all those who have ensured the success of our project.



Patch Note v 0.79



GAMEPLAY

- When a room is on fire or has acrycine in it, the door will display a red alarm. Will add sound and a "broken object alarm" next version.


- Added but not fonctionnal yet : diseases. You will know more in time.


GRAPHIC


- New Brigthness option in the graphics options.


- Death Panel has been entirely reworked.


- Relighting of many rooms, reflections now works as intended (the rest will be done next week)
- Optimization lighting. No more big lags in Laboratory & other rooms of the same kind.
- New post-effect "Screen Space Ambient Occlusion".
- The name of the winner of the contest has been added on some walls


Christmas trees in the ship to celebrate this end of year.

AUDIO

- New sounds! Holo shelf now produce a neon-like sound.

FIX

- Rooms sometimes spawned in wrong orientation. Should not occur again.
- Big bug solved : Inventory was automatically closing when too far of a container. Now the distance
- Key Bindings are now saved, you won't have to set them again at each game (should work between different versions)calculation should be correct.
- The room stat panel (holding right click) is no more pixelated.


- Door switch now initialize as intended and display the correct values.
- Rooms codes on big doors, therefore all doors with specific room behind (not corridors) are named.
- Small graphic change of big doors to hide a default (little space between closed doors)
- Bug solved: Player stats now update correctly.
- Bug solved: Reset nb of use per day for certain items.
- Lock Cursor in main menu should be correct now.
- Added mouse instruction in inventory (the same as in containers)
- Teleporter T1 was redirecting to the wrong floor. Now works as intended (thanks The Magical Forest)
- Debug inventory : now when you "take all" the speed malus is correctly calculated.
(Forgottent last week) Right Arm Animation smoother for "Room Stats Display". The "Action Animation" still has a little glitch, work in progress.

Thanks you everyone for your amazing support. We are working fervently to give you the best scifi video game possible! Download the demo & Send us your feedback to help us solve the major problems that we may encounter.

Best Regards.


Follow us on facebook (fr) or Twitter (eng)
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« Reply #11 on: December 29, 2015, 11:08:03 AM »

Great idea! I like survival games, but having it based in a space ship makes it even better.
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We Are Bots
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« Reply #12 on: January 13, 2016, 06:45:04 AM »


=======================

Patch note v0.80:
GAMEPLAY

-New diseases! You can now die from various diseases like indigestion or headache or many others.
-Diseases and wounds can be seen in the inventory panel (i).



-When catching a disease, its severity level is now correctly randomized.
-Health Objects added and placed in specific rooms. Go scavenge the ship to find them!



-Teleporters can now be broken.



GAPHIC

-New Emissive System (colors still work in progress).
-New Animated Crosshair and new Feedback System (opens when aiming at an interactive object and gradually lightens while coming next to it).



AUDIO

-Sounds for christmas trees.

FIX

-Only 1 remaining contest panel.
-Optimized the way the broken FX are loaded into memory.
-Getting ready with Steam interface, for later implementation of the sdk possibilities.

____________________________________________________________________________________________________________________

Patch note v0.81:
GAMEPLAY

-Diseases and wounds are now marked UNKNOWN until you use the Body Scan (see below)
-Body Scanner (R09, Medical Block): Use this to reveal the nature of you diseases and wounds. It takes 15 ingame minutes to be used.



-Medpod (R09, Medical Block) : Use this to heal your worst disease/wound. Can only be used once per day. It takes 15 minutes ingame to be used.



-The Scraper (in R06 - Repair Room). Every item in the game can be salvaged to produce basic materials.
-To salvage an item, find a recycle bin anywhere on the ship (there is always one near the shower/WC) and fill it with every item you don't need like this infected/rotten apple (gross!)



-Then go to R06 and open the Scraper container to find your useless items recycled into something else.
-If all scrapers are broken, the objects will be destroyed.
-Fire now lower the oxygen in the room.
-Oxygen regeneration now depends on the status -broken or not- of Air Recyclers. If there is no water left in the Water Tanks of the ship, the Air Recyclers will also cease to function. The visual feedback of the whitering flowers will come next update.
-Water Recycler now generates some units of water everyday when they are not broken. These units can be found in the water tanks in the same room.



-If the plants of the Air Recyclers are correctly hydrated, they have a chance to spawn a root. Just be sure the Water Tanks are filled.



-If a fire reaches its maximum level in a room, it can spread to adjacent rooms, even if the doors are closed.
-Storage Bay R12 (x2) and R13 (x2) at T1.



-Running is now slightly slower. Walking speed doesn't change.
-Steam SDK : Worldwide Leaderboard of survival time.
-The Log will now warn you when you have a new disease or wound.
- We can know how the character died to make a summary of the problems encountered at the end. Visual feedback to come in future updates.
- The Shelfs of the Air and Water Recycling rooms are now full of objects.

GRAPHIC

-New "End of day" pannel.



AUDIO

-Alarm sound added.

FIX

-Debug : "Switch Inventory" and "Take All" key bidings now works as intended.
-Debug Flickering lights. The material was set null and so nothing could be seen. Now works as intended.
-Crosshair animation will no longer lags.
-Crosshair size reduced
-Crosshair has been outlined to enhance its visibility.
-Crosshair opening/closing animation is now faster.
-Crosshair now interacts correctly with the main menu buttons.
-Crosshair debugged on big doors and optimized layer.
-Changed description of health items for a shorter one.
-Corrected orientation of several room spawners at T-1.
-The display of Diseases and Wounds "severity" now has an uppercase first letter.
-Corrected colliders size in T01.
-Emissives have been colored.
-Debug : Opening a container will no longer consume the first selected item.
-Debug : You can no longer open a container by aiming at a door/room.
-Debug : Door colliders will no longer desactivate themselves.
-Med Block now has Big Fires like all the other rooms.
-Little corrections on Occlusion Colliders.


Thank you for taking the time to read this big block of text. See you soon for Update 0.82 !


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« Reply #13 on: January 21, 2016, 03:03:42 AM »


=======================

Patch note v0.82:
( patch note on steam greenlight )

GAMEPLAY

-MedPod now takes time to use (15 minutes like for the body scanner).

-BrokenLights are now NOT broken by default.

-New daily tips, former ones have been updated.






-Plants can now be dehydrated if there is no water in water tanks. (at least one Unit of Water for each Air Recycler/Big Air Recycler). Dehydrated plants do not produce oxygen.


-If plants are hydrated, they have 10% chances to produce 1 Root.

-You may recycle Rotten food by placing them in Air Recycler/Big Air Recycler.

-For each rotten food you'll have a slight chance to produce 1 Root the next morning.

-Temporary bonuses & maluses should now work as intended.

-Confinement Unit: over the night, infected food placed in it will have a slight chance to be cleaned up. Although, it may also deteriorate the food.


-Juice Extractor: over the night, will transform any food placed in it into Units of Water and Bio-resin. May also just destroy the food (nothing produced).




GRAPHIC

-New animation for the desk R29 (work in progress).

-New random screens for the room R05 - Cabin.


-All graphic options are now automatically saved and loaded when you restart the game.



AUDIO

-Ambient sounds for rooms R03/R05/R09/R14/R28/R29 (work in progress).



FIX

-Debug crosshair lock status on main menu (cursor should not leave the screen anymore).

-Debug Ambient Intensity (should now work as intended).

-New log system (font size is now the same for all texts & timestamps, and no longer hidden by the scrollbar or when the inventory is opened).



-Forced Item Spawn: there is now at least 1 Auto Medbot in the ship.

-Rotten food should now work as intended (decay properly).

-Added some missing Big Fires in R56 and R59.

-Stats are now correctly displayed when the inventory is opened (correctly updated every second).

-In the "Gameplay" options, "Camera Look Speed" is now renamed "Sensitivity".



See you soon for Update 0.83 !
[/b]

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« Reply #14 on: January 28, 2016, 06:22:10 AM »


=======================


GAMEPLAY

-Rotten system has been corrected, now works as intended.
-The desk of R29 now works as intended.





-One new daily tip.




GRAPHIC

-New lighting (again) for every room of the game. Still improving with what we can do with Unity.
-The Room Stats panel (maintaining right click) has been graphically reworked, more changes to come.

 

-If the flowers of an Air Recycler get dehydrated, they now have an animation of falling down.



-Complete change of the brightness option. Now works as intended.




AUDIO

-Ambiences sounds volumes have been balanced.
-The music will now be present in the spawning cabin when starting a new game. So you can now where it all started : it's where the music is.
-Changed occlusion system of 3d sounds.
-The ambience sound of the corridors can now be heard in the main menu.


FIX

-Bug solved: The arm will no longer have glitch in it's animations.
-Bug solved: The inventory will no longer get opened when trying to open a container.
-Christmas trees deleted.
-Some objects could be forced to spawn at least 1 time (like the auto-medbot). They can now be forced any amount.
-Small optimization in the way rooms spawns. No effect on the game.


See you soon for Update 0.84 !


  
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« Reply #15 on: January 28, 2016, 03:15:39 PM »

What's with the DMCA Takedown notice posted on your greenlight page? What does this mean for the game?
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« Reply #16 on: January 28, 2016, 07:49:24 PM »

This is a really cool idea, survival in a spaceship. I recently started playing The Long Dark, and I love the sci fi theme. I wonder how it will fit thematically to be desperate for food and water in a large spaceship though. I think the idea of fixing things throughout the ship has a ton of potential, though. It could be interesting if different challenges change priority as you go. Like eventually solving the food and water problem, but then other problems become more important. Or having plenty of oxygen at the start, but you run out if you don't fix those systems.

I'm sure you've come up with plenty of ideas. It'll be interesting to see how things come together.
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« Reply #17 on: January 29, 2016, 09:51:51 AM »

What's with the DMCA Takedown notice posted on your greenlight page? What does this mean for the game?

Hi whilefun, thank you for your interest in Hull breacH.

For the moment, it means that some guys in America have a board card game of the same name than us.
They were kind enough to contact us, but they also fired a request to remove the game from Steam...so we don't really know what are their intentions. This is completely normal as they are defending their trademark, but we are not evil pirats and we hope we can just speak with them to find an arrangement that makes us all win.

For us, there are 2 possibilities :

1) We sign a coexistence deal with them, we provide social network advertising for them and they let us use the name Hull Breach. (We can also share some 2D assets, make some easter eggs like cards of their game lying on the floor of some cabins, that would be really fun)
2) We change the name. That's a lot of not-funny work, but hey, no choice.


This is a really cool idea, survival in a spaceship. I recently started playing The Long Dark, and I love the sci fi theme. I wonder how it will fit thematically to be desperate for food and water in a large spaceship though. I think the idea of fixing things throughout the ship has a ton of potential, though. It could be interesting if different challenges change priority as you go. Like eventually solving the food and water problem, but then other problems become more important. Or having plenty of oxygen at the start, but you run out if you don't fix those systems.

I'm sure you've come up with plenty of ideas. It'll be interesting to see how things come together.

Thanks for the comment!

Fun fact : we are working right on daily events. They are designed to modulate the way each playthrough will be for the player (will you be craving for food, water, can't close breaches?). The main idea is that we want to stay away from a linear experience.
As for the system dépendent stats, it's slowly getting there. You can run out of water or oxygen if you don't fix de designated rooms. Pressure et Temperature room soon to be done, so that's gonna be in soon!

Regarding the lack of food and water, you do start with way more than what you need (as you pointed out : big ship, way too much food and water for one person). Although, this ship is supposed to be run by 30+ people, so expect food to go bad because the power is out, expect water to not be recycled.

As you can see, you'll be fighting to keep the ship in a state where it can sustain you (or at least it's ressources will stay decent). You'll have to manage carefully your time and choose what should you fix right now, and what can wait.


Best regards.
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« Reply #18 on: January 29, 2016, 01:50:58 PM »

As you can see, you'll be fighting to keep the ship in a state where it can sustain you (or at least it's ressources will stay decent). You'll have to manage carefully your time and choose what should you fix right now, and what can wait.

That sounds awesome  Grin
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« Reply #19 on: February 16, 2016, 04:55:23 AM »


As you might have noticed, there has been no version 0.84. This is because we had a major bug. We only managed to make a workaround, so if the game needs 2 full minutes to load the very first time, this is normal. This should not occur the next times.We will of course try our best to remove this unwanted behavior as soon as we can. Thank you for your understanding.

=====================
Patch note v0.85:

patch note on steam greenlight


GAMEPLAY

-Daily Events: every morning, an event will occur that can have multiple effects on yourself or on the ship. More information will be displayed in the morning logs.
-Player cannot move anymore when it's the end of the day.
-SplashScreen: pressing echap will only skip 1 splash screen, not all of them.
-Oxygen display should now occur every second instead of every frame.

-First achievement: Survive 1 day (on Steam only).

GRAPHIC

-Corrected smoke fx on Big Air Recyclers (should not go through walls anymore)
-Reflection Probes of non-square rooms have been disabled due to a Unity bug when we rotate the rooms. We will need to wait for Unity to release a fix (they say they are working on it).
-Reduced the reflection intensity of Laboratory.


-Doors switch material optimization.
-Options now displaying a numeric value for "sensitivity", "brightness" and the volume options.

-Corrected R09 and R58 static and doors.
-Logs window size should now adapt to every screen resolution.

FIX

-Unity Analytics implemented to know a little more about the configuration of our players.

=====================
Patch note v0.86:
patch note on steam greenlight

GAMEPLAY

-New Daily Events : Healing Machinery Failure, Scraper Malfunction, Garbage Disposal Failure, Cleaning Service Breakdown, Water Recycler Malfunction, Air Recycler Malfunction. New total of different daily events is 23.
-Alarms will no longer be triggered by acrycine. Only Fire and Breaches will (broken objects also in next update).

GRAPHIC

-Temperature management room R39 is coming!




AUDIO

-Option Audio : new slider for music.

FIX

-Resolved major bug of long loading time (light bake quality has suffered a little to resolve that, but it's still beautiful enough and we are working on other ways to improve it)
-Option Keybinding debugged and now with a scrollbar
-Log has been improved, allowing us to manually set a number of letters per line.





See you soon for Hull breacH update 0.87 !

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