Abduction Prologue: The Story Of Jonathan Blake cover
Abduction Prologue: The Story Of Jonathan Blake screenshot
Genre: Simulator, Strategy, Adventure, Indie

Abduction Prologue: The Story Of Jonathan Blake

Patch Notes - 1.0

New update live, game released.


1.0 Apr 11 - 2018




  • Fixed latency issues with objects for Oculus and Gamepad players
  • Improved gamepad support for Oculus and OSVR
  • More reliable and faster auto-detect systems for VR headsets
  • Performance improvements to increase FPS
  • Added a new content room
  • Added in a crowbar
  • Blocked out the main entry
  • Changed how some systems work to make it harder to cheat and get ahead of the game


Note: We will be watching the forums closely. Hit any issues, let us know and we will address them in the next patch :)

Updates & Game Release

Abduction Prologue - Released



As some of you may know by now, the Abduction Prologue was one of our very first VR games, created over 2 years ago as an OSVR game for being demoed at the Razer booth for E3.

Over time, we expanded a little bit on the content, and rounded out the demo until it became an actual small game all of its own.

I'm proud to announce that today, we formally launched the game into release.

Pages Split

As you may have noticed, we started splitting the content pages many months ago, and are still making page changes. Our intent is to keep the different game titles separate and allow people to provide feedback on the different titles as they have become so different over time.

What's New

We made some changes in the last update:

  • Fixed latency issues with objects for Oculus and Gamepad players
  • Improved gamepad support for Oculus and OSVR
  • More reliable and faster auto-detect systems for VR headsets
  • Performance improvements to increase FPS
  • Added a new content room
  • Added in a crowbar
  • Blocked out the main entry
  • Changed how some systems work to make it harder to cheat and get ahead of the game


Disclaimers & Notes

  • The original game was intended for OSVR (2016) and the mechanics were not intended for HTC vive at the time
  • This game predates Oculus Touch controllers (see below)
  • Being very early VR, the game predates modern VR frameworks. As such, it lacks some of the VR tricks used today to prevent cheating and wall walking


Please note: The game currently does not support Oculus Touch. However, we were recently accepted into the Oculus Start program (and we HIGHLY recommend it for other small studios). When we receive the hardware, I'll start bringing support to this title.

Found the game interesting, but something more? Follow our work on Abduction Episode 1 !

Episode 1: Alphas Rolling Out

Howdy Survivors!





I believe I've made the last of the page transitions today, :)

Prologue



We are going to be in Europe for about a month. We've completed our release for the Abduction Prologue - and I'll be pushing it to the BETA stream tonight :) Please feel free to give it a whirl, and give us your feedback. If there are no issues, I'll move it to the release branch.

Episode 1





I wanted to share a quick update on EPISODE 1! As some of you may know from our live streaming sessions, we've begun circulating some early alpha builds within the team!

Our audio is close to complete, script and voices complete, level designs complete, and we are just putting the final assembly together now.

In other words, it is time to get excited. The game is going to be a cool, and very unique experience :) It is easily the biggest digital title I've ever worked on.

Get more info, photos & more on our blog update!

Page Changing & Upcoming Update

Full 'Stream' Ahead

Join us on LiveEdu, and follow our progress during live streaming :)



Streaming

As some of you may know, we have been live-streaming the development of ABDUCTION. We stream live Wed/Thurs/Fri/Sat - 7PM MST!

It's free! And we would love it if you stopped by to chime in on your feedback. The best ideas have come from other people on the stream, and the game is made even more amazing with your feedback.



Follow our live streaming here :)

Page Rename & Migration

As some of you may have noticed, the page is changing. We've decided to give the prologue its own dedicated page... as a demo, it has slowly grown to become a mini game all on its own. And we feel it deserve its own space and reviews and such :)

Update

I've seen a few issues mentioned in the discussion forums - I'll tackle them this weekend and push through another update.

After this, the prologue is going to move from DEMO to RELEASED :) We officially launched this particular title in June of last year, so this is really just matching the data onto Steam.

Progress Update : Episode 1

Episode 1 is coming along beautifully. We've got an amazing script, awesome voices, a great soundtrack, and we've been painstakingly hand modeling so many things - I think it is going to come together to tell a truly amazing story.

In other words, keep following, we have some cool stuff and some awesome updates coming :)

Patch Notes - 0.0.56

Hi Folks,

Sorry about the bug! I can't believe we missed that right before holidays, I hope you all got some really cool VR gear to play with :D



Beta 0.0.56 Jan 2



Fixes
- Fixed a prefab issue that was impacting HTC Vive users

Red Iron Labs Going on Vacation

On Vacation until January



Crowdfunding wrapped up!

We know that this game is likely new to most of you, but for us, it has been an amazing 9 month project.

The team is now on holidays until the new year, and under strict orders not to reply to emails & social media. We really need to come back with a fresh look at the game series.

In the meantime, we've also tossed up another small project on itch.io that is free for anyone to play with (full VR support). Although, if you toss a couple dollars our way, it will go to some amazing coffee that our team will love.

With that said, have a great holiday season!

We hope all of you get a magical HTC Vive as a surprise gift, and we will connect with you in the new year.

Last day for crowdfunding



Only 24 Hours Left



Time is running out!

If you want to grab a copy of ABDUCTION at a huge discount, make sure to take advantage of the $5 perk (only a limited number remaining).

After the campaign ends, the price will increase to $15 - Early Access. And $20 at Release.

Jump on the crowdfunding here.

Patch Notes - 0.0.55

New update live!

This update mostly targets Oculus and OSVR but brings in fixes for other platforms as well.



Beta 0.0.54 Dec 7



Fixes
- Changed input systems away from OSVR default (for non-OSVR users)
- Decreased sensitivity for input systems
- Changed how the ClientKitPrefab context loads for OSVR users
- Added automated crash report submission (built into Unity)
- Reduced the reach of the creatures by 20%
- Softened and changed the culling for Flashlight shadows

Beta 0.0.55 Dec 10



Fixes
- Set auto assigned objects to go to right handed by default
- Removed the special effects causing Oculus to double image (scare FX)
- Fixed two shader CS entries (minor)
- Fixed an additional case where flashlights can fall into nothingness
- Fixed jump button on Oculus
- Better lock down system for gamepad interactions
- Fixed Oculus being unable to pickup flashlight
- Fixed Flashlight not following on Oculus and OSVR
- Further reduced mouse sensitivity
- Cleaned up some internal folder structures

Patch Notes - 0.0.53

Huge update.





Beta 0.0.49 Nov 30



Fixes
- Added mouse-lock (can be disabled by using the -unlockmouse launch param, or the settings.dat)
- Added a fix for players falling off the map on gamepad mode Death and Victory scenes
- Fixed material on spark effect (bedroom)
- Fixed outdoor scene to prevent teleporting outside of the building
- Fixed Tape Player in Main Menu (wasn't playing)
- Episode Selection went to the wrong scene, bypassing a cutscene.
- Completely rewrote the input selection and management system
- Fixed a bunch of display issues (only impacting Oculus users)
- Removed a bunch of code for enabling/disabling direct mode in OSVR (as OSVR should be doing it automatically)
- Oculus view wasn't resetting between scene changes
- Found a case where the tutorial level would progress (when in reality, it isn't ready to yet)
- Fixed flashlight vanishing sometimes after pickup
- Fixed Scare Effects for visuals that have been disabled for quite some time

New Features
- Added a "cup" to the Epsiode selection room (only HTC Vive folks will be able to figure out why, hint: Smack the light! OK, in honesty, it is just a fun way to smack the light.)
- Made the folder appear only after X amount into the tutorial dialog
- Made the episode selection folder make a sound when hitting the table
- Non-VR players now get anti-aliasing enabled
- Added new params, -ovr, -gamepad, -keyboard, -novr for overriding behaviors & added to settings.dat
- Added an "Auto Quality" manager, that will increase or decrease graphics quality based on current FPS
- Recorded new audio clips for some of the tutorial style events
- Added mouse information to hover over for non-HTC Vive users
- Added another new param -noautoquality to disable the auto quality system & added to settings.dat
- Flashlight pickup now shows usage information
- Changed front door, and other door textures
- Non-HTC flashlight was starting turned off, causing a switch state issue. Now starts turned on.
- Adjusted the non-HTC interaction holders to aim where you are looking better
- HTC Vive flashlight still operated with pickup capabilities, should have been disabled
- Fixed text overlay getting cut off
- Re-adjusted text at end-of-demo
- Added audio states at end-of-demo
- Users can now hide from the aliens

Improvements
- Increased the table size in the Episode selection room
- Updated Text on Dath and Victory
- Nightlight in Bedroom (could get a bit dark in there)
- Bed is less shiny
- Changed the tablets OS to Ubuntu Touch
- Reduced poly count of outer world on top two levels (~20%)
- Swapped some signs around
- Swapped some art from different scenes such as Main Menu
- Simplified PlayerController by moving it beside ControllerManager and recoding it to be more flexible
- Cleanup & Abstract away the Input Methods, adding a bunch of keyboard buttons, and removing a bunch of secret debug ones
- Createed new player controller structures for GamePad and Oculus to make them less dependant on OSVR
- Gamepad X, Keyboard F, HTC Vive Trigger, now turns on/off the flashlight
- Updated to the latest version of the Game Engine (fingers crossed no unexpected bugs!)
- Smoothed out gamepad & mouse movements
- Swapped out the Apartment 3D models, should be better
- Update available now only generates if you have an "older" build, not if you have a "newer" (eg. beta) build
- Improved different visual quality settings to make the change less noticible
- Rebuilt lighting for main apartment with new models
- Fixed an issue where enemy death FX sometimes causing crashing
- Fixed an issue where the player could fall off the map (Victory/Death)
- Flashlight follow is a bit more snappy
- Flashlight creation spot now moves aorund a bit
- Key creation spot now moves around a bit
- Fixed an issue with screen fading on non-Vive setups

Beta 0.0.50 Dec 2



Fixes
- Finally fixed autodetection
- Resolved many crash issues with Unity 5.5 caused by unsafe changes in their Particle and Lens Flare modifications

Beta 0.0.51 Dec 4



Fixes
- After pouring through crash dumps, resolved major crashes in 5.5 by bringing in new particle systems and effects
- Resolved crash states on scene switching
- Fixed an issue where you hide from the enemy, and he doesn't give up
- Bunch of changes for lighting improvements
- Completely new lanch screen system

Beta 0.0.52 Dec 5



Fixes
- Transition states sometimes wouldn't use an ASYNC load (so no fancy fade out for OSVR users)
- Softened controller input
- Everything fades between scenes
- After seeing intermittent problems with input at different FPS, rewrote the entire input system to have a better non-FPS structured approach

Beta 0.0.53 Dec 6



Fixes
- Whole bunch of VIVE specific fixes, new launch methods, and better overall interaction throughout for VIVE users

Downloads Fixed, Testing Ongoing

Downloads Fixed, Testing Ongoing



Downloads should be back on track for everyone now, we've made some changes too for the buttons when launching the game.

I'm still expecting up-to a week for us to stabilize everything, but here is an update on my testing today so far:

Running well:
- OSVR HDK 1.3 & 1.4, running beautifully
- Gamepad and Keyboard, running beautifully, needs more on-screen config options
- HTC Vive, running beautifully

Seems to act funny:
- OSVR HDK 2.0

Untested:
- Oculus Rift CV1 (needs to run through OSVR)
- Oculus Rift DK2 (needs to run through OSVR)

Today, I'm going to look at exposing Oculus outside of the OSVR framework, as well as a bunch of overall demo fixes that would be nice to get in.

OSVR & Oculus will be best with a gamepad (you can use the keyboard and mouse, but its hard to see with the gear on). If we get our hands on the Touch, we will get it added in for support :)