Genre: Simulator, Strategy, Hack and slash/Beat 'em up, Indie
Abriss: Build to Destroy
ABRISS 0.3 MAJOR CONTENT UPDATE
Hello everyone!
did someone ask for bonus levels? We have a whole world worth of new content for you! This will let you revisit some older worlds and their mechanics. We also added a shiny new overworld-map, as promised in the last update. Now it feels a lot more like a journey through the dystopian city-worlds of ABRISS. We also added something you have been asking for for a while: STEAM WORKSHOP! You can now upload and download your own creations from the Sandbox. Some basic systems were also re-written, so you can expect better performance, less bugs and better usabilty overall! See the changelog for more info:
Changelog
NEW OVERWORLD MAP
A new screen showing you all levels on a map! This also introduces an "unlock point"-system, which you can use to unlock bonus levels or skip levels you don't find a solution for yet. The points can be gained by completing a level in the least moves possible with a 100% destruction score. Don't worry - you get a couple of them from the start!
STEAM WORKSHOP SUPPORT
You can now upload and download constructs from and to Steam Workshop from inside the Sandbox! We're really excited for what you will create.
World 1: EXTINCTION Bonus Level
One extra hard bonus level: "Stairs"!
World 2: ANNIHILATION Bonus Level
Another harder puzzle with world 2's rocket mechanics: "Monorail"!
World 4: EROSION Bonus Level
"Slingshot" lets you revisit world 4 for another challenge.
World 6: RUIN Bonus Levels
In the newest, sixth world of ABRISS, there are a whole 4 new levels waiting for you: "Storm","Half-Pipe", "Loop" and "Path"!
6 - 3 fixed
100% are now possible!
Scene loading system redo
Loading times between levels drastically reduced
Options Menu fix
There were some performance issues with the options menu, as well as some flickering visual bugs. Those have been fixed.
new ultrawide resolutions supported
5120x1440 as well as 5120x2160 are both available in the options screen now, as well as an experimental automatic mode which you can try if your resolution isn't listed! Should work in most cases.
New targetblock+debris styles
We made some new animated targetblock designs and also changed some targets so they look more alive! Targetblocks connection dependency is also reworked.
some more targetblock system improvements + cleanup
The destruction of targets should simulate more reliably and performant now.
Improved explosion VFX
The explosions look a bit better now and also fit the range of the actual physical effect better.
Phase Transision UI fixes
Switching from Building to Action phase etc. should not lead to unwanted UI overlap anymore.
Buildblock Deletion/Undo fixes
dependencies between blocks are handled differently now, deletion should be more intuitive now
Rotator changes
Rotator now hard stops starts and doesnt act like a hinge joint, and also connects on the top only
Hinge changes
New model and texture for better readability, fixed some connection bugs
Impulsor changes
Impulsor ejection force is more consistent now
Bomb changes
Explosion force and range adjusted
General bug fixes and small changes
ya know, some small fixes here and there, whatever we find on the road.
Hope you have fun!
Till, Friedrich and Johannes
Update 0.2.2
Hi everyone,
this is a very short update: Level 2-4 was a lot harder than it should have been, and a lot of people couldn't do it at all, so we changed it to be easier.
Changelog
Level 2 -4
Redone the targets to make them more fragile.
Update 0.2.1
Happy new year everyone!
We made some changes to the Buildblock System in the last major Update that caused the main targets to drop straight down, causing you to "win" before the first phase was even over, which caused all kinds of weird behaviour, mainly in 3-2, 4-4 and 4-7. This shouldn't be happening anymore.
Changelog
Main targets stick again
Now they stay where they should be.
Main Menu Loc text error
Level names of "Arm" and "Raft" in the 4th world were switched.
I hope you all have a nice new year, and we're looking forward to bringing you some more cool updates and content!
- Johannes
ABRISS 0.2 MAJOR CONTENT UPDATE
Hello everyone!
just in time for the Steam Winter sale, we're bringing you a holiday present: CONTENT. The frosty sixth world, RUIN, brings you 7 more worlds, one of them a boss, the new IMPULSOR part and a new environmental mechanic. So everyone can try this new world, we've unlocked the first level for you already, even if you haven't played through the fifth world!
Changelog
World 6: RUIN
7 more Levels, one of them a Boss Level!
IMPULSOR added
Explosively detach parts into a direction with this new part, introduced in world 6!
New environmental mechanic - Ice
Slide around on the new worlds frictionless grounds.
New targetblock+debris styles
We've made a couple new models for the targets to be built out of, so the targets will look more diverse and cooler. Some of them are animated and will give a little more visual life to the levels. These aren't just found in the new world, but in old levels too!
new Music
New tracks for the new world!
Targetblock System Improvements + Cleanup
The destruction of targets should simulate more reliably and performant now.
Magnet Improvements
Reworked how the Magnet affects physics and improved the VFX
Explosion System rework
Improved the way explosions affect the Simulation and made some changes in the VFX to match
Achievement System Fix
Ah yes, our old friend. After not getting any achievements at all, this time the system would give you too many. Hopefully, now you will only get the ones you actually should have.
Autorepair for Achievements
For all those of you who just randomly got a bunch of achievements - we fixed that, so you now will only have the achievements you actually played free, and we remove the achievements that were wrongfully added upon startup. Take a screenshot while you can :D
We didn't get the overworld-style map screen done in time as marked in the roadmap (unfortunately one of us got Covid and actually still has it), so we will propably add it in the next Mayor release 0.3 instead. The localization for the new world also isn't done yet, we'll patch that in starting next year!
Happy Holidays from us,
Till, Friedrich and Johannes
Update 0.1.26
Hi again!
Just some more saving bugs fixed - thanks to Tonyy from the Discord, We wouldn't have found it without you!
Changelog
Halloween is over
Removed all pumpkins & bats. It was way too spooky for us, and we didn't want to live in fear.
Another Save/Load Fix
sigh* yes, it was still broken. It's really really really not broken now. Just works. I swear.
Autorepair for Save Files
If you experienced some saving issues in earlier updates - don't worry, the data should be still there. The game will automatically fix your save files for you, so the old save files stay compatible.
More Graphics APIs supported
The game should now run on more machines, there is support for both Direct3D 11 and Vulcan now.
Content updates are coming soooooon...
- Johannes
Update 0.1.25
Hello everyone!
We've had some more trouble with saving & loading, thank you so much to Solo and GoneZero who provided their Save files! That made it actually kind of easy to find the bugs.
Changelog
"The Sun" Saving Fix
The stats were not saved for the last level, making it impossible to get all achievements - now it works normally.
"The Sun" Buildground Fix
The frictionless Buildgrounds in the last level weren't as frictionless as they should have been. Oops
End of game message
You will now get a message after the last level ("The Sun") that will tell you that this is the last level, instead of just leaving you without a "next" button, wondering if this is it.
Sandbox Buildgrounds fix
The buildgrounds in Sandbox mode were broken, we just forgot to update them after we introduced the snapping system for Buildgrounds too.
Full unlock fix
There was a weird error where you would get MY PERSONAL SAVE FILE??? Very weird. It should not be possible anymore now.
Credits added
We added Scizzoid, Solo and GoneZero to our Credits as community testers. Thank you so much again for the effort of reaching out and sending your files!
This game is now in Memory of Søren Krahl.
He was a teacher, a colleague and a friend. We miss him.
It's still autumn, so spookyness mode stays on! Stay tuned, new content coming soon...
- Johannes
Update 0.1.24
Hello everyone!
We've had a bunch of people from the community help out after last Update didn't quite works as planned - but now the achievements should really really really work. Thank you so much to Scizzoid for helping us by letting us check his Savefiles, it really helped a lot!
Changelog
Achievement System Fix Fix
The expert achievements should really work now! You will get all achievements that are stored in your savefile upon opening the game. The game will also fix corrupted savefiles automatically (hopefully not breaking any)
Achievement Popup Mode switched to immediate
You will get achievement popups now immediately after unlocking them, instead of just getting them when closing the application.
Improved Snapping & Holding mode
Buildblock snapping now supports half-steps and is also applied in holding mode. You can also drag parts through other parts that are in the way. This should allow you all to build more precisely!
Buildground Snapping
Snapping now also applies to the Buildgrounds, making it a lot easier to line up your structures.
Buildground connection feedback
If you connect a Connector or other connecting part to a Buildground now, the Buildground will also glow to show it is connected.
Part weight changes
We are making the weights of our parts more uniform, so that everything of the same size and material will weigh exactly the same (they were a bit different before, for no reason). This should make it easier for players to estimate weights.
Tutorial turning-while-holding fix
If you tried to turn while holding in the turning step of the tutorial, it didn't register. Now it's fixed!
Revert bug fixed
You can revert normally now!
Main menu continue UI fix
The "Continue"-button in the main menu used to only activate after the Savefile was loaded, which moved the rest of the Menu in an annoying twitch. We changed it so that it's just greyed out for the second or so it takes to load.
Zero gravity screenspace feedback fixed for Freecam
The effect now scales with the different FOV of the Freecam.
Loading screen size fixed in freecam
When in Freecam, the black black plane that was in the background of the loading screen wasn't big enough to cover the camera plane (because it has a different FOV). We just made it a lot bigger lol
we also did a poll in the Discord, and the community decided: Spooky mode stays on! We'll see how long...
- Johannes
EARLY ACCESS ROADMAP
Hi there!
As promised, here's the roadmap up to full release! While we will continue to publish minor updates regularly, there will be two more mayor updates, one at the end of this year, one next year, and then a whole lot in the full release version! Please understand that we can't give you exact dates for these, because we would propably need to change them anyway. We'll sprinkle in other promised features into updates
The next mayor update, 0.2, will be containing world six. We will introduce at least two new parts, and it will have its own special environmental mechanic, like the other worlds. Looking forward for you to play that!
see you in the Discord, and have fun building&destroying!
- Johannes, Till and Friedrich
ABRISS SPOOKY PATCH
Happy end of Spooktober!
I hope everyone is ready to be scared, because we decided to have a Halloween event after all! You will find some scary changes to the game and demo... But what's this? A treat? The game is on sale!
We're publishing this at the same time as the 0.1.23 minor Update - see that post for the Changelog.
PUMPKIN MAIN TARGETS Destroy all Main-O-Targets to win!
BATS! The friendly drones are now spOOoooOOOookY bats!!!
Anyway, Happy Halloween!
- Johannes
Update 0.1.23
Hi there!
as promised, the many Bugfixes that are in the Demo already are in the full version! Many of you have been waiting for the expert Achievements, just open the game to get all that you have played free until now. There's a whole lot of medium-sized bugs we fixed:
Changelog
Achievement System Fix
The expert Achievements should work now! Just open the game, and you should get all Achievements you already played free immediately!
Improved Snapping
Buildblocks snap a lot harder to each other now, which makes it a lot easier to build perfectly aligned structures. This also makes the holding-and-dragging mode more important for fine-adjustments.
Level cleanup
We went through all Levels and found a bunch of random colliders that made the level behave weirdly, some excess lights that were barely visible but cost a lot of FPS and just made it a bit prettier.
Turning parts while in Hold Mode
A lot of you have tried this in the Tutorial Level - now scrolling while hovering and while moving will both work.
New Anti-Gravity Effect
We've had feedback that some people couldn't tell immediately if the gravity was switched on or off, so now we have a stronger screen-space effect that is enabled when the level is in zero gravity.
Additional UI feedback
We added some subtle FX to the UI to guide players through the phases of play in the game.
Fixed "Black Plane of Death"
YES OH MY GOD I FINALLY FOUND IT AND FIXED IT. Never again will the camera plane turn black randomly. (Thank you to Lukas149 on Discord for providing the error footage)
Fixed camera plane behaviour
At an earlier attempt to fix the "Black Plane of Death" I accidentaly made the camera plane not work properly. This is now fixed with the black plane bugfix, so now you should be a lot more aware of where you are in space with the camera.
Fixed 4k Setting
For some reason, there were two 8k settings in the resolution dialogue. One of them was the 4k option, but it was labeled wrong. We'll change this resolution dialogue from the hard-coded one it is right now to a dynamic one that checks for your systems available resolutions automatically, but until then at least it's fixed.
Traditional Chinese Localization fix
The name of the game in traditional chinese (一觸即發) was mistakenly shown in simplified chinese (一触即发). Please forgive us, we don't speak any chinese whatsoever and didn't notice - thank you to the user "Biscuit" in our Discord for pointing it out! Both of the names weren't in the main menu as logo, we also added this too.
More accurate destruction rating
We are calculating the destruction percentage a bit differently now, we also added some invisible collider-Killzones in the Level to help you reach your destruction percentage goals in the game better.
We are also temporarily switching the Game and Demo to spoOooOky mode for the steam scream event, check the other post to see what that means! Hope you have fun!